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Notes:

-All players (my players) are completed.....updated with faces....updated ratings...numbers. I randomized stances and in the instances I knew an actual stance...I added it.
-I did not get a chance to put Struts NEW stances he sent me yet. (the set contains his original updated stances)
-I did the most common lineups for the MLB teams from Baseball Reference. In some cases I just used "common sense" (what little I have left)
-I let the CPU dictate the minor league lineups/rotations
-I did not use the "extra" A rated player. It is Grant Desme of the Oakland A's and heard the higher calling and left the game. It is him on the FA list....so you're choice....give him his name...and put him back on Oakland....or make him the player of your choice
-I tried to get in as many requests as possible
-The Futures game starters look great for the most part...but for whatever reason...there are still some USA players being put on the World team. I cannot figure it out.
-I tried and succeeded for the most part in getting the AAA teams perfect
-Some of the early AL teams might have changed since I did them....heck...even some of the NL teams might be like that...there is a lot of minor league movement.

Link for download:

http://www.sendspace.com/file/amjetb

On Sportsconnect:

O.S. FullMinorsv2

Of course....this would have been impossible this year without Ridin'...and KSig who really set the table and came through big time with this set this year.

Also thanks to Strut.....Mr Franchise....Razr....JaSnake...and the countless others who supplied us with info, which is invaluable to a project like this. As it is....it can be overwhelming at times.....having resources to pluck from is a GREAT help.

30 Team Roster Control Knight V2 Franchise File with DL, Lineups & Rosters Set

Play Ball!

M.K.
Knight165


-------------------------------------------------------------------------

OS Full Minors V3

Quote:
Originally Posted by Knight165
Okay....I'm pretty bummed about my Flyers losing in OT to the g(sh)itty Blackholes....but.......

Here is v3 with the updates to v2.1 on it. I also got in some of the other changes...spelling...Zack Jackson dupe....some secondary position changes...etc.

It is up in the vault as O.S.F.M.v3PitchEd

Here is the link for direct download....enjoy!....http://www.sendspace.com/file/2g2zrl

I realized after upload...that I forgot Mike Lamb.
Use the D rated player on the FA list. Sorry.

M.K.
Knight165

Game: MLB '10: The ShowReader Score: 9/10 - Vote Now
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Member Comments
# 601 crques @ 06/11/10 11:01 AM
Quote:
Originally Posted by bushidonole
I think we're going to have a problem with how the pitching stamina forumula was calculated. I think it might be too low, I don't know..

I was playing a game with the new pitch edits, and Roy Halladay was pulled out of the game after 5 1/2 innings of work (only allowed 1 ER, and 3 H, 8 K's) but was yanked anyways. I did another game (same teams, same pitchers) just to see if it was a fluke, and he lasted 6 innings (0 ER, 4 H, 9 K's)

Maybe someone else can test this more, because I need to get to sleep

Oh yeah, just wanted to add before I closed my eyes - in case someone asks - Halladay pitch counts were under 75 when he was pulled. Yes, I suck, and I swing at just about anything.
I agree. I was using the Braves and playing the Phillies last night and Halladay only threw 6 innings and was taken out. He had only given up 2 runs on 5 hits and had 7 K's.
 
# 602 cactusruss @ 06/11/10 11:07 AM
Quote:
Originally Posted by crques
I agree. I was using the Braves and playing the Phillies last night and Halladay only threw 6 innings and was taken out. He had only given up 2 runs on 5 hits and had 7 K's.
These rosters are horrible because of the pitchers stamina being so low. Most pitchers are gassed by the 4th inning, and alot of relievers are gassed as soon as they enter the game.
 
# 603 HustlinOwl @ 06/11/10 11:08 AM
bump starter slider stamina to 8 what's wrong with that?
 
# 604 Shady13 @ 06/11/10 11:16 AM
Quote:
Originally Posted by gkasper
No if you want to do roster moves you have to check out struts thread and update yourself.

Hustlin Owl will start a franchise with both versions 3 and 4 on 30 team control and send all the minor league players down so that the lineups won't get messed up when you sim through spring training. Then he will post it so that we can download the file, pick the team we want, and start our franchise without having to manually send all minor leaguers down to their proper teams.

If you don't do this players like Carlos Santana on the Indians end up on the major league roster after you sim through spring training and the lineups get all messed up.

