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V.3 is finished and is currently up on SportsConnect under the name of "strut24v3done". Please remember to vote thumbs up to the file when you download, so any impostor files aren't mistaken.

This version has everything in v.2 PLUS RAZR's pitch and stamina edits and strut24's stance/delivery updates. ALL stances/motions are done as of June 11. Anyone called up after that, has not been added yet but will be added to my IN SEASON thread. So guys like Joe Martinez, Enrique Gonzalez, Daniel Nava, Justin Ruggiano etc have NOT been done yet. Here is the link to the In Season thread: http://www.operationsports.com/forum...s-rosters.html

Here is a Word document of all the changes that strut did to the rosters: http://www.sendspace.com/file/ml24bf

What is going on with the file now, you ask? JaSnake is working on v4, which will include updates to the stock SCEA players to update current real life performance. There is no ETA at this time for that file.

Here is HustlinOwl's Franchise File, which is for users that want a 30 team user controlled franchise file: http://www.mediafire.com/?okncwnj2wnm

Here are RAZR's slider suggestions for these rosters. These sliders may help users who are having issues with USER VS CPU IN GAME stamina.

Quote:
For those who don't mind changing sliders use these for what I believe to be the fullest experience of the stamina edits

USER
Pitch control 1
Consistency 7

CPU
Control 5
Consistency 3
Strike Frequency 0
Manager Hook 4

and
Starter Stamina 5
Reliever Stamina 0 for both user and cpu

For those that prefer to stick as close as possible to default use these suggestions that SoxFan posted

Starter Stamina (User): 6
Reliever Stamina (User): 3

Starter Stamina (CPU): 7
Reliever Stamina (CPU): 5 (default)
Manager Hook (CPU): 3

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Member Comments
# 441 HustlinOwl @ 06/25/10 02:35 PM
Quote:
Originally Posted by Yankee2441
I'm fairly confident that sliders only affect games you play.
not true, turn up injury slider and notice the difference in sim games
 
# 442 JaSnake16 @ 06/25/10 02:39 PM
Yankee is correct in terms of the sliders, they only affect games that are played not simmed.

Update: TD is finishing as we speak. He promises me the roster by 9PM EST the latest. That is a good time for me as I can finish my litle touches and release tonight probably around 10ish barring life interference (LOL). If its sooner believe me youll know.
 
# 443 JaSnake16 @ 06/25/10 02:41 PM
Quote:
Originally Posted by HustlinOwl
not true, turn up injury slider and notice the difference in sim games
I havent seen this but Im gonna try that one out as that has been posted before. I have yet to see a gameplay slider (contact, power etc.) affect the sims positively or negatively
 
# 444 grgmths1433 @ 06/25/10 02:41 PM
Quote:
Originally Posted by HustlinOwl
not true, turn up injury slider and notice the difference in sim games
hey HustlinOwl,have you test the rosters too.when you make your franchise file what do you add too.is it the 25 man rosters and 40 man rosters set.i just dont understand what you add to the rosters.can you explain please.thx
 
# 445 RAZRr1275 @ 06/25/10 02:41 PM
Quote:
Originally Posted by Dean3790
Okay, I misunderstood your intentions. They were simply you own personal rosters modified for how you like to play. That's fine. I just feel like you advertise them like a community project and it throws a lot of people off.

I mean if in v4 we have Ike Davis like a 99 overall, we'd all complain and say it is unrealistic. Is that too much of a gripe? I was complaining that your edits weren't realistic in a simulated season, and you admitted that you didn't care. It just seems that everyone else who works on these sees them as a project for the community with the utmost realism desired, you just seem like you made the changes you wanted with no consideration for the usability of the roster as a whole. That's all I'm saying.

