"Skill Sets" need to go
-
I've been playing MLB The Show since the PS2 days. I've always loved building my character and grinding out his career. A theme I've been noticing over the last few years, though, is that I keep stopping and creating new careers after a year or two because I'm never quite happy with how the character turns out. I can never get the nuance of what I want to build quite right; there's always some kind of sacrifice or "well I guess I just can't do that" that didn't used to exist back in the days of being able to spend training hours on whatever stats you wanted. I guess I'm just failing to see any advantages of the current system over a less restrictive, more customizable attributes system.
The main problem I have is that players I want to create require a spread of attributes to excel that simply isn't attainable within the game. For example, in my head I want a center fielder that is range-y with a professional glove and a rocket arm, and I'm happy to accept being relatively average at the plate as a tradeoff. So to translate this into the game I want high speed, high fielding, high arm strength, medium hitting attributes to be the "end goal" of my build. Speed is locked away behind a secondary archetype by itself so I have to get that from there. Fielding can be the primary archetype, but then my arm strength is abysmal because it's tied to power. Not only that, but all of my hitting attributes are banished to the 40's before gear and require an astronomical amount of training to make serviceable, which also requires me to ignore training the attributes I actually want to excel at.
This dilemma is much worse for two-way players who can only pick one of each attribute group to excel in on each side. The last two-way player I created reached his Diamond skillset at a towering 67 overall. There's also just zero room for customization since all you can do is pick one thing to be good at so your options to make something unique and fun are nonexistent.
A system from another sports franchise I'm reminded of is NBA 2K. Granted 2K's VC and monetization efforts are oppressive and compromise a lot of the gameplay experience, but I've really enjoyed their design philosophy on character customization. I'm imagining a similar world where I can set "caps" on each attribute, and I can keep increasing the caps up to the point where maxing out every single attribute to its set cap would get me to 99 overall. These caps also determine what kind of perks you can acquire (think active perk cards in the current system) and even labels you cosmetically with an archetype name based on the spread you created. I think I'd really enjoy the ability to specify exactly what I'd like the end goal to be for my player, and then spend my time working towards that through something like training points earned from games/practices (that can be granted bonuses through the current in-game goals, even) instead of trying to finagle one of the handful of preset spreads to fake what I want.
-
@lastingimpact_PSN said in "Skill Sets" need to go:
I've been playing MLB The Show since the PS2 days. I've always loved building my character and grinding out his career. A theme I've been noticing over the last few years, though, is that I keep stopping and creating new careers after a year or two because I'm never quite happy with how the character turns out. I can never get the nuance of what I want to build quite right; there's always some kind of sacrifice or "well I guess I just can't do that" that didn't used to exist back in the days of being able to spend training hours on whatever stats you wanted. I guess I'm just failing to see any advantages of the current system over a less restrictive, more customizable attributes system.
The main problem I have is that players I want to create require a spread of attributes to excel that simply isn't attainable within the game. For example, in my head I want a center fielder that is range-y with a professional glove and a rocket arm, and I'm happy to accept being relatively average at the plate as a tradeoff. So to translate this into the game I want high speed, high fielding, high arm strength, medium hitting attributes to be the "end goal" of my build. Speed is locked away behind a secondary archetype by itself so I have to get that from there. Fielding can be the primary archetype, but then my arm strength is abysmal because it's tied to power. Not only that, but all of my hitting attributes are banished to the 40's before gear and require an astronomical amount of training to make serviceable, which also requires me to ignore training the attributes I actually want to excel at.
This dilemma is much worse for two-way players who can only pick one of each attribute group to excel in on each side. The last two-way player I created reached his Diamond skillset at a towering 67 overall. There's also just zero room for customization since all you can do is pick one thing to be good at so your options to make something unique and fun are nonexistent.