(Anyone can correct me if I am wrong on this)

Thanks Owl!
Time for my potentially dumb question. I don't play Franchise mode. I play Season mode with the Blue Jays. One 162 game season at a time.

Is this roster issue going to impact me as well?

If so, can I grab the revised version of the roster from Hustlin Owl and apply it to my season to avoid the Spring Training issue. Also do I need to use 30 team control going forward to avoid the other teams making wacky moves?

Thanks in advance...
 
# 605 Speedy @ 06/11/10 11:19 AM
Can we get more feedback on the stamina issue? How is it playing out with the relievers?
 
# 606 huskerfan4life @ 06/11/10 11:21 AM
Quote:
Originally Posted by Jason_19
If you're playing a season or a franchise, you can edit one of the new fake free agents into Bryce Harper. There should be a few of those players who have an A potential rating.
do u know where I could find all the innfo to make the bryce harper? I'm going to be using v4 and doing a franchise, I see there are bryce harpers caps posted bu no info in them an help would be greatly appreciated
 
# 607 huskerfan4life @ 06/11/10 11:29 AM
can someone please tell me what the difference between v3 v3.1 and v4 are and which is the best to use for a franchise and when is v3.1 or v4 going to be on sports connect
 
# 608 cactusruss @ 06/11/10 11:42 AM
Quote:
Originally Posted by HustlinOwl
bump starter slider stamina to 8 what's wrong with that?
I have both pitcher stamina sliders at 10 and most pitchers still get gassed too quickly

Quote:
Originally Posted by Speedy
Can we get more feedback on the stamina issue? How is it playing out with the relievers?
Alot of relievers are gassed as soon as they enter the game. Even with the stamina slider at 10. The V3 rosters screwed up pitching in the game.

Quote:
Originally Posted by huskerfan4life
can someone please tell me what the difference between v3 v3.1 and v4 are and which is the best to use for a franchise and when is v3.1 or v4 going to be on sports connect
I would say that, due to the pitching stamina edits in v3, v2.1 would be the best to start a franchise with.
 
# 609 SoxFan01605 @ 06/11/10 11:46 AM
Guys, on the stamina thing...

The formula works extremely well for simulated results. Meaning any games you do not play will closer mimic the real deal than SCEAs base ratings. Your top tier pitchers will all still be at or above 200 IP and, more importantly, you won't see relievers with ridiculously high IP and appearances as much.

For in-game, bump the CPU stamina sliders up to anywhere in the 7-10 range (preferences vary...I think I use mine at 7 or 8) and LOWER the manager hook around the same (though 3-4 might be best. 1 or 2 might be too low...again though, preferences vary). This will allow CPU starters to go longer, but the relievers will still be used more realistically. Managers will not pull out starters after 70-80 pitches and it will be more bases on performance.

That's the main benefit. If you notice (and I'm guessing, based on what I know about Rods ideas) there are several relievers likely at 0 for stamina. These are guys who are either specialists (L/R, for example) or guys who see little action. The edits also eliminate the 3-4 inning relief appearances that can crop up from time to time. This will also (due to less appearances) take care of the many relievers who get used so much by the AI that they end up with 8-12 wins out of the pen consistently.

For users, you don't really need to edit sliders. The lowered ratings will still allow deep starts and complete games, but the final innings will just be more of a challenge. If it's too much for you, incrementally up the starter stamina by 1 until it seems more manageable. I'd give it a few games though, as once you get it down, it really is hard to go back.

Note that while editing starter stamina might be a good idea, you should probably leave reliever stamina alone (or at least don't raise it). Again, the relievers are the ones who benefit the most from these edits.
 
# 610 KensaiKatai @ 06/11/10 11:57 AM
Quote:
Originally Posted by SoxFan01605
Guys, on the stamina thing...

The formula works extremely well for simulated results. Meaning any games you do not play will closer mimic the real deal than SCEAs base ratings. Your top tier pitchers will all still be at or above 200 IP and, more importantly, you won't see relievers with ridiculously high IP and appearances as much.

For in-game, bump the CPU stamina sliders up to anywhere in the 7-10 range (preferences vary...I think I use mine at 7 or 8) and the manager hook around the same (though 6-8 might be best. 9 or 10 might be too high...again though, preferences vary). This will allow CPU starters to go longer, but the relievers will still be used more realistically. Managers will not pull out starters after 70-80 pitches and it will be more bases on performance.

