Update 1.13 Discussion
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I’m with you guys on this update seeming to be a good one. However, one issue I can see coming from this is it’ll mean more quick pitches from some opponents. Resulting in not really being able to look at the result of the previous swing. Hope I’m wrong.
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New screen is great and provides a lot of information but doesn’t address any issues with hitting. Example played event game placed ball in top 3rd of PCI dead center. Line out to center 31 degree launch angle, it happens oh well. Next better dead center again but in bottom 3rd of PCI this time, result 31 degree launch angle line out to center.
My understanding of pci may be off but I thought being in the top 3rd puts you under the ball and being in the bottom 3rd means you got on top of the ball. If this is the case I don’t see how the launch angles are the same. Could be a perfect explanation, I just don’t know it.I also had a launch angle of 161 and negative 155 on foul balls where my pci was no where close, those should result in a swing and miss. I had no business touching those balls
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like the new batter/swing feedback.
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Had a guy pitch four starting pitchers during one game yesterday. I am assuming he uses every starting pitcher, every game, and pitches them 2-3 innings per game. There has to be a way to stop this. I like the idea of being able to pick my starter, but it's just too exploitable.
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At the end of the day I appreciate SDS attempt at listening and giving users understanding... How many others Dev would do as much?
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@boudie23 said in Update 1.13 Discussion:
New screen is great and provides a lot of information but doesn’t address any issues with hitting. Example played event game placed ball in top 3rd of PCI dead center. Line out to center 31 degree launch angle, it happens oh well. Next better dead center again but in bottom 3rd of PCI this time, result 31 degree launch angle line out to center.
My understanding of pci may be off but I thought being in the top 3rd puts you under the ball and being in the bottom 3rd means you got on top of the ball. If this is the case I don’t see how the launch angles are the same. Could be a perfect explanation, I just don’t know it.I also had a launch angle of 161 and negative 155 on foul balls where my pci was no where close, those should result in a swing and miss. I had no business touching those balls
They didn't say anything about "addressing hitting".
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@TheHungryHole said in Update 1.13 Discussion:
guys do the patch notes read poorly here? what does this sentence even mean?
"Also, the arrangement of what limited information did pop-up would often result in misinterpretation and confusion."
who wrote this a toddler?
I’m fairly certain SDS didn’t spent countless hours listening to feedback and developing this patch only to drop the ball in their description of the gameplay enhancements to the player base. It reads like it’s in English to me. If you’re having difficulty, might I suggest a subscription to Babbel to understand the what they are trying to say a little better.
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I’m so happy about this patch because the hitting all year has been awesome, but the feedback was completely off, which made people think that’s contact was inconsistent, but it really wasn’t. Good ok pretty much encapsulated anything in fair territory, and it would look like you squared it up but you were actually really off on the timing. So happy to have this feature.
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The problem now is that you can’t control the degree of the launch angle that has so much affect on the hit. If you can’t make every aspect of hitting user input everything that is done becomes obsolete. Because launch angle is so important to how the ball is hit, it is still basically a roll of the dice if the ball will be hit good or bad.
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Yea this has only helped me with timing. Not understanding how the pci works. Launch angle is still basically rng. The only goal is still perfect perfect and how its hit is still half rng. In my opinion and experience.
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I for one find the new feedback incredible distracting and honestly more confusing when pci placement is rewarded less with lesser contact results on pci placement that would normally result in squared up. I do appreciate the though of finally addressing gameplay but there still seems to be the general themes of good okays dominating the game. I will say I have noticed the less break on high sinkers which I am happy about as well as happy that the very early very late results in swing and miss
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I don't think we need to see a players contact, power, etc. There's too much to read in a short time.
Looks nice, but it's tmi. -
@Flyboy19 said in Update 1.13 Discussion:
@TheHungryHole said in Update 1.13 Discussion:
guys do the patch notes read poorly here? what does this sentence even mean?
"Also, the arrangement of what limited information did pop-up would often result in misinterpretation and confusion."
who wrote this a toddler?
