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Double plays

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  • so icy42_XBLS Offline
    so icy42_XBLS Offline
    so icy42_XBL
    wrote on last edited by
    #1

    SDS is next level stupid if they think they have the double play mechanics anywhere close to being realistic. Slow-rollers to third base are turned successfully like 95% of the time in this game. But yet in real life the only double plays EVER turned from third are hard hit grounders. The major issue is that they don’t have the runner on first get a good enough secondary lead and they let 3Bs and SSs throw these line drive throws to second base all while their running the opposite direction?!? In real life even the BEST defenseman like Arenado won’t even try to turn two if the ball is hit to their right yet this game allows them to do this circus-like submarine throw with perfect accuracy if you stop the meter in a HUGE green zone. They need to make the green zone for these types of throws wayyyyy smaller so there’s actually a gamble to trying to turn these crazy double plays that are too routine at this point.

    Khain24_PSNK 1 Reply Last reply
    1
  • McNuggies5600_XBLM Offline
    McNuggies5600_XBLM Offline
    McNuggies5600_XBL
    wrote on last edited by
    #2

    Did you ground into a few double plays in a ranked game? Probably after you spent some money on packs thinking you'd be heading straight straight the top if the leader boards!

    Another post whining about the game. Just don't effing play then buddy. It's the same if i put my hand in a fire, burnt it, kept doing it, then go on nature's forum and complain their fire isn't very nice.

    1 Reply Last reply
    3
  • Opus18642_XBLO Offline
    Opus18642_XBLO Offline
    Opus18642_XBL
    wrote on last edited by
    #3

    Nature's forum......... 😂 Lol

    1 Reply Last reply
    1
  • Khain24_PSNK Offline
    Khain24_PSNK Offline
    Khain24_PSN
    replied to Guest on last edited by
    #4

    @so-icy42_xbl said in Double plays:

    SDS is next level stupid if they think they have the double play mechanics anywhere close to being realistic. Slow-rollers to third base are turned successfully like 95% of the time in this game. But yet in real life the only double plays EVER turned from third are hard hit grounders. The major issue is that they don’t have the runner on first get a good enough secondary lead and they let 3Bs and SSs throw these line drive throws to second base all while their running the opposite direction?!? In real life even the BEST defenseman like Arenado won’t even try to turn two if the ball is hit to their right yet this game allows them to do this circus-like submarine throw with perfect accuracy if you stop the meter in a HUGE green zone. They need to make the green zone for these types of throws wayyyyy smaller so there’s actually a gamble to trying to turn these crazy double plays that are too routine at this point.

    Depends on who is running really. A slow roller that has to be charged, no they wouldnt. A ball hit towards the line that is easily backhanded can be turned by a good defender with relatively little issue.

    Speed (and baserunner AI frankly) in general is inconsistent. I've had 40-50 speed guys beat out dribblers because the C takes forever to move, but the 90+ speed guys can't out run a ball hit into the hole between SS/3B.

    Also, the lack of animations to break up DPs is apparent. Too many times plays at 2B are close enough it should affect the power on throws to first for someone to beat out and it just doesnt happen.

    buckeye7_PSNB 1 Reply Last reply
    0
  • buckeye7_PSNB Offline
    buckeye7_PSNB Offline
    buckeye7_PSN
    replied to Guest on last edited by
    #5

    @khain24_psn said in Double plays:

    @so-icy42_xbl said in Double plays:

    SDS is next level stupid if they think they have the double play mechanics anywhere close to being realistic. Slow-rollers to third base are turned successfully like 95% of the time in this game. But yet in real life the only double plays EVER turned from third are hard hit grounders. The major issue is that they don’t have the runner on first get a good enough secondary lead and they let 3Bs and SSs throw these line drive throws to second base all while their running the opposite direction?!? In real life even the BEST defenseman like Arenado won’t even try to turn two if the ball is hit to their right yet this game allows them to do this circus-like submarine throw with perfect accuracy if you stop the meter in a HUGE green zone. They need to make the green zone for these types of throws wayyyyy smaller so there’s actually a gamble to trying to turn these crazy double plays that are too routine at this point.

    Depends on who is running really. A slow roller that has to be charged, no they wouldnt. A ball hit towards the line that is easily backhanded can be turned by a good defender with relatively little issue.

    Speed (and baserunner AI frankly) in general is inconsistent. I've had 40-50 speed guys beat out dribblers because the C takes forever to move, but the 90+ speed guys can't out run a ball hit into the hole between SS/3B.