That's the main benefit. If you notice (and I'm guessing, based on what I know about Rods ideas) there are several relievers likely at 0 for stamina. These are guys who are either specialists (L/R, for example) or guys who see little action. The edits also eliminate the 3-4 inning relief appearances that can crop up from time to time. This will also (due to less appearances) take care of the many relievers who get used so much by the AI that they end up with 8-12 wins out of the pen consistently.

For users, you don't really need to edit sliders. The lowered ratings will still allow deep starts and complete games, but the final innings will just be more of a challenge. If it's too much for you, incrementally up the starter stamina by 1 until it seems more manageable. I'd give it a few games though, as once you get it down, it really is hard to go back.

Note that while editing starter stamina might be a good idea, you should probably leave reliever stamina alone (or at least don't raise it). Again, the relievers are the ones who benefit the most from these edits.
Thanks for this post. Good insight and i too thought it would benefit the relievers tremendously. Was very tired of relievers seemingly being able to pitch forever anyhow.
 
# 611 ltw0303cavs @ 06/11/10 12:01 PM
Cause people would rather complain and make demands then fix it themselves
 
# 612 huskerfan4life @ 06/11/10 12:02 PM
Quote:
Originally Posted by SoxFan01605
Guys, on the stamina thing...

The formula works extremely well for simulated results. Meaning any games you do not play will closer mimic the real deal than SCEAs base ratings. Your top tier pitchers will all still be at or above 200 IP and, more importantly, you won't see relievers with ridiculously high IP and appearances as much.

For in-game, bump the CPU stamina sliders up to anywhere in the 7-10 range (preferences vary...I think I use mine at 7 or 8) and the manager hook around the same (though 6-8 might be best. 9 or 10 might be too high...again though, preferences vary). This will allow CPU starters to go longer, but the relievers will still be used more realistically. Managers will not pull out starters after 70-80 pitches and it will be more bases on performance.

That's the main benefit. If you notice (and I'm guessing, based on what I know about Rods ideas) there are several relievers likely at 0 for stamina. These are guys who are either specialists (L/R, for example) or guys who see little action. The edits also eliminate the 3-4 inning relief appearances that can crop up from time to time. This will also (due to less appearances) take care of the many relievers who get used so much by the AI that they end up with 8-12 wins out of the pen consistently.

For users, you don't really need to edit sliders. The lowered ratings will still allow deep starts and complete games, but the final innings will just be more of a challenge. If it's too much for you, incrementally up the starter stamina by 1 until it seems more manageable. I'd give it a few games though, as once you get it down, it really is hard to go back.

Note that while editing starter stamina might be a good idea, you should probably leave reliever stamina alone (or at least don't raise it). Again, the relievers are the ones who benefit the most from these edits.
so being that i play every game I should bump the cpu to 8 and the hook to 7? are these in the sliders?
 
# 613 huskerfan4life @ 06/11/10 12:03 PM
will the pitching edits get sct screwed up if I use a pro silders set thats here in the slider section?
 
# 614 SoxFan01605 @ 06/11/10 12:07 PM
Quote:
Originally Posted by huskerfan4life
so being that i play every game I should bump the cpu to 8 and the hook to 7? are these in the sliders?
Yeah, that would probably be a good start. Remember that that there are separate sliders for starter and relievers too, so you have some wiggle room depending on where your issues lie.

Quote:
Originally Posted by huskerfan4life
will the pitching edits get sct screwed up if I use a pro silders set thats here in the slider section?
Shouldn't matter what slider set you choose as long as you adapt the sliders for pitching to the set (meaning any handicaps given for stamina, control, etc might need to be defaulted until you've played a few games to determine what you want).
 
# 615 Speedy @ 06/11/10 12:08 PM
Quote:
Originally Posted by SoxFan01605
Guys, on the stamina thing...

The formula works extremely well for simulated results. Meaning any games you do not play will closer mimic the real deal than SCEAs base ratings. Your top tier pitchers will all still be at or above 200 IP and, more importantly, you won't see relievers with ridiculously high IP and appearances as much.

