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SDS Logic

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  • newPlayerOne257_PSNN Offline
    newPlayerOne257_PSNN Offline
    newPlayerOne257_PSN
    replied to Guest on last edited by newPlayerOne257_PSN
    #7

    @worldrevolver said in SDS Logic:

    H2H is head to head gaming. PvP player vs player.

    RNG random number generator. Basically in terms of coding it is why you can make the AI pitch you a fastball center cut and time it perfect perfect and get a lazy fly ball, a hard liner, a homer, a ground ball, a swinging bunt and even a foul ball off the same input.

    Oh I see, so you think they are doing it like that? Interesting approach, can definitively see it happening, although I believe they have also a weighting algorithm in place, that can cause even the first baseman to drop the ball on the throw, fielding mistakes, offline throws, and my personal favorite, dead center balls causing walkoff homers. Still yes I think the random number for outcome assignation is definitively happening most likely than not. Thing is I believe the weights are in place because I have seen the odds of the game react in a very "organized" fashion. If it was all only like you mentioned, you could not perceive punishing and rewarding game moments in a period/loop, like it happens.

    1 Reply Last reply
    1
  • worldrevolverW Offline
    worldrevolverW Offline
    worldrevolver
    wrote on last edited by worldrevolver
    #8

    I firmly believe hitting works like this. You can apply this same result table type rng to everything else in the game.

    Basically divide the K box into 9 zones. Then you have different pitches and different timing and pci location.

    So let's say a pitch is thrown middle high so
    123
    456
    789
    it's thrown in zone 2. You line the PCI up perfectly and have good timing.

    Game then goes into RNG and consults the table for Zone 2 Good contact Good timing and there are results -
    single left 5%
    single right 5%
    shallow flyball 20%
    lineout 10%
    Homerun 10%
    Warning Track flyball 30%
    foul ball 20%.

    You then get one of those results handed to you and that is what your swing generated.

    If you want to see this concept in action go into practice mode. Make the pitcher throw you the same pitch in the exact same location and place your PCI there. Now note your results with good timing and good pci. They will be all over the place.

    This also explains why a Perfect Perfect can generate a foul ball. It means SDS has placed foul ball in the P/P result table for some bizarre reason.

    Using this hit generator "method" they can tweak hit success easily. If solid contact on middle up pitches is below league average they just delete some of the out or foul ball entries and add in more hit entries in that result table.

    newPlayerOne257_PSNN hoboadam_PSNH Red_Ted_is_back_PSNR 3 Replies Last reply
    2
  • worterror_PSNW Offline
    worterror_PSNW Offline
    worterror_PSN
    wrote on last edited by
    #9

    They do it this way because they have no skill when it comes to coding

    Red_Ted_is_back_PSNR 1 Reply Last reply
    1
  • newPlayerOne257_PSNN Offline
    newPlayerOne257_PSNN Offline
    newPlayerOne257_PSN
    replied to Guest on last edited by
    #10

    @worldrevolver said in SDS Logic:

    I firmly believe hitting works like this. You can apply this same result table type rng to everything else in the game.

    Basically divide the K box into 9 zones. Then you have different pitches and different timing and pci location.

    So let's say a pitch is thrown middle high so
    123
    456
    789
    it's thrown in zone 2. You line the PCI up perfectly and have good timing.

    Game then goes into RNG and consults the table for Zone 2 Good contact Good timing and there are results -
    single left 5%
    single right 5%
    shallow flyball 20%
    lineout 10%
    Homerun 10%
    Warning Track flyball 30%
    foul ball 20%.

    You then get one of those results handed to you and that is what your swing generated.

    If you want to see this concept in action go into practice mode. Make the pitcher throw you the same pitch in the exact same location and place your PCI there. Now note your results with good timing and good pci. They will be all over the place.

    This also explains why a Perfect Perfect can generate a foul ball. It means SDS has placed foul ball in the P/P result table for some bizarre reason.

    Using this hit generator "method" they can tweak hit success easily. If solid contact on middle up pitches is below league average they just delete some of the out or foul ball entries and add in more hit entries in that result table.

    I will make tests on the practice mode to see. Still if it work just like this, then is more black jack baseball than real plain baseball all together.

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    0
  • worldrevolverW Offline
    worldrevolverW Offline
    worldrevolver
    wrote on last edited by worldrevolver
    #11

    Yeah and to also add, by this time in the game's life cycle they have many entries in the hit tables. This makes it "harder" to see what they are doing with the hitting. More hit results means more random. So each year when they would say something like we added more hit variety, what they did was just capture new batted ball result animations and added those to existing tables.

    This also explains why we see mysterious things happen. It would most likely be a wrong entry in a table. Foul in perfect perfect table. Too many fouls in one hit table. Too many pop ups in another. Like say like most companies the Table naming structure is cryptic. Instead of being named GGhitcenterleft the table is probably named XWrc2956ll34g. So if someone new or someone who had not worked on a particular team who did this work came in and assigned hit types to the wrong folder, bingo, weird results.

    Another example would be 2 years ago? 3? When SDS were on twitch streams in dev mode and showing hit variety. They were displaying how they had hooks and slices for hits. Looked great. Where did they go? I haven't seen a hook or slice off the bat in 21 except for when I rip one foul. So it's like they removed hooks and slices from all tables except foul result tables.

    1 Reply Last reply
    1
  • Old_Toby33_PSNO Offline
    Old_Toby33_PSNO Offline
    Old_Toby33_PSN
    wrote on last edited by
    #12

    Need to add topspin back, 17 had the best hitting engine, the ball moved more naturally imo and you would hit hard liners off the wall, haven't seen that since, now if it ain't gone it just hangs up for the OF to catch

    1 Reply Last reply
    1
  • hoboadam_PSNH Offline
    hoboadam_PSNH Offline
    hoboadam_PSN
    replied to Guest on last edited by
    #13

    @worldrevolver said in SDS Logic:

    I firmly believe hitting works like this. You can apply this same result table type rng to everything else in the game.