    Also, the lack of animations to break up DPs is apparent. Too many times plays at 2B are close enough it should affect the power on throws to first for someone to beat out and it just doesnt happen.

    Love the game, but there's definitely room for improvement in the DP department. Agree with the AI needing to alter throw power on plays that would generally result in a hard slide or an attempted break up at 2nd. I also like the idea of significantly shrinking the "green zone" on the throw meter on difficult plays to either side of the fielder. It's obviously harder to throw a seed to first if you've laid out to your backhand side and throw from your knees or generally any play that requires an off balance throw. This would add some much needed realism to ground balls, potential infield hits, etc.

    Khain24_PSNK 1 Reply Last reply
    0
  • Khain24_PSNK Offline
    Khain24_PSNK Offline
    Khain24_PSN
    replied to Guest on last edited by
    #6

    @buckeye7_psn said in Double plays:

    @khain24_psn said in Double plays:

    @so-icy42_xbl said in Double plays:

    SDS is next level stupid if they think they have the double play mechanics anywhere close to being realistic. Slow-rollers to third base are turned successfully like 95% of the time in this game. But yet in real life the only double plays EVER turned from third are hard hit grounders. The major issue is that they don’t have the runner on first get a good enough secondary lead and they let 3Bs and SSs throw these line drive throws to second base all while their running the opposite direction?!? In real life even the BEST defenseman like Arenado won’t even try to turn two if the ball is hit to their right yet this game allows them to do this circus-like submarine throw with perfect accuracy if you stop the meter in a HUGE green zone. They need to make the green zone for these types of throws wayyyyy smaller so there’s actually a gamble to trying to turn these crazy double plays that are too routine at this point.

    Depends on who is running really. A slow roller that has to be charged, no they wouldnt. A ball hit towards the line that is easily backhanded can be turned by a good defender with relatively little issue.

    Speed (and baserunner AI frankly) in general is inconsistent. I've had 40-50 speed guys beat out dribblers because the C takes forever to move, but the 90+ speed guys can't out run a ball hit into the hole between SS/3B.

    Also, the lack of animations to break up DPs is apparent. Too many times plays at 2B are close enough it should affect the power on throws to first for someone to beat out and it just doesnt happen.

    Love the game, but there's definitely room for improvement in the DP department. Agree with the AI needing to alter throw power on plays that would generally result in a hard slide or an attempted break up at 2nd. I also like the idea of significantly shrinking the "green zone" on the throw meter on difficult plays to either side of the fielder. It's obviously harder to throw a seed to first if you've laid out to your backhand side and throw from your knees or generally any play that requires an off balance throw. This would add some much needed realism to ground balls, potential infield hits, etc.

    Theres a lot of animation issues in all aspects. I've listed some pet peeves of mine below. But part of the issue I think is DD being a lot of god tier players (Real or projected) so a lot of us are using guys with high accuracy so we don't notice the size changes in the green zone. I'm using a power CAP at 3B and his accuracy is garbo so you definitely notice the change when making a dive play or throwing on the run.

    Some animations that need addressing (some been around forever):

    • Diving back into bases for no reason (Ball in dirt, guy on 2B, etc)
    • Weak underhand throws when runner is close (2B to 1B, etc)
    • Guys randomly stopping their charge to field the ball, resulting in runner being safe.
    • The annoying OF reaching for a ball thats not close, resulting in a terrible route/longer time to collect balls off the wall.
    • Balls going literally through the glove on hard grounders (lost a ranked game partly due to a DP that wasn't despite the ball teleporting through my 2B glove on a backhand).
    • Catchers taking their sweet time getting up from a crouch to collect dribblers.

    Not sure if its an animation thing but Pitchers stopping every comebacker is getting super annoying along with poor defenders at 1B making countless knock downs/diving stops on hard hit balls to their left/right. I know Frank Thomas isn't making a quarter of these plays Ive seen him make.