A system from another sports franchise I'm reminded of is NBA 2K. Granted 2K's VC and monetization efforts are oppressive and compromise a lot of the gameplay experience, but I've really enjoyed their design philosophy on character customization. I'm imagining a similar world where I can set "caps" on each attribute, and I can keep increasing the caps up to the point where maxing out every single attribute to its set cap would get me to 99 overall. These caps also determine what kind of perks you can acquire (think active perk cards in the current system) and even labels you cosmetically with an archetype name based on the spread you created. I think I'd really enjoy the ability to specify exactly what I'd like the end goal to be for my player, and then spend my time working towards that through something like training points earned from games/practices (that can be granted bonuses through the current in-game goals, even) instead of trying to finagle one of the handful of preset spreads to fake what I want.
Not gonna lie but no one is going to read that essay you just posted. I know some of my post can be long too but I realize I want the community to read it and respond. Maybe break it up over multiple post but I couldn’t get through the first paragraph before I gave up. I’m sure you have some valid points I just can’t see myself wasting 20 minutes to read that post and then process what I just read. Not a knock on you personally just something to think about next time.
-
That's something I've noticed, you're not going to get anywhere near a "solid" 5 tool player with the current system. You're either going to be an "average" 5 tool player, or you're going to excel in a couple of aspects to the "detriment" of the rest of your overall skillset.
You can grind many skills to "usefulness", but you're never going to have a pile of 90s like a lot of Diamond Dynasty guys... (and since you can take your ballplayer to DD, can't have you being more useful than the diamond cards they want you spending for...)
-
@killerpresence4_MLBTS said in "Skill Sets" need to go:
@lastingimpact_PSN said in "Skill Sets" need to go:
I've been playing MLB The Show since the PS2 days. I've always loved building my character and grinding out his career. A theme I've been noticing over the last few years, though, is that I keep stopping and creating new careers after a year or two because I'm never quite happy with how the character turns out. I can never get the nuance of what I want to build quite right; there's always some kind of sacrifice or "well I guess I just can't do that" that didn't used to exist back in the days of being able to spend training hours on whatever stats you wanted. I guess I'm just failing to see any advantages of the current system over a less restrictive, more customizable attributes system.
The main problem I have is that players I want to create require a spread of attributes to excel that simply isn't attainable within the game. For example, in my head I want a center fielder that is range-y with a professional glove and a rocket arm, and I'm happy to accept being relatively average at the plate as a tradeoff. So to translate this into the game I want high speed, high fielding, high arm strength, medium hitting attributes to be the "end goal" of my build. Speed is locked away behind a secondary archetype by itself so I have to get that from there. Fielding can be the primary archetype, but then my arm strength is abysmal because it's tied to power. Not only that, but all of my hitting attributes are banished to the 40's before gear and require an astronomical amount of training to make serviceable, which also requires me to ignore training the attributes I actually want to excel at.
This dilemma is much worse for two-way players who can only pick one of each attribute group to excel in on each side. The last two-way player I created reached his Diamond skillset at a towering 67 overall. There's also just zero room for customization since all you can do is pick one thing to be good at so your options to make something unique and fun are nonexistent.
A system from another sports franchise I'm reminded of is NBA 2K. Granted 2K's VC and monetization efforts are oppressive and compromise a lot of the gameplay experience, but I've really enjoyed their design philosophy on character customization. I'm imagining a similar world where I can set "caps" on each attribute, and I can keep increasing the caps up to the point where maxing out every single attribute to its set cap would get me to 99 overall. These caps also determine what kind of perks you can acquire (think active perk cards in the current system) and even labels you cosmetically with an archetype name based on the spread you created. I think I'd really enjoy the ability to specify exactly what I'd like the end goal to be for my player, and then spend my time working towards that through something like training points earned from games/practices (that can be granted bonuses through the current in-game goals, even) instead of trying to finagle one of the handful of preset spreads to fake what I want.
Not gonna lie but no one is going to read that essay you just posted. I know some of my post can be long too but I realize I want the community to read it and respond. Maybe break it up over multiple post but I couldn’t get through the first paragraph before I gave up. I’m sure you have some valid points I just can’t see myself wasting 20 minutes to read that post and then process what I just read. Not a knock on you personally just something to think about next time.
