Roster and slider set now available on 360 2kshare.
File names: TOMBASPORTS.COM ROSTER VERSION 2.0
TOMBASPORTS.COM SLIDER VERSION 2.0
UPDATE April 11th 2010
**NEW**Up-to-date line-ups and starting pitcher rotations as of April 11.
**NEW**Created and brought up players to make the line-ups and rotations accurate. Over 10 key players made in create a player included pitchers
**NEW**Fixed hitting and pitching sliders
**New**Re did the entire MLB 's star players tendencies for fielding, hitting, pitching and base running (Over 200 players stats edited)
Fielding "patch" tweaked to play even smoother...
**Batting Stances, pitcher wind-up all done.
**NEW**Catcher "patch making catcher play more realistically
Disclaimer:
Due to the way that 2k has implemented many of it's animation triggers we at TombaSports had to literally "break' the conventional values that attributes had in order to properly make the game run as smooth as it could. Because of this you will see VERY low attribute numbers. Even though these newly made values will seem odd we assure you they are not. The whole premise behind this is explained below...
First things first. I saw a lot of good in this game from the start. The look the feel of the pitching and hitting were all light years more playable than 2k8 and 2k9. The first time I started up the retail I literally played the game something like 6 hrs str8 without even going into the slider settings...YES I was that happy with it. But with time as I played and read some of your guys problems with it I started to see what needed to be done.
From a slider standpoint only certain things could have been improved upon. While almost everything else needed to have roster work put into it. I saw one major area needing considerable time to manage out and that was the fielding. So let's start there.
Fielding
"I got it! I got it!"...um no you don't...You see baseball is a game of chance a game of skill and one that PLAYS ITSELF OUT. the developers wanted to create this "balance " between arcade and sim and it just wasn't happening. 2k's engine works better as a sim and in order to do that we had to get in here on this engine deep...
The first mission we had was to slow this game down. Never mind the rocket arms, players got to the ball to quickly. The fielding attributes we saw that contributed to this were:
Glove Anticipation
Using these two to determine what to do was kinda difficult because unlike a basketball game were you can mimic a play to simulate the same result a baseball game is a game of chance and those chances that we saw examples of what ended up working as good values for glove and anticipation were few and therefore took awhile to get right. what we found out was that in general the numbers values for when certain things were triggered as animations or more importantly as slow or faster transitions into these animations were 3 fold. below are the specific numbers used for both:
Glove - 25,50
Anticipation - 25,50,60
Ok, this is going to get kind of hard to follow, but remember two things here when I start to explain this.
1)Player position
2)Player Ability(based on how good the player is)
For example a catcher will have:
Glove - 25
Anticipation - 25
Now, why would they have these low numbers/ well. there two reasons for this.
1)There are only 3 values for these attributes that actually trigger either slow,fast and faster animation play outs. those are 25,50 and 99. anything in between like 88 65 is mute and doesn't do anything for these attributes apparently.
2)catcher felt like they get and throw way too fast. it was even mentioned here in the patch impressions that the catchers should have more time between there getting up and in between trying to throw out base runners as well.
Continuing...
There is also other attributes needing to complete an edit of a catcher and those are:
Throwing Accuracy
Arm Strength
Range
A catchers throwing accuracy is not error proof and not as exact from maybe throwing from the knees etc. So because the game already had a unnatural 'perfect feel' to it with how little errors occurred we felt it was now necessary to trigger the accuracy in some way. throwing accuracy has values of 25,40 and 60.
Then you have the Arm Strength(the cause of the rocket arms)which to us ONLY have good values at 60,65 and 70 for some weird reason(we told you we're just mind boggled by some of this)
Not to side track but arm strength can not be fixed alone. it has to be coupled with something and that something is Range..
Range is simply the area in which a player can cover.
So knowing all this catcher would now be universally edited in the fielding ability attributes to be:
Glove -25
Throwing accuracy - 25
Arm strength - 60
Range - 40
Anticipation -25
We're going to skip any more logic stuff now and hope that that kind of sunk in...probably not hasn't for us yet either...So let's just quickly go through what we did for every player in the game universally. Of course the better players will have these number values heightened were needed as pertaining to their triggered from the slow to fast to faster number.
Before going any further it is important to note that star players have ALL been given special treatment. We researched this years best and projected all stars in advance and have fixed them accordingly so that in-game these guys stand out nicely and realistically.
First Baseman Glove - 25
Throwing accuracy - 40
Arm strength - 60
Range - 40
Anticipation - 40
2nd Baseman Glove - 50 (50 values allow very smooth ball pick-ups)
Throwing accuracy - 40
Arm strength - 60
Range - 40
Anticipation - 40
3rd Baseman Glove - 25 (But guys like A-Rod etc are upped)
Throwing accuracy - 40
Arm strength - 60
Range - 40
Anticipation - 40
Short Stop
Glove - 50
Throwing accuracy - 40
Arm strength - 65
Range - 40
Anticipation - 40
All Outfielders (Really good outfielders have been upped)Glove -50
Throwing accuracy - 40
Arm strength - 60
Range - 40
Anticipation - 40
Yup, so in a nutshell we think we fixed the fielding. We no longer see guys on the field running around like robots to a ball. We no longer see rocket balls flying from base to base. And more importantly we see a realistic looking pacing on the field when the ball is in play.
