Users Online Now: 259  |  January 9, 2009

HOF Sliders (Project Nemesis MLB 08)

This is a discussion on HOF Sliders (Project Nemesis MLB 08) within the SCEA Sports - MLB Sliders forums.

Go Back   Operation Sports Forums > Baseball > SCEA Sports - MLB > SCEA Sports - MLB Sliders


Reply
 
LinkBack (5) Thread Tools Display Modes
Old 03-12-2008, 09:46 PM   #21 (permalink)
When Will March Get Here?
 
DEFTFUNDAMENTALZ's Arena
 
OVR: 32
Join Date: Jun 2007
Location: Gastonia, NC
Posts: 1,317
PS Network: DEFTFUNDAMENTALZ
Re: HOF Sliders (Project Nemesis MLB 08)

Thanks Nemesis, for your long hours on this one. Looking forward to using them.
__________________
North Carolina Tarheels | Carolina Panthers | Charlotte Bobcats / Any team that plays the Lakers | New York Mets


ALL-PRO FOOTBALL 2K10: Keep Hope Alive!
DEFTFUNDAMENTALZ is offline   Reply With Quote
Sponsors (you can remove these ads by registering or logging in)

Register or login to remove these ads and many more.
Old 03-12-2008, 09:49 PM   #22 (permalink)
Watch out in 09!
 
nemesis04's Arena
 
OVR: 43
Join Date: Feb 2004
Location: Long Island NY
Posts: 6,091
PS Network: nemesis04
Re: HOF Sliders (Project Nemesis MLB 08)

Quote:
Originally Posted by TRETCHARUSS
Thanks Nemesis, for your long hours on this one. Looking forward to using them.
Any feedback is welcomed! That is how we make them better. Thanks for giving them a shot!
nemesis04 is offline   Reply With Quote
Old 03-12-2008, 10:26 PM   #23 (permalink)
Pro
 
OVR: 5
Join Date: Apr 2005
Posts: 636
Re: HOF Sliders (Project Nemesis MLB 08)

Quote:
Originally Posted by nemesis04
First, the main goal with this set was to get the cpu somewhat competitive. They got neutered somewhere along the way from 07 to 08! Also, I try to get things working as much as possible without any player edits.

For the most part the cpu seems to be responsive. I big problem I found was their plate discipline slider. At default the cpu batters are very patient and were taking too many pitches. They were always ending up in the hole which resulted in them either striking out or swinging at pitches to stay alive and hitting flubbers. Now they are swinging earlier in the count and still taking some pitches. I also flattened out the movement from the human pitchers so the cpu was not fooled as much. As far as contact made by the cpu, I wanted to make sure that their contact was positive as much as possible, that is why I dramatically increased their hit quality. I only raised their power a small amount because of increasing the other so dramatically.

As far as the timing window goes, I had high hopes for this but I do not find it to be a dramatic impact on the game. My thinking was if we reduced it, we would be able to reduce the amount of opposite field hits by taking away that time slice that caused late contact. It did not really do that. To me all that it seems to do is track close hits(as far as being fair or foul) left or right on the field of play. It appears to have a better affect in the positive range. I maxed it for the cpu to give them any possible advantage! It does not affect any swing and miss type contact at all.

As far as plate vision goes (besides the crappy name) I view this as the actual contact slider. In the - range it adds a little challenge for the human player to be true with their swings and take away some of the bonus contact out of the zone.

Let me know if I missed anything!
Nemesis, thanks for the sliders buddy! It seems that you're assessment of the game is about where I'm heading as well.

I'm glad to see that your lowering strike% and control because that's the way I was trending.

Here are my real concerns about gameplay.

This is based on 20 games so there is a good representation:

1. Walks seem to be similar to 2006. In other words they are very stingy with walks.
2. The cpu on 3-2 counts will just throw strike after strike and let you foul off 10-12 pitches without throwing any balls. I think I won one 3-2 battle with a walk in 20 games.

3. Todays game went 11 innings without a walk! CPU control was incredible. Thats inexcusable to me. One more game like that and I'm pulling 07 off the shelf.