    Basically divide the K box into 9 zones. Then you have different pitches and different timing and pci location.

    So let's say a pitch is thrown middle high so
    123
    456
    789
    it's thrown in zone 2. You line the PCI up perfectly and have good timing.

    Game then goes into RNG and consults the table for Zone 2 Good contact Good timing and there are results -
    single left 5%
    single right 5%
    shallow flyball 20%
    lineout 10%
    Homerun 10%
    Warning Track flyball 30%
    foul ball 20%.

    You then get one of those results handed to you and that is what your swing generated.

    If you want to see this concept in action go into practice mode. Make the pitcher throw you the same pitch in the exact same location and place your PCI there. Now note your results with good timing and good pci. They will be all over the place.

    This also explains why a Perfect Perfect can generate a foul ball. It means SDS has placed foul ball in the P/P result table for some bizarre reason.

    Using this hit generator "method" they can tweak hit success easily. If solid contact on middle up pitches is below league average they just delete some of the out or foul ball entries and add in more hit entries in that result table.

    I'd like to point out that this poster gets the concept of RNG.

    It was a simple outline of what is probably taking place but does not include the variables for pitching timing, pitch type, stadium elevation and momentum.

    1 Reply Last reply
    0
  • SDiddy85_PSNS Offline
    SDiddy85_PSNS Offline
    SDiddy85_PSN
    replied to Guest on last edited by SDiddy85_PSN
    #14

    @raylewissb47_psn said in SDS Logic:

    Just delete the game and move on.

    Go [censored] yourself......and move on.

    SDS can do the same. Good good....perfect perfect outs on every mode.....but wanna let the game be absolutely plagued by very late contact swings with the pci nowhere close to ball be allowed not only for hits but for home runs online? You the kinda [censored] benefiting from a broken hitting engine who couldn't do [censored] otherwise.

    [censored]......S......D.....S

    slipkid69_PSNS RayLewisSB47_PSNR 2 Replies Last reply
    0
  • slipkid69_PSNS Offline
    slipkid69_PSNS Offline
    slipkid69_PSN
    replied to Guest on last edited by
    #15

    @sdiddy85_psn said in SDS Logic:

    @raylewissb47_psn said in SDS Logic:

    Just delete the game and move on.

    Go [censored] yourself......and move on.

    SDS can do the same. Good good....perfect perfect outs on every mode.....but wanna let the game be absolutely plagued by very late contact swings with the pci nowhere close to ball be allowed not only for hits but for home runs online? You the kinda [censored] benefiting from a broken hitting engine who couldn't do [censored] otherwise.

    [censored]......S......D.....S

    See you tomorrow

    1 Reply Last reply
    2
  • Red_Ted_is_back_PSNR Offline
    Red_Ted_is_back_PSNR Offline
    Red_Ted_is_back_PSN
    replied to Guest on last edited by
    #16

    @worldrevolver said in SDS Logic:

    I firmly believe hitting works like this. You can apply this same result table type rng to everything else in the game.

    Basically divide the K box into 9 zones. Then you have different pitches and different timing and pci location.

    So let's say a pitch is thrown middle high so
    123
    456
    789
    it's thrown in zone 2. You line the PCI up perfectly and have good timing.

    Game then goes into RNG and consults the table for Zone 2 Good contact Good timing and there are results -
    single left 5%
    single right 5%
    shallow flyball 20%
    lineout 10%
    Homerun 10%
    Warning Track flyball 30%
    foul ball 20%.

    You then get one of those results handed to you and that is what your swing generated.

    If you want to see this concept in action go into practice mode. Make the pitcher throw you the same pitch in the exact same location and place your PCI there. Now note your results with good timing and good pci. They will be all over the place.

    This also explains why a Perfect Perfect can generate a foul ball. It means SDS has placed foul ball in the P/P result table for some bizarre reason.

    Using this hit generator "method" they can tweak hit success easily. If solid contact on middle up pitches is below league average they just delete some of the out or foul ball entries and add in more hit entries in that result table.

    An interesting and valid perspective, I expect that there's more like 81 (nine in each of the basic nine) or more, eg 576 (64 in each of the nine) zones rather than just nine total zones though. The results such as those you provide would vary from player to player based on their tendencies and attributes I would expect.

    1 Reply Last reply
    0
  • Red_Ted_is_back_PSNR Offline
    Red_Ted_is_back_PSNR Offline
    Red_Ted_is_back_PSN
    replied to Guest on last edited by
    #17

    @worterror_psn said in SDS Logic:

    They do it this way because they have no skill when it comes to coding

    incorrect

    1 Reply Last reply
    0
  • RayLewisSB47_PSNR Offline
    RayLewisSB47_PSNR Offline
    RayLewisSB47_PSN
    replied to Guest on last edited by
    #18

    @sdiddy85_psn said in SDS Logic:

    @raylewissb47_psn said in SDS Logic:

    Just delete the game and move on.

    Go [censored] yourself......and move on.

    SDS can do the same. Good good....perfect perfect outs on every mode.....but wanna let the game be absolutely plagued by very late contact swings with the pci nowhere close to ball be allowed not only for hits but for home runs online? You the kinda [censored] benefiting from a broken hitting engine who couldn't do [censored] otherwise.

    [censored]......S......D.....S

    It only took you nearly a month to come up with that gem. Feel better, buddy?

    1 Reply Last reply
    0
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