This now leads us into the next BIG problem with the game. Base running. Shall we?
Base Running
"You're already turning third?" Ok, anybody as shocked as we were sometimes? We'd give up hit have it go to the right fielder mess up on getting on the ball for only a sec and then see that the base runner was already turning third. Nope had to stop that non sense...so we did. Here's the formula:
Depending on player of course. obvious differences between Big Papi and say B.J Upton so...
Speed - 25,50,75,99
Aggressiveness - 25,50
Awareness - 50 (locked)the game engine just wants to RUN
Acceleration - 25,50
Used and adjusted accordingly by player you'll get everybody doing what they should. As a result games now have much more realistic scores on average as well.
And that's about it, well not really. It's individuality that will stick out while playing because even though things seem to very universally edited across the board about 100 players have been changed in certain areas to reflect their star prowess.
The difference though IS astounding. Between these attribute adjustments,the slider set and even new camera angles it's arguably a different game altogether now.
This roster edit also includes:
Slider set
Tuning of star Pitcher pitches
Tuning of star batters walks,bunts and slugging power
Current Line-ups
Starting Pitcher rotations
New Camera angles for pitcher and batter that allow better looking player models due to handling of how the shadows falls and how far the pitcher is from the batter and vice versa, along with making sure the camera angle goes into the field smoothly for very good frame rate draws off of foul balls etc.
Slider settings(to be used with roster)
Pitcher Fatigue: 50
Camera (Pitching): Pitcher3 Zoom: 5 Position: 10 Height: 7 Side: Right
Camera (Batting): Batter 1 Zoom: 9 Position: n/a Height: 6 Side: n/a Pitch Zoom: Off
You continue to do great work man, and incredible screenshots. Nice angles...I get my system back in 12 days, will be testing these puppies out.
But overall just from the read, seems you've been very busy. Nice work....Keeping sports gaming realistic...
[Reply]
AmazingMets 07:59 AM 04-03-2010
Wow, definitely going to have to check this out!
[Reply]
BIG CAROLINA 11:07 AM 04-03-2010
Tomba, my man my melo. Thanks for the work that you have done my brother. Bout to download after breakfast
[Reply]
tonybologna 11:30 AM 04-03-2010
Thanks Tomba! I'll have to check these out. I'm wanting a roster with prospects but I do understand your reasoning of focusing on the the gameplay first. Plus, we have those editing restrictions yet to be addressed. Thanks again! :-)[Reply]
BIG CAROLINA 12:34 PM 04-03-2010
Tomba I must say that I am impressed. I only played one game and it just feels right. The animations seem smoother (turning 2, routine throws, etc) are more fluid.
Something about it with the camera settings has a smoother PYS series feel to it. I am about to test these with the sliders as is in a dummy franchise and I will post some numbers after 25 games or more.
Thank you my man. I wish you had NHL 2K10 rosters.
[Reply]
mooch49 12:56 PM 04-03-2010
quick impression after playing one franchise game, mets (me) vs marlins
positives
gameplay is awesome. great job there tomba. you weren't lying when about the changes you made to it. def makes for a better experience
negatives,
santana (me) was dominant, but the marlins had a lineup of basically no-names. only coughlin and ramirez were starting. don't know why this is, but maybe controlling all 30 teams will fix this
cpu strikes out a lot and seemed very lackluster on offense, but again this could be attributed to the changes you made to A starters like santana and the fact that the marlins had a bad lineup.
johnson was very hittable. i don't know why. maybe human sliders are a bit high
it's impossible to tell if these things will happen game to game. got to play more. will keep you updated.
Do these rosters have updated batting stances and pitcher windups?
[Reply]
Tomba 03:12 PM 04-03-2010
Originally Posted by BIG CAROLINA:
Tomba I must say that I am impressed. I only played one game and it just feels right. The animations seem smoother (turning 2, routine throws, etc) are more fluid.
Something about it with the camera settings has a smoother PYS series feel to it. I am about to test these with the sliders as is in a dummy franchise and I will post some numbers after 25 games or more.
Thank you my man. I wish you had NHL 2K10 rosters.
I would have had NHL 2k10 rosters but the work involved was even more intense..
[Reply]
Tomba 03:14 PM 04-03-2010
Originally Posted by mooch49:
quick impression after playing one franchise game, mets (me) vs marlins
positives
gameplay is awesome. great job there tomba. you weren't lying when about the changes you made to it. def makes for a better experience
negatives,
santana (me) was dominant, but the marlins had a lineup of basically no-names. only coughlin and ramirez were starting. don't know why this is, but maybe controlling all 30 teams will fix this
cpu strikes out a lot and seemed very lackluster on offense, but again this could be attributed to the changes you made to A starters like santana and the fact that the marlins had a bad lineup.
johnson was very hittable. i don't know why. maybe human sliders are a bit high
it's impossible to tell if these things will happen game to game. got to play more. will keep you updated.