Oh and JaSnake, I was thinking about v4.1, and would upping the stamina for pitchers mess with the sim stats? Can't we just up the starter stamina slider?
I'm not shoving everyone's stamina to 0 so I don't get your logic there. It's mostly a + or - 5 change. Most people on this board that have used my various roster projects know that I'm not big on sim stats. I tried once on I believe NBA 2k8 and pretty much discovered that trying to get proper simmed stats was a wild goose chase as there were always many abnormalities which were enhanced by attempting to "fix" another and that the quest for proper simmed gameplay adversely affected user vs cpu gameplay. Later I found that this was true in most, if not all, sports games. I, am in my opinion am going for the utmost realism in the things that I consider relevant. That being user versus cpu gameplay. I ultimately do the rosters for myself but even under your framework the community is gridlocked on whether the stamina edits are good or bad and some simmed results that people are posting are just as close to realistic levels as scea or not very different. To me this means that I default to what I find to be best which would be the stamina edits.
 
# 446 grgmths1433 @ 06/25/10 02:44 PM
Quote:
Originally Posted by JaSnake16
Yankee is correct in terms of the sliders, they only affect games that are played not simmed.

Update: TD is finishing as we speak. He promises me the roster by 9PM EST the latest. That is a good time for me as I can finish my litle touches and release tonight probably around 10ish barring life interference (LOL). If its sooner believe me youll know.
are they still gonna be 2 sets v4 and v4.1 or just one set.
 
# 447 Yankee2441 @ 06/25/10 02:51 PM
Quote:
Originally Posted by HustlinOwl
not true, turn up injury slider and notice the difference in sim games
You may be right on the injury slider. I haven't messed with it. If this is the case then I'll lower it in my franchise to cut down on the number of injuries. The rest of the sliders however make no difference in simming from what I've noticed.

Trying to come up with a mirror image simulation by editing rosters is like a wild goose chase. Programming is the issue at hand. OOTP baseball has an outstanding simulation engine, I do wish the show could produce similar sim results to that.
 
# 448 JaSnake16 @ 06/25/10 02:59 PM
Quote:
Originally Posted by RAZRr1275
I'm not shoving everyone's stamina to 0 so I don't get your logic there. It's mostly a + or - 5 change. Most people on this board that have used my various roster projects know that I'm not big on sim stats. I tried once on I believe NBA 2k8 and pretty much discovered that trying to get proper simmed stats was a wild goose chase as there were always many abnormalities which were enhanced by attempting to "fix" another and that the quest for proper simmed gameplay adversely affected user vs cpu gameplay. Later I found that this was true in most, if not all, sports games. I, am in my opinion am going for the utmost realism in the things that I consider relevant. That being user versus cpu gameplay. I ultimately do the rosters for myself but even under your framework the community is gridlocked on whether the stamina edits are good or bad and some simmed results that people are posting are just as close to realistic levels as scea or not very different. To me this means that I default to what I find to be best which would be the stamina edits.

Just to chime in, but realize that I play with Razrs edits and we are doing the stamina edits to suffice those in the community as well.

It is the purpose of the re-rates to get more accurate gameplay not only in simulation numbers but also in gameplay. There will be a discernable difference in some players and more subtle differences in others. However gameplay is not affected in any way so that the game suddenly becomes monotonous or impossible to play. It just feels more realistic (IMO). Balls in the gaps, homers that feel like homers, etc. Then in the games around yours when you look at how your players stcak up to the rest of the league you wont be seeing that the home run leader is Derek Lee with 51 or the league leader in RBI has 183. Or your team wont be running away with the team homer statistics cause you can bang at least 15 with your whole roster even with Alex Cora. Sim statistics will actually be more in tune to realistic not the ridiculous which unfortunately happens with stock. Good examples: look at some SCEA players and look at their running attributes, youll see some that have barely a 7 in awareness and a 5 in aggressiveness. With that low a number in a simmed game or in a game in which your playing against that player, if a ball wasnt shot into the gap and rolled around for 2 minutes the player would NEVER want to take an extra base even if your looking at that type of hit and saying to yourself Why the heck did that guy stop at first. The rating tells the games logic to stop. Even the slowest of players (VMart comes to mind) has a good number of doubles. You'll hopefully be seeing that now.