    StyxXx80_XBLS 1 Reply Last reply
    3
  • TheGoaler_PSNT Offline
    TheGoaler_PSNT Offline
    TheGoaler_PSN
    wrote on last edited by
    #7

    We do not have the ability to break up double plays with a hard slide. Why that isn't implemented is questionable

    aam34_PSNA 1 Reply Last reply
    2
  • JKooch66_XBLJ Offline
    JKooch66_XBLJ Offline
    JKooch66_XBL
    wrote on last edited by
    #8

    The entire infield defense needs work. Too many double plays, diving, jump throws, cross body throws, glove flips, twirling pitcher catches, etc

    Khain24_PSNK 1 Reply Last reply
    4
  • Khain24_PSNK Offline
    Khain24_PSNK Offline
    Khain24_PSN
    replied to Guest on last edited by Khain24_PSN
    #9

    @jkooch66_xbl said in Double plays:

    The entire infield defense needs work. Too many double plays, diving, jump throws, cross body throws, glove flips, twirling pitcher catches, etc

    The diving is a bit better at least as far as removing the penguin slides, but the rate at which the AI or user initiated dives with clean fielded balls from non-diamond (or gold) fielders is excessive. I've made a lot of diving stops over my last few games but they've been like 90% by Peraza at SS (diamond defense)

    Pitcher stops are excessive as well. Atleast a guy like Kuechel or Mussina who were actually good fielders makes a bit more sense but some of these guys are knocking down 100mph 1 hoppers up the middle for absolutely no reason.

    @thegoaler_psn said in Double plays:

    We do not have the ability to break up double plays with a hard slide. Why that isn't implemented is questionable

    Pretty sure it was in the game some years ago. Now I dont even seen drops on transfers (outside of catchers dropping during SB attempts).

    TheGoaler_PSNT 1 Reply Last reply
    0
  • TheGoaler_PSNT Offline
    TheGoaler_PSNT Offline
    TheGoaler_PSN
    replied to Guest on last edited by TheGoaler_PSN
    #10

    @khain24_psn said in Double plays:

    @jkooch66_xbl said in Double plays:

    The entire infield defense needs work. Too many double plays, diving, jump throws, cross body throws, glove flips, twirling pitcher catches, etc

    The diving is a bit better at least as far as removing the penguin slides, but the rate at which the AI or user initiated dives with clean fielded balls from non-diamond (or gold) fielders is excessive. I've made a lot of diving stops over my last few games but they've been like 90% by Peraza at SS (diamond defense)

    Pitcher stops are excessive as well. Atleast a guy like Kuechel or Mussina who were actually good fielders makes a bit more sense but some of these guys are knocking down 100mph 1 hoppers up the middle for absolutely no reason.

    @thegoaler_psn said in Double plays:

    We do not have the ability to break up double plays with a hard slide. Why that isn't implemented is questionable

    Pretty sure it was in the game some years ago. Now I dont even seen drops on transfers (outside of catchers dropping during SB attempts).

    It was in the game. I still push the analog to the right hoping a take out slide happens, but it never does!
    Looks like they removed it. Call it the 'Utley rule' 🤪

    Khain24_PSNK 1 Reply Last reply
    1
  • Khain24_PSNK Offline
    Khain24_PSNK Offline
    Khain24_PSN
    replied to Guest on last edited by
    #11

    @thegoaler_psn said in Double plays:

    @khain24_psn said in Double plays:

    @jkooch66_xbl said in Double plays:

    The entire infield defense needs work. Too many double plays, diving, jump throws, cross body throws, glove flips, twirling pitcher catches, etc

    The diving is a bit better at least as far as removing the penguin slides, but the rate at which the AI or user initiated dives with clean fielded balls from non-diamond (or gold) fielders is excessive. I've made a lot of diving stops over my last few games but they've been like 90% by Peraza at SS (diamond defense)

    Pitcher stops are excessive as well. Atleast a guy like Kuechel or Mussina who were actually good fielders makes a bit more sense but some of these guys are knocking down 100mph 1 hoppers up the middle for absolutely no reason.

    @thegoaler_psn said in Double plays:

    We do not have the ability to break up double plays with a hard slide. Why that isn't implemented is questionable

    Pretty sure it was in the game some years ago. Now I dont even seen drops on transfers (outside of catchers dropping during SB attempts).

    It was in the game. I still push the analog to the right hoping a take out slide happens, but it never does!
    Looks like they removed it. Call it the 'Utley rule' 🤪

    You'd figure with Utley being introduced this year, it would be a highlighted feature....

    1 Reply Last reply
    1
  • aam34_PSNA Offline
    aam34_PSNA Offline
    aam34_PSN
    replied to Guest on last edited by
    #12

    @thegoaler_psn said in Double plays:

    We do not have the ability to break up double plays with a hard slide. Why that isn't implemented is questionable

    They break it up but the fielder makes an accurate throw 100 percent of the time.