I’m fairly certain SDS didn’t spent countless hours listening to feedback and developing this patch only to drop the ball in their description of the gameplay enhancements to the player base. It reads like it’s in English to me. If you’re having difficulty, might I suggest a subscription to Babbel to understand the what they are trying to say a little better.
hahaha u wot m8 ? babbel ??? there is gold littered in this thread
perhaps they should employ someone with a basic command of grammar and who passed grade 10 english
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I’m glad the did the pitcher fix, because bullpen arms were just there. I use my bullpen but I honestly was getting tired of facing multiple starters every game
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How is the pitcher stamina thing working? With it only being in same game, and then regen more in non games, it seemed like to me this would be the opposite of what we want? No?
Also, why does pitch location matter most to input? That doesn't seem right. I mean, if something is way off, I get it, but if its anywhere in or around zone, shouldn't hit timing and pci placement matter more?
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@RICOROBBIE said in Update 1.13 Discussion:
At the end of the day I appreciate SDS attempt at listening and giving users understanding... How many others Dev would do as much?
I don't play too many video games, but I'm going to assume any successful gaming company will listen to the users and adapt throughout the year.
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@Xx9Tarasenko1xX said in Update 1.13 Discussion:
@Scarletgospel said in Update 1.13 Discussion:
Lol... apparently this is a good/good homerun by the cpu on legend now. Lol.
I guess we just get to see the bad hits in more detail now. I hope this is an outlier and not the norm.
I feel like your pic is a perfect example of why they provided such a long patch note to explain there are far more inputs that go into a result that you need to consider than just the fact that the ball is slightly outside the contact PCI and was a home run.
Let’s break down your pic using what SDS has told us:
Firstly, we know that the small PCI reflects contact zone where there is an increased chance of hard contact, compared to the vision portion. Players can still make contact in the vision zone, it’s just the chance of hard contact is less and I believe it drops the further out you get. This ball is just outside the contact PCI, so there’s definitely still a chance that can be hit with hard contact.
Second, patch note says pitch location is the most important factor in determining contact result. That pitch is in the middle of the zone which means it definitely has a higher chance of being subject to hard contact.
Lastly, if that’s on legend and the PCI is that big, that means you hung your pitch. SDS didn’t put anything out on this but I am positive from more than enough anecdotal evidence that hanging pitches = significantly increased chance of hard contact.
To sum up, the increased chance of hard contact due to a hung cutter down the middle outweighed the decreased chance of hard contact due to PCI placement being slightly off.
With the information SDS put out, they are effectively saying based on all the data they can see and the knowledge they have of what inputs should produce what outputs, they’re fairly comfortable with the current state of hitting.
What was lacking was understanding and the communication to users which is why they sent out what they did. Now it’s up to us to use that info and be objective when assessing hitting outcomes.
If the results still seem inconsistent based on all the information we have, then by all means share that in the forums and ask for change or more information to properly assess hit results, but if they give us new info and we continually revert back to something as simple as “contact pci not on ball + home run = broken” when we have been told it’s more complex, we are always gonna be unhappy.
Please explain why the picture shows the ball on the end of bat, but the ball/PCI paints a different picture.
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@boudie23 said in Update 1.13 Discussion:
New screen is great and provides a lot of information but doesn’t address any issues with hitting. Example played event game placed ball in top 3rd of PCI dead center. Line out to center 31 degree launch angle, it happens oh well. Next better dead center again but in bottom 3rd of PCI this time, result 31 degree launch angle line out to center.
My understanding of pci may be off but I thought being in the top 3rd puts you under the ball and being in the bottom 3rd means you got on top of the ball. If this is the case I don’t see how the launch angles are the same. Could be a perfect explanation, I just don’t know it.I also had a launch angle of 161 and negative 155 on foul balls where my pci was no where close, those should result in a swing and miss. I had no business touching those balls
They also said a batters swing type matters. It’s reason why some people hit better with some cards and not others.
Some cards hit well in upper part of zone . Some hit better in lower part of zone. Problem is . A lot of people treat every batter the same.
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Fix the pitching. There is no reason we should have perfect input and the pitch floats over the middle. MLB pitchers do not miss that bad