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Stats-Based CPU Sliders [MLB 12 Version]

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Old 03-09-2012, 03:48 AM   #1
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Stats-Based CPU Sliders [MLB 12 Version]

Hi all. I'll be working on a CPU slider set based on the following philosophy:

(1) Adjustments are made for the gameplay to replicate 2009 - 2011 MLB stats as closely as possible. (2011 is weighted twice more than 09 and 10, since that's how players are rated in the default SCEA roster.)

(2) Make the gameplay visually appealing.

I like to have such a slider set myself since my hobby is to create a player and use him in a bunch of CPU vs CPU games and check out how he performs. Because of similar conditions, it's also suitable for MoM and MILFs.

One word of caution is that all tests are done with Vita, so there's no guarantee that this would yield the same results on PS3, although there has been nothing to indicate the same slider set cannot be used for both platforms.

I worked on a slider set based on similar philosophy last year:

http://www.operationsports.com/forum...iders-cpu.html

It is likely the set will be close to the last year's one.


Most Up-to-date Working Set [Apr. 15]

Contact: 4
Power: 5
Timing: 6
Foul Frequency: 4
Solid Hits: 4
Starter Stamina: 7
Reliever Stamina: 5
Pitcher Control: 7
Pitcher Consistency: 4
Strike Frequency: 5
Manager Hook: 4
Pickoffs: 5
Pitch Speed: 10
Fielding Errors: 7
Throwing Errors: 5
Fielder Run Speed: 4
Fielder Reaction: 4
Fielder Arm Strength: 2
BR Speed: 6
BR Steal Ability: 4
BR Steal Frequency: 9
Wind: 4
Injury Frequency: 5



Gameplay Settings:

These don't matter much or at all as far as CPU vs. CPU games are concerned, but here goes... on my Vita.


Batting & Baserunning:


Hitting Difficulty: Rookie, Veteran, or All-star (just testing if these affect results; have not seen any effect other than natural variation due to limited sample size).

Hitting Interface: Pure Analog
- Plate Coverage Indicator: On vs AI
Hitting View: Offset
Bunting Interface: Classic
Guess Pitch: Off
Baserunning Decisions: Assist
Sliding Decisions: Assist
Runner Windows: On

Pitching:


Pitching Difficulty: Rookie, Veteran, or All-star

Pitching Interface: Pulse Pitching
Pitching View: Broadcast
Pitching Ball Marker: On
Pitch Callout: Full
Pitch Confidence: On
Pitch Delay: Faster
API: Default

Fielding:


Throwing Interface: Pure Analog

Throwing Meter: On
- Throwing Difficulty: All-star
Throwing Decision: Off
Throw Cancelling: On
Fielding Decision: Assist
Defensive Shift: Auto
Catch Region Indicator: On
Catch Position Indicator: On
Tag Up Indicator: On
Rob Home Run Indicator: On
Fielding View Offense: Broadcast
Fielding View Defense: Medium

General:


Rear Touch Pad: Off

Strike Zone: Off
- Hot Zones: Off
Swing/Pitch Info: On
Balk: On
Warm Up Pitchers: On
Umpire Balls and Strikes: Variable
Umpire Close Plays: On
Check Swing Appeals: On
Injuries: Off
Ejections: On
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Last edited by nomo17k; 04-15-2012 at 11:22 AM. Reason: updated on working set based on 4/15
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Old 03-09-2012, 04:01 AM   #2
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Re: Stats-Based CPU Sliders [MLB 12 Version]

So far I've run 35 games with the default slider set (except Pitch Speed at 10) to get a set of base-line results. I created a season specifically for slider testing purpose, playing every single game in the schedule. That means in most games aces or No. 2 starters started, possibly reducing offensive output. I'll continue till I get 75 games in, so that aces as well as No. 5 starters from all teams pitch.

Anyways, my early impressions are:

-- Less walks happen compared to real life
-- GIDPs are a bit inflated due to a slightly higher tendency to see ground balls.
-- CPU swings at pitches realistically, but a bit better at putting the ball in play.
-- HBPs and WPs don't happen as often as in real life.

