SDS Logic
-
They do it this way because they have no skill when it comes to coding
-
@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.
-
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.
-
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
-
@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.
-
@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
-
@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
-
@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.
-
@worterror_psn said in SDS Logic:
They do it this way because they have no skill when it comes to coding
incorrect
-
@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?
-