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Pared's MVP 2005 Gameplay Sliders

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Old 02-25-2005, 02:33 AM   #1
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Pared's MVP 2005 Gameplay Sliders

Here's the initial release!

Remember, this is still a work in progress, so enjoy, and don't forget that feedback is always key!

Pared's MVP 2005 Gameplay Sliders v. 0.5

Difficulty: All-Star
Strike Zone: Off
Hot/Cold Zones: Fade
Pitch Cursor: Fade or Off
Variable "Stuff": On

User Pitch Meter Difficulty: -23
Pitch Speed: -5 (or default, no big difference, except off speed pitches are harder to hit on -5)
CPU Pitcher Ball Rate: 8
User Pitcher Fatigue: 0
CPU Pitcher Fatigue: 0
User Pitch Control: -50 (Yes, that's right.)
CPU Pitch Control: -5
Bullpen Fatigue Rate: 0
Bullpen Fatigue Grace: 0
User Batting Contact: 0
CPU Batting Contact: 18 (You have to offset the increased foul balls)
User Batting Power: 0 (Seems fine... for now)
CPU Batting Power: 0 (Again, seems fine)
User Bunting Ability: 0
CPU Bunting Ability: 0
User Foul Ball Frequency: 50 (Trust me... you're going to get into some MEMORABLE at bats!)
CPU Foul Ball Frequency: 45
CPU Swing Frequency: -26
User OF Speed (Manual): 0
User OF Speed (MVP): 0
CPU OF Speed: 0
User IF Speed (Manual): -6
User IF Speed (MVP): -6
CPU IF Speed: -6
User Throw Speed: 0
CPU Throw Speed: 0
User Throw Accuracy: -8
CPU Throw Accuracy: -5
User Catch Errors: 0
CPU Catch Errors: 0
User Dive Difficulty: 0
CPU Catch Effort: -25
User Baserunning Speed: 3
CPU Baserunning Speed: 3
User Runner Aggression: 5
CPU Runner Aggression: 5
User Runner Steal Speed: 0
CPU Runner Steal Speed: 0
User Runner Steal Delay: -4
CPU Runner Steal Delay: -4
CPU Steal Rate: 8
Runner Injury Frequency: 0
Pitcher Injury Frequency: 0
Batter Injury Frequency: 0
Fielder Injury Frequency: 7
Pitching MG Difference: 0

PHEW! As you can see the list is long, but I have to give lots of credit to the MVP development team, as this game was REALLY great out of the box. Even though it is great out of the box, here is a list of improvements this version addresses:

-Pitch counts; Increased for both User and CPU
-The slow baserunners can no longer be thrown out on plays where the fielder dives, spins, adjusts his crotch, checks out the hot girl in the third row, and then throws to first. Ichiro/Pierre still blaze down the line, but not inbelievably so.
-CPU Batters will now take a first pitch strike here and there, plus can get caught looking with proper pitching strategies. Their contact was raised to allow more solid contact and to also offset the increased number of fouls.
-Increased number of foul balls hit.
-User has a LOT less control when pitching. Missing the perfect zone allows for pitches to miss their spots immensely, directly correlated to the meter. In other words, the further you are from the Perfect zone, the more you will see how off the pitch is from the initial spot.
-Meter is a bit tougher to hit the Perfect spot all the time. You really must work for it.
-Baserunners are more aggressive. I'm not done with steal delay and steal speed. The steal delay has to be a lot less, so you can get the impression that a runner "takes off" as soon as they think the pitcher commits to home. Must be offset by Steal speed, however.

Some notes:

-The sliders with (MVP) next to them are the speeds of the players when the CPU is controlling them, before the user takes control.
-Some few have said they've been able to throw players out at first from line drives to RF... while I have not seen it, keep in mind the stadium you're playing in. The baserunning speed increase should help this as well.
-I have not done any testing on any other levels, as I still have much more to look at on the All-Star level.

There you have it, a very early set so you can get an idea of what's being tweaked. Constructive comments/feedback always welcome!

Enjoy!
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Old 02-25-2005, 02:59 AM   #2
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Re: Pared's MVP 2005 Gameplay Sliders

thanks trying them out right now, hit a 2 run homer in the first inning with kaz, god i love the no lefty glitch lol.
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Old 02-25-2005, 03:01 AM   #3
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Re: Pared's MVP 2005 Gameplay Sliders

hey pared,

I'm not sure i understand the pitch meter difficulty slider. When it's in the negative it's harder to throw strikes than default? I try and make throwing the ball where I want it as difficult as possible, so I turn all of the pitching aides off and wanna make sure I understand that slider right. Great work as usual.
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Old 02-25-2005, 03:08 AM   #4
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Re: Pared's MVP 2005 Gameplay Sliders

hey pared,

i understand ur thinking about the foul ball meter and the contact, however how come the CPU has 18 contact while human has 0 contact both on very high foul slider? wouldn't the foul ball slider diminsih the user's contact as well??

By the way, all the other stuff feel great, i really liked the infielder tweak, very nice

Thanks

Riz
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Old 02-25-2005, 03:10 AM   #5
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Re: Pared's MVP 2005 Gameplay Sliders

Good stuff so far.

-- With all the fouls, do you think the Pitcher's need a little more stamina?

Overall good stuff.
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Old 02-25-2005, 03:15 AM   #6
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Re: Pared's MVP 2005 Gameplay Sliders

Quote:
Originally Posted by drustrk3
hey pared,

I'm not sure i understand the pitch meter difficulty slider. When it's in the negative it's harder to throw strikes than default? I try and make throwing the ball where I want it as difficult as possible, so I turn all of the pitching aides off and wanna make sure I understand that slider right. Great work as usual.
Yes, the green Perfect zone has less an area. Negatives=less, Positives=more.

Sounds a bit backwards, but that's how it is.
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Old 02-25-2005, 03:18 AM   #7
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Re: Pared's MVP 2005 Gameplay Sliders

Quote:
Originally Posted by flyerfan_sejati
hey pared,

i understand ur thinking about the foul ball meter and the contact, however how come the CPU has 18 contact while human has 0 contact both on very high foul slider? wouldn't the foul ball slider diminsih the user's contact as well??

By the way, all the other stuff feel great, i really liked the infielder tweak, very nice

Thanks

Riz
I'm going to mess with that some more, but wanted feedback first. Even with the foul slider so high for the user, I was able to get hits anywhere from 6-13. The CPU, since it will swing a bit more selectively, needs to have better contact when it does, to offset the increased fouls.

I know the foul slider @ 45 seems high compared to only an 18 increase in contact, but it works.

Oh, and the slower IF'ers allow more hits to fall/get through anyway.
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Old 02-25-2005, 03:20 AM   #8
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Re: Pared's MVP 2005 Gameplay Sliders

Quote:
Originally Posted by JRod
Good stuff so far.

-- With all the fouls, do you think the Pitcher's need a little more stamina?

Overall good stuff.
It's a bit of a tradeoff, but the CPU still, even with low stamina, would leave the pitcher in the game as long as they weren't losing or getting hit hard. So I'm not so sure...

I'll test it some more... but tomorrow, not tonight.
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