Otherwise, most stats are already very close to the 2009 - 2011 MLB averages. I think things are even better tuned out of the box than in the last year.

On the visual front, I wish to reduce both Fielder Run Speed a tiny bit and definitely Fielder Arm Strength a lot more. I will see if doing so has any adverse effects on generated stats...
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Last edited by nomo17k; 03-09-2012 at 03:28 PM.
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Old 03-09-2012, 11:36 AM   #3
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Re: Stats-Based CPU Sliders [MLB 12 Version]

Lovely stuff Nomo, it's only March but you are in mid-season form.

Very encouraged by the results you have recorded. Doesn't look like many sliders will need to be altered this year. I, of course, will be editing all the catchers to get more wild pitches, but that's just a personal OCD obsession.
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Old 03-09-2012, 12:42 PM   #4
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Re: Stats-Based CPU Sliders [MLB 12 Version]

Quote:
Originally Posted by DaiYoung
Lovely stuff Nomo, it's only March but you are in mid-season form.

Very encouraged by the results you have recorded. Doesn't look like many sliders will need to be altered this year. I, of course, will be editing all the catchers to get more wild pitches, but that's just a personal OCD obsession.
Yes the game at default works pretty well. Very good play variety.

I share the same concern about WPs and HBPs. However, given the walks are a bit down (as usual) we have some leeway in lowering Pitch Consistency slider without worrying about adverse side effects (last year, too many WPs was the problem that caused you to edit catchers).

I doubt we should lower PC slider as much as we did last year, but will see how that increases WPs and HBPs.
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Old 03-09-2012, 01:09 PM   #5
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Re: Stats-Based CPU Sliders [MLB 12 Version]

Nomo,

As far as arm strength goes, with it one click down, Jeff Francouer cannot make a throw to the cutoff man without it bouncing weakly, even with momentum


This is with maximum effort from the warning track, but i'm pretty sure Frenchy can throw it on a line to home plate from that distance

Last edited by seanjeezy; 03-09-2012 at 01:18 PM.
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Old 03-09-2012, 03:39 PM   #6
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Re: Stats-Based CPU Sliders [MLB 12 Version]

Quote:
Originally Posted by seanjeezy
Nomo,

As far as arm strength goes, with it one click down, Jeff Francouer cannot make a throw to the cutoff man without it bouncing weakly, even with momentum


This is with maximum effort from the warning track, but i'm pretty sure Frenchy can throw it on a line to home plate from that distance
Thanks for the heads-up. I'm thinking about how much lower I should go with Arm Strength, but visual is quite subjective and it's hard to track something like arm strengths with stats, so it's a kind of grey area.

I have to try myself with long throws to see how they look when I play, but unfortunately I cannot get a lot of games in where I actually play right now... too busy with other stuff, though CPU games run in the background... If previous iterations provide any indication, I think no outfielder had strong enough arm to throw a "laser-beam" from warning track... they were always arch-y, though not necessarily weak.

Again I have to see if things have changed, but with all the stuff the Show gets right, it's actually quite difficult to create a player with very exceptional ability (like Francoeur's arm). So I might need to neglect that if tuning for extreme compromises the overall balance.
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Old 03-09-2012, 03:43 PM   #7
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Re: Stats-Based CPU Sliders [MLB 12 Version]

What are your thoughts on fielder run speed as opposed to fielder reaction? Which is more important for doubles to gaps and seeing dives?
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Old 03-09-2012, 04:01 PM   #8
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Re: Stats-Based CPU Sliders [MLB 12 Version]

Quote:
Originally Posted by DarkSith777
What are your thoughts on fielder run speed as opposed to fielder reaction? Which is more important for doubles to gaps and seeing dives?
If you want to fine tune fielder ranges, I think both will have similar effects.

But Fielder Reaction affects both infielders and outfielders, while Fielder Run Speed is much much more important for outfielders, so if I want to adjust only outfielders' range, I'd change Run Speed and leave Reaction to avoid adverse effects on infielders.
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