    1 Reply Last reply
    0
  • Tylerslikewhoa_XBLT Offline
    Tylerslikewhoa_XBLT Offline
    Tylerslikewhoa_XBL
    wrote on last edited by
    #13

    The small violin act on here is getting old

    1 Reply Last reply
    1
  • StyxXx80_XBLS Offline
    StyxXx80_XBLS Offline
    StyxXx80_XBL
    replied to Guest on last edited by
    #14

    @khain24_psn said in Double plays:

    @buckeye7_psn said in Double plays:

    @khain24_psn said in Double plays:

    @so-icy42_xbl said in Double plays:

    SDS is next level stupid if they think they have the double play mechanics anywhere close to being realistic. Slow-rollers to third base are turned successfully like 95% of the time in this game. But yet in real life the only double plays EVER turned from third are hard hit grounders. The major issue is that they don’t have the runner on first get a good enough secondary lead and they let 3Bs and SSs throw these line drive throws to second base all while their running the opposite direction?!? In real life even the BEST defenseman like Arenado won’t even try to turn two if the ball is hit to their right yet this game allows them to do this circus-like submarine throw with perfect accuracy if you stop the meter in a HUGE green zone. They need to make the green zone for these types of throws wayyyyy smaller so there’s actually a gamble to trying to turn these crazy double plays that are too routine at this point.

    Depends on who is running really. A slow roller that has to be charged, no they wouldnt. A ball hit towards the line that is easily backhanded can be turned by a good defender with relatively little issue.

    Speed (and baserunner AI frankly) in general is inconsistent. I've had 40-50 speed guys beat out dribblers because the C takes forever to move, but the 90+ speed guys can't out run a ball hit into the hole between SS/3B.

    Also, the lack of animations to break up DPs is apparent. Too many times plays at 2B are close enough it should affect the power on throws to first for someone to beat out and it just doesnt happen.

    Love the game, but there's definitely room for improvement in the DP department. Agree with the AI needing to alter throw power on plays that would generally result in a hard slide or an attempted break up at 2nd. I also like the idea of significantly shrinking the "green zone" on the throw meter on difficult plays to either side of the fielder. It's obviously harder to throw a seed to first if you've laid out to your backhand side and throw from your knees or generally any play that requires an off balance throw. This would add some much needed realism to ground balls, potential infield hits, etc.

    Theres a lot of animation issues in all aspects. I've listed some pet peeves of mine below. But part of the issue I think is DD being a lot of god tier players (Real or projected) so a lot of us are using guys with high accuracy so we don't notice the size changes in the green zone. I'm using a power CAP at 3B and his accuracy is garbo so you definitely notice the change when making a dive play or throwing on the run.

    Some animations that need addressing (some been around forever):

    • Diving back into bases for no reason (Ball in dirt, guy on 2B, etc)
    • Weak underhand throws when runner is close (2B to 1B, etc)
    • Guys randomly stopping their charge to field the ball, resulting in runner being safe.
    • The annoying OF reaching for a ball thats not close, resulting in a terrible route/longer time to collect balls off the wall.
    • Balls going literally through the glove on hard grounders (lost a ranked game partly due to a DP that wasn't despite the ball teleporting through my 2B glove on a backhand).
    • Catchers taking their sweet time getting up from a crouch to collect dribblers.

    Not sure if its an animation thing but Pitchers stopping every comebacker is getting super annoying along with poor defenders at 1B making countless knock downs/diving stops on hard hit balls to their left/right. I know Frank Thomas isn't making a quarter of these plays Ive seen him make

    Players getting locked into position happens too much as well. I can’t move my second baseman because the AI has him locked into place not letting him charge forward.

    1 Reply Last reply
    1
  • Irish4amendment2 _MLBTSI Offline
    Irish4amendment2 _MLBTSI Offline
    Irish4amendment2 _MLBTS
    wrote on last edited by
    #15

    @McNuggies5600_XBL is for sure a keyboard tough guy with that response. Why so salty?

    McNuggies5600_XBLM 1 Reply Last reply
    0
  • McNuggies5600_XBLM Offline
    McNuggies5600_XBLM Offline
    McNuggies5600_XBL
    replied to Guest on last edited by
    #16

    @irish4amendment2-_mlbts said in Double plays:

    @McNuggies5600_XBL is for sure a keyboard tough guy with that response. Why so salty?

    One, guys bringing up toughness for no reason are clowns. You have no tangible reason to assume that.
    Two, if the game pisses you off so much, don't play. It's the same 90 percent of posts, instead of people debating players, asking fo advice, or generally using the forum for positive things, it's just oh I lost because of this, or this is broken. Etc etc. Figure it out champ.

    1 Reply Last reply
    0
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