4. 3-0 counts rarely lead to walks.

5. All this equates to too many hits, yet hit quality is already down.

6. Boxscores are not good. Low scoring games contain double digit hits. Yes I know SCEA is notorious for hits but last years game had plenty of 6-8 hit boxscores.

Have you been able to draw 3-5 walks per game on a consistent level? The cpu doesn't even pitch around a hitter having a great day!
pberardi is offline   Reply With Quote
Old 03-12-2008, 10:39 PM   #24 (permalink)
Watch out in 09!
 
nemesis04's Arena
 
OVR: 43
Join Date: Feb 2004
Location: Long Island NY
Posts: 6,091
PS Network: nemesis04
Re: HOF Sliders (Project Nemesis MLB 08)

Quote:
Originally Posted by pberardi
Nemesis, thanks for the sliders buddy! It seems that you're assessment of the game is about where I'm heading as well.

I'm glad to see that your lowering strike% and control because that's the way I was trending.

Here are my real concerns about gameplay.

This is based on 20 games so there is a good representation:

1. Walks seem to be similar to 2006. In other words they are very stingy with walks.
2. The cpu on 3-2 counts will just throw strike after strike and let you foul off 10-12 pitches without throwing any balls. I think I won one 3-2 battle with a walk in 20 games.

3. Todays game went 11 innings without a walk! CPU control was incredible. Thats inexcusable to me. One more game like that and I'm pulling 07 off the shelf.

4. 3-0 counts rarely lead to walks.

5. All this equates to too many hits, yet hit quality is already down.

6. Boxscores are not good. Low scoring games contain double digit hits. Yes I know SCEA is notorious for hits but last years game had plenty of 6-8 hit boxscores.

Have you been able to draw 3-5 walks per game on a consistent level? The cpu doesn't even pitch around a hitter having a great day!
I have been seeing the 2006 pitching logic rearing its ugly head here and there. First three pitches nowhere near the zone, the next two are put into the strike zone with a rifle scope and the remaining pitches are too close to let go by. My walks are a little lower this year so far but I can still scrape about 3 a game.

The cpu offense bothers me a lot more this year over everything!
nemesis04 is offline   Reply With Quote
Old 03-12-2008, 10:46 PM   #25 (permalink)
Rookie
 
BrianK232's Arena
 
OVR: 0
Join Date: Mar 2003
Posts: 36
Re: HOF Sliders (Project Nemesis MLB 08)

Quote:
Originally Posted by nemesis04
I have been seeing the 2006 pitching logic rearing its ugly head here and there. First three pitches nowhere near the zone, the next two are put into the strike zone with a rifle scope and the remaining pitches are too close to let go by. My walks are a little lower this year so far but I can still scrape about 3 a game.

The cpu offense bothers me a lot more this year over everything!
Thanks for the sliders Nemesis, plan on using them out soon and posting feedback.

Regarding walks, funny thing is I am usually very impatient, but this year I am probably averaging 3 sometimes 4 a game. We will see how the sliders affect that!
BrianK232 is offline   Reply With Quote
Old 03-12-2008, 10:57 PM   #26 (permalink)
Rookie
 
OVR: 2
Join Date: Jan 2008
Posts: 118
Re: HOF Sliders (Project Nemesis MLB 08)

@pberardi

You are right, I did notice the same thing for walks. Even if the cpu-pitcher started 3-0, it rarely leads to walks, he's throwing strike after strike. I think I have never drawn a 4-0 walk. (and I NEVER swing at 3-0 counts)
That could be the reason for the double-digit hits. CPU throws too much over the plate if he's down in the count.