The same goes with stamina, if Razrs edits are showing comparable (not exact) numbers to the norm (and this year has been FAR from the norm), then there should be no issue moving the stamina around for most. We are going to see where moving the stamina around gets us to suffice the community that wants it, this way everyone could (hopefully, fingers crossed) be happy.

Too lengthy and probably off point LOL
 
# 449 abcabc @ 06/25/10 03:08 PM
Quote:
Originally Posted by JaSnake16
Yankee is correct in terms of the sliders, they only affect games that are played not simmed.

Update: TD is finishing as we speak. He promises me the roster by 9PM EST the latest. That is a good time for me as I can finish my litle touches and release tonight probably around 10ish barring life interference (LOL). If its sooner believe me youll know.

wait a sec:

"I will not be able to do this until tommorrow afternoon, it should only take me an hour or two so tommorrow night looks 99% like it."
 
# 450 abcabc @ 06/25/10 03:15 PM
Quote:
Originally Posted by Yankee2441
Maybe there is a better formula to use for stamina, I don't know. I'd like to commend Razr for his efforts and I think he did a great job on this roster.

Furthermore, I did some simming where I played with the manager hook slider and it made no difference whether it was set to 0 or 10. I'm fairly confident that sliders only affect games you play.
i'm down w/ razrs pitch edits, and pope's, the stamina, i think i read came from rodcarew's proprietary formula.

the better formula may be i read, the numbers extracted by bahzo's tool, which i think jasnake will input for v4.1
 
# 451 erictred @ 06/25/10 03:40 PM
Quote:
Originally Posted by RAZRr1275
I'm not shoving everyone's stamina to 0 so I don't get your logic there. It's mostly a + or - 5 change. Most people on this board that have used my various roster projects know that I'm not big on sim stats. I tried once on I believe NBA 2k8 and pretty much discovered that trying to get proper simmed stats was a wild goose chase as there were always many abnormalities which were enhanced by attempting to "fix" another and that the quest for proper simmed gameplay adversely affected user vs cpu gameplay. Later I found that this was true in most, if not all, sports games. I, am in my opinion am going for the utmost realism in the things that I consider relevant. That being user versus cpu gameplay. I ultimately do the rosters for myself but even under your framework the community is gridlocked on whether the stamina edits are good or bad and some simmed results that people are posting are just as close to realistic levels as scea or not very different. To me this means that I default to what I find to be best which would be the stamina edits.


Razr I'm totally with you on this...I'm saying this as a 46 year old who grew up playing strat-o-matic, which is great for simulating seasons and getting realistic stats...basically, the skill is based only on choosing lineups, making substitutions and making strategy decisions. but come on, guys, in the end THIS is a video game where the visual experience is the most important thing - so obviously the emphasis for the majority must be playing challenging, realistic games head-to-head against others or against the cpu, improving your skills with hitting, pitching, fielding etc...I just don't believe that you can possibly have the best of both worlds, meaning totally realistic simulated stats and a great in-game experience...just my two cents...
 
# 452 JaSnake16 @ 06/25/10 03:53 PM
Quote:
Originally Posted by abcabc
wait a sec:

"I will not be able to do this until tommorrow afternoon, it should only take me an hour or two so tommorrow night looks 99% like it."
Ur confusing me, I said yesterday tommorrow night (meaning tonight), I confirmed TODAY that its tonight so what seems to be your issue?
 
# 453 Phillies2010 @ 06/25/10 04:02 PM
Very excited, these are so worth the wait. Thanks to all of the guys who made these, cant wait to start up my franchise after I get home from my baseball game tonight!
 
# 454 abcabc @ 06/25/10 05:04 PM
Quote:
Originally Posted by JaSnake16
Ur confusing me, I said yesterday tommorrow night (meaning tonight), I confirmed TODAY that its tonight so what seems to be your issue?
lol, nothing, i was just joking
 
# 455 jtott @ 06/25/10 05:06 PM
OK.... just out of curiosity, and this may have been touched on already... but is this going to be the final version of the OSFM Rosters.. as in NO other updates to this.