For in-game, bump the CPU stamina sliders up to anywhere in the 7-10 range (preferences vary...I think I use mine at 7 or 8) and the manager hook around the same (though 6-8 might be best. 9 or 10 might be too high...again though, preferences vary). This will allow CPU starters to go longer, but the relievers will still be used more realistically. Managers will not pull out starters after 70-80 pitches and it will be more bases on performance.

That's the main benefit. If you notice (and I'm guessing, based on what I know about Rods ideas) there are several relievers likely at 0 for stamina. These are guys who are either specialists (L/R, for example) or guys who see little action. The edits also eliminate the 3-4 inning relief appearances that can crop up from time to time. This will also (due to less appearances) take care of the many relievers who get used so much by the AI that they end up with 8-12 wins out of the pen consistently.

For users, you don't really need to edit sliders. The lowered ratings will still allow deep starts and complete games, but the final innings will just be more of a challenge. If it's too much for you, incrementally up the starter stamina by 1 until it seems more manageable. I'd give it a few games though, as once you get it down, it really is hard to go back.

Note that while editing starter stamina might be a good idea, you should probably leave reliever stamina alone (or at least don't raise it). Again, the relievers are the ones who benefit the most from these edits.
I'm sold, SF. Wonderful feedback and response!
 
# 616 RAZRr1275 @ 06/11/10 12:09 PM
Soxfan has the slider portion pretty much right. These are intended to be played with a manager hook setting higher than default and with a patient user so that those 90+ pitch 6 inning starts can actually happen in game. And also he is correct that the relievers with extremely low stamina are specialists and will be put in the game for only a third or two of an inning in most games
 
# 617 RogueHominid @ 06/11/10 12:16 PM
Quote:
Originally Posted by RAZRr1275
Soxfan has the slider portion pretty much right. These are intended to be played with a manager hook setting higher than default and with a patient user so that those 90+ pitch 6 inning starts can actually happen in game. And also he is correct that the relievers with extremely low stamina are specialists and will be put in the game for only a third or two of an inning in most games
That's really interesting and in-depth work. Thanks!

Do you have your CPU sliders the same as Sox? And is the consensus that user sliders can just be left alone?

I'm using Psycho's sliders at present, but am not sure how those mesh with these edits.
 
# 618 rspencer86 @ 06/11/10 12:18 PM
Great info Soxfan and Razr, can't wait to get started with these!
 
# 619 gubunko @ 06/11/10 12:19 PM
Quote:
Originally Posted by Trojan Man
That's really interesting and in-depth work. Thanks!

Do you have your CPU sliders the same as Sox? And is the consensus that user sliders can just be left alone?

I'm using Psycho's sliders at present, but am not sure how those mesh with these edits.
Psycho's set should work out fine, that's what I've been using.
 
# 620 Ljm623 @ 06/11/10 12:20 PM
Quote:
Originally Posted by SoxFan01605
Guys, on the stamina thing...

The formula works extremely well for simulated results. Meaning any games you do not play will closer mimic the real deal than SCEAs base ratings. Your top tier pitchers will all still be at or above 200 IP and, more importantly, you won't see relievers with ridiculously high IP and appearances as much.

For in-game, bump the CPU stamina sliders up to anywhere in the 7-10 range (preferences vary...I think I use mine at 7 or 8) and the manager hook around the same (though 6-8 might be best. 9 or 10 might be too high...again though, preferences vary). This will allow CPU starters to go longer, but the relievers will still be used more realistically. Managers will not pull out starters after 70-80 pitches and it will be more bases on performance.

That's the main benefit. If you notice (and I'm guessing, based on what I know about Rods ideas) there are several relievers likely at 0 for stamina. These are guys who are either specialists (L/R, for example) or guys who see little action. The edits also eliminate the 3-4 inning relief appearances that can crop up from time to time. This will also (due to less appearances) take care of the many relievers who get used so much by the AI that they end up with 8-12 wins out of the pen consistently.

For users, you don't really need to edit sliders. The lowered ratings will still allow deep starts and complete games, but the final innings will just be more of a challenge. If it's too much for you, incrementally up the starter stamina by 1 until it seems more manageable. I'd give it a few games though, as once you get it down, it really is hard to go back.

Note that while editing starter stamina might be a good idea, you should probably leave reliever stamina alone (or at least don't raise it). Again, the relievers are the ones who benefit the most from these edits.
awesome post, very informative.
 


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