BTW: I don't know where to ask it...is there a possibility that SCEA is going to fix the stats problem? I've started a season and got 9 Ks with Beckett in the first game, but it doesn't count.
I would be pissed if they don't

Last edited by Alonzo; 03-12-2008 at 11:02 PM.
Alonzo is offline   Reply With Quote
Old 03-12-2008, 11:05 PM   #27 (permalink)
MVP
 
OVR: 12
Join Date: Sep 2002
Posts: 1,901
Re: HOF Sliders (Project Nemesis MLB 08)

thanks for the sliders to try out, one thing i notice about pitch speed is that at -10 or the slowest possible i have a heck of a lot harder time hitting than i do on the default speed, i find myself being fooled much more because the difference in speed between hard stuff and offspeed pitches seems greater to me.
sask3m is offline   Reply With Quote
Old 03-12-2008, 11:09 PM   #28 (permalink)
Watch out in 09!
 
nemesis04's Arena
 
OVR: 43
Join Date: Feb 2004
Location: Long Island NY
Posts: 6,091
PS Network: nemesis04
Re: HOF Sliders (Project Nemesis MLB 08)

Quote:
Originally Posted by sask3m
thanks for the sliders to try out, one thing i notice about pitch speed is that at -10 or the slowest possible i have a heck of a lot harder time hitting than i do on the default speed, i find myself being fooled much more because the difference in speed between hard stuff and offspeed pitches seems greater to me.
Pitch speed is really a personal preference. There is no right or wrong setting so I would keep it where you feel comfortable!
nemesis04 is offline   Reply With Quote
Old 03-12-2008, 11:25 PM   #29 (permalink)
All Star
 
highheatkingsb's Arena
 
OVR: 23
Join Date: Jul 2005
Posts: 7,198
Re: HOF Sliders (Project Nemesis MLB 08)

Hey Nemesis, thanks for the sliders. I'm still using yours from a year ago on the PS2. I'm on my 2nd season with them. As far as these go, they look good. One thing I'd like to add though, if you drop the pitch speed to 0 or (-10), depending how you look at it, the CPU will be able to pull more pitches. Can't wait to try them out.
highheatkingsb is offline   Reply With Quote
Old 03-12-2008, 11:33 PM   #30 (permalink)
When Will March Get Here?
 
DEFTFUNDAMENTALZ's Arena
 
OVR: 32
Join Date: Jun 2007
Location: Gastonia, NC
Posts: 1,317
PS Network: DEFTFUNDAMENTALZ
Re: HOF Sliders (Project Nemesis MLB 08)

I am really digging these Nem! I am in the bottom of the sixth right now, and I am losing 5 - 1. Jacking the hit quality slider for the CPU all the way seems to be making a big difference. I am going to adjust the pitch speed up a bit, other than that I would say that these are getting the best results for me. I will post my stats soon.
__________________
North Carolina Tarheels | Carolina Panthers | Charlotte Bobcats / Any team that plays the Lakers | New York Mets


ALL-PRO FOOTBALL 2K10: Keep Hope Alive!
DEFTFUNDAMENTALZ is offline   Reply With Quote
Reply


« Previous Thread | Next Thread »

« Operation Sports Forums > Baseball > SCEA Sports - MLB > SCEA Sports - MLB Sliders »


Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On
Trackbacks are On
Pingbacks are On
Refbacks are On

LinkBacks (?)
LinkBack to this Thread: http://www.operationsports.com/forums/scea-sports-mlb-sliders/242607-hof-sliders-project-nemesis-mlb-08-a.html
Posted By For Type Date
IGN Boards - ~*~*~Taking Back Whats Ours~*~*~-An Atlanta Braves Franchise This thread Refback 06-10-2008 07:45 PM
Re: Quickest call up for a position player? - MLB 08 The Show™ (PS2, PSP™, PS3) - PlayStation.com Forums This thread Refback 05-26-2008 03:02 AM
Quickest call up for a position player? - MLB 08 The Show™ (PS2, PSP™, PS3) - PlayStation.com Forums This thread Refback 05-24-2008 06:22 AM
Spielegrotte.de :: Thema anzeigen - MLB 08 THE SHOW This thread Refback 04-24-2008 06:31 AM
piazza31's bookmarks on del.icio.us This thread Refback 04-19-2008 07:36 AM



All times are GMT -4. The time now is 06:17 AM.

Archive - Top -