I don't care if there is ... everyone has done a FANTASTIC job on these from day one(currently using V3) .... I'm just wanting to play with the FINAL roster, and not start over when an updated version comes out(this is not a complaint).

Again.... just curious, and appreciative for the hard work put into these.
 
# 456 JaSnake16 @ 06/25/10 05:33 PM
Quote:
Originally Posted by jtott
OK.... just out of curiosity, and this may have been touched on already... but is this going to be the final version of the OSFM Rosters.. as in NO other updates to this.

I don't care if there is ... everyone has done a FANTASTIC job on these from day one(currently using V3) .... I'm just wanting to play with the FINAL roster, and not start over when an updated version comes out(this is not a complaint).

Again.... just curious, and appreciative for the hard work put into these.
To my knowledge this is it (well 4.1 is but if you like v3 than v4 is it for u LOL). Knight sometimes surprises, last year he did an end of season set after the trade deadline which included the transactions and major draft picks. It is not known (nor likely IMO) that he has the itch to tackle that again.
 
# 457 KensaiKatai @ 06/25/10 05:44 PM
Quote:
Originally Posted by JaSnake16
Just to chime in, but realize that I play with Razrs edits and we are doing the stamina edits to suffice those in the community as well.

It is the purpose of the re-rates to get more accurate gameplay not only in simulation numbers but also in gameplay. There will be a discernable difference in some players and more subtle differences in others. However gameplay is not affected in any way so that the game suddenly becomes monotonous or impossible to play. It just feels more realistic (IMO). Balls in the gaps, homers that feel like homers, etc. Then in the games around yours when you look at how your players stcak up to the rest of the league you wont be seeing that the home run leader is Derek Lee with 51 or the league leader in RBI has 183. Or your team wont be running away with the team homer statistics cause you can bang at least 15 with your whole roster even with Alex Cora. Sim statistics will actually be more in tune to realistic not the ridiculous which unfortunately happens with stock. Good examples: look at some SCEA players and look at their running attributes, youll see some that have barely a 7 in awareness and a 5 in aggressiveness. With that low a number in a simmed game or in a game in which your playing against that player, if a ball wasnt shot into the gap and rolled around for 2 minutes the player would NEVER want to take an extra base even if your looking at that type of hit and saying to yourself Why the heck did that guy stop at first. The rating tells the games logic to stop. Even the slowest of players (VMart comes to mind) has a good number of doubles. You'll hopefully be seeing that now.

The same goes with stamina, if Razrs edits are showing comparable (not exact) numbers to the norm (and this year has been FAR from the norm), then there should be no issue moving the stamina around for most. We are going to see where moving the stamina around gets us to suffice the community that wants it, this way everyone could (hopefully, fingers crossed) be happy.

Too lengthy and probably off point LOL
This is a great help actually thanks Ja.

Also, about the injury sim thing, that might be one of the few sliders not affected by simming? i'm just speculating though. Maybe some are and some aren't? Could be a possibility with something like 'injuries'...
 
# 458 authentic @ 06/25/10 07:55 PM
Are we going to get the update tonight? No lie, I'm refreshing every 20 seconds because I want to start my Cubs franchise so bad! hahaha
 
# 459 grgmths1433 @ 06/25/10 08:03 PM
Quote:
Originally Posted by authentic
Are we going to get the update tonight? No lie, I'm refreshing every 20 seconds because I want to start my Cubs franchise so bad! hahaha
i think he said 10ish.i feel ya bruh i ready too.
 
# 460 strut24 @ 06/25/10 09:09 PM
Quote:
Originally Posted by authentic
Are we going to get the update tonight? No lie, I'm refreshing every 20 seconds because I want to start my Cubs franchise so bad! hahaha
you REALLY want to play with Zambrano that bad? what a clownbag
 


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