Just try it for one year
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@T_H_O_R_Storm said in Just try it for one year:
Make a game with little influence from the simulation, guarantee hits on anything squared up or perfect, nerf the RNG to not reward bad hits, perfect release pitches go where aimed, errors only happen if the player makes a mistake. Forget about monitoring numbers and making adjustments to keep them realistic.
Basically make user input/skill the deciding factor in games and if the game is not successful go back to what we currently have.
Just one year, see how it goes.
What do u mean by "the simulation"
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So basically all players/cards would be created equal in this scenario? So it's not really DD... It's just online generic baseball.
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@NYS012 said in Just try it for one year:
@T_H_O_R_Storm said in Just try it for one year:
Make a game with little influence from the simulation, guarantee hits on anything squared up or perfect, nerf the RNG to not reward bad hits, perfect release pitches go where aimed, errors only happen if the player makes a mistake. Forget about monitoring numbers and making adjustments to keep them realistic.
Basically make user input/skill the deciding factor in games and if the game is not successful go back to what we currently have.
Just one year, see how it goes.
What do u mean by "the simulation"
The simulation is this, right now if you square up a ball, the game looks at your batters attributes, the pitcher's attributes and does a calculation based on odds, basically pulling a number out of a hat. 10 being a home run, 1 being line out to third.
Getting rid of the sim would mean squaring up a ball gives you a home run every time. As a pitcher, perfect release will go exactly where you want it every time. Card attributes don't matter as there is a true outcome based on user input with no weight given to odds.
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It’s not like they didn’t make a good version of the game for a while before shoving simulation bs down our throats starting in 17 and 18...
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@T_H_O_R_Storm said in Just try it for one year:
Make a game with little influence from the simulation, guarantee hits on anything squared up or perfect, nerf the RNG to not reward bad hits, perfect release pitches go where aimed, errors only happen if the player makes a mistake. Forget about monitoring numbers and making adjustments to keep them realistic.
Basically make user input/skill the deciding factor in games and if the game is not successful go back to what we currently have.
Just one year, see how it goes.
its called MLB 15-17 fam
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@maskedgrappler said in Just try it for one year:
@NYS012 said in Just try it for one year:
@T_H_O_R_Storm said in Just try it for one year:
Make a game with little influence from the simulation, guarantee hits on anything squared up or perfect, nerf the RNG to not reward bad hits, perfect release pitches go where aimed, errors only happen if the player makes a mistake. Forget about monitoring numbers and making adjustments to keep them realistic.
Basically make user input/skill the deciding factor in games and if the game is not successful go back to what we currently have.
Just one year, see how it goes.
What do u mean by "the simulation"
The simulation is this, right now if you square up a ball, the game looks at your batters attributes, the pitcher's attributes and does a calculation based on odds, basically pulling a number out of a hat. 10 being a home run, 1 being line out to third.
Getting rid of the sim would mean squaring up a ball gives you a home run every time. As a pitcher, perfect release will go exactly where you want it every time. Card attributes don't matter as there is a true outcome based on user input with no weight given to odds.
Attributes still have to matter. Dont want somebody hitting a Moonshot with Billy Hamilton just cuz he squared it up
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That sounds awful to me. Maybe it's a game that rewards the person who played better more often but that certainly isn't baseball.
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People legitimately want it to be possible to bat 1.000 in this game. I can't understand how that's interesting or enjoyable. I mean, if we were playing for real money rewards maybe you do this, but in real life if the Yankees and their single A team play 100 times, the single A team is winning at least 3-5 times. The AA team would win 10-15 times, and the AAA team would win maybe 25 times.
Whether people like it or not, baseball is a game of weighted randomness and (granted, I'm a mediocre online player, 37-17 in RS) I love the fact that sometimes really good players struggle. What drives me crazy is when the coding is clearly driving toward a particular outcome - comeback logic mostly. I know it exists because I can feel it when I'm taking advantage of it.
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@T_H_O_R_Storm said in Just try it for one year:
Make a game with little influence from the simulation, guarantee hits on anything squared up or perfect, nerf the RNG to not reward bad hits, perfect release pitches go where aimed, errors only happen if the player makes a mistake. Forget about monitoring numbers and making adjustments to keep them realistic.
Basically make user input/skill the deciding factor in games and if the game is not successful go back to what we currently have.
Just one year, see how it goes.
What EVERY sports game SHOULD DO:
Create a "Competitive / Ranked" option where RNG is minimal, cards play to their ratings, and user input is king. - Mano y Mano if you will....
^ Rewards for competitive are buffed to reward the skill.
#2) Create a "Recreational" season, same structure as Competitive, but the rewards are nerfed due to increased RNG, and less user input rewarded. Little Billy's can use this Rec league as a safe space to get better.
Everyone self-selects the type of expeirence they want to be subjected to and get rewarded accordingly.
BOOM SOLVED - You're Welcome SDS and 2K and EA
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How can cards play to their ratings if user input is everything? They can't be both...
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@Nanthrax_1 said in Just try it for one year:
How can cards play to their ratings if user input is everything? They can't be both...
Exactly
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