I read it. It took me two minutes. It’s not anyone else’s fault that your reading days ended in middle school. You think his post is useless, and yet, you said absolutely nothing yourself. Have a think on that before you offer your unnecessary input to someone’s legitimate griping.
-
@undertakerlives_MLBTS said in "Skill Sets" need to go:
@killerpresence4_MLBTS said in "Skill Sets" need to go:
@lastingimpact_PSN said in "Skill Sets" need to go:
I've been playing MLB The Show since the PS2 days. I've always loved building my character and grinding out his career. A theme I've been noticing over the last few years, though, is that I keep stopping and creating new careers after a year or two because I'm never quite happy with how the character turns out. I can never get the nuance of what I want to build quite right; there's always some kind of sacrifice or "well I guess I just can't do that" that didn't used to exist back in the days of being able to spend training hours on whatever stats you wanted. I guess I'm just failing to see any advantages of the current system over a less restrictive, more customizable attributes system.
The main problem I have is that players I want to create require a spread of attributes to excel that simply isn't attainable within the game. For example, in my head I want a center fielder that is range-y with a professional glove and a rocket arm, and I'm happy to accept being relatively average at the plate as a tradeoff. So to translate this into the game I want high speed, high fielding, high arm strength, medium hitting attributes to be the "end goal" of my build. Speed is locked away behind a secondary archetype by itself so I have to get that from there. Fielding can be the primary archetype, but then my arm strength is abysmal because it's tied to power. Not only that, but all of my hitting attributes are banished to the 40's before gear and require an astronomical amount of training to make serviceable, which also requires me to ignore training the attributes I actually want to excel at.
This dilemma is much worse for two-way players who can only pick one of each attribute group to excel in on each side. The last two-way player I created reached his Diamond skillset at a towering 67 overall. There's also just zero room for customization since all you can do is pick one thing to be good at so your options to make something unique and fun are nonexistent.
A system from another sports franchise I'm reminded of is NBA 2K. Granted 2K's VC and monetization efforts are oppressive and compromise a lot of the gameplay experience, but I've really enjoyed their design philosophy on character customization. I'm imagining a similar world where I can set "caps" on each attribute, and I can keep increasing the caps up to the point where maxing out every single attribute to its set cap would get me to 99 overall. These caps also determine what kind of perks you can acquire (think active perk cards in the current system) and even labels you cosmetically with an archetype name based on the spread you created. I think I'd really enjoy the ability to specify exactly what I'd like the end goal to be for my player, and then spend my time working towards that through something like training points earned from games/practices (that can be granted bonuses through the current in-game goals, even) instead of trying to finagle one of the handful of preset spreads to fake what I want.
Not gonna lie but no one is going to read that essay you just posted. I know some of my post can be long too but I realize I want the community to read it and respond. Maybe break it up over multiple post but I couldn’t get through the first paragraph before I gave up. I’m sure you have some valid points I just can’t see myself wasting 20 minutes to read that post and then process what I just read. Not a knock on you personally just something to think about next time.
I read it. It took me two minutes. It’s not anyone else’s fault that your reading days ended in middle school. You think his post is useless, and yet, you said absolutely nothing yourself. Have a think on that before you offer your unnecessary input to someone’s legitimate griping.
And there it is a sad sack who runs to the community forums to COMPLAIN about a video game. And what I said is I lost interest in the post half a paragraph in because people don’t come here to read an essay. They come to leave brief thoughts and respondents to leave brief reply’s. And you trying to make some witty insult just makes you look like the clown in the forum. FYI, most people don’t want to read long winded diatribes. And if you don’t know what that is go google it.
-
@killerpresence4_MLBTS said in "Skill Sets" need to go:
@undertakerlives_MLBTS said in "Skill Sets" need to go:
@killerpresence4_MLBTS said in "Skill Sets" need to go:
@lastingimpact_PSN said in "Skill Sets" need to go:
I've been playing MLB The Show since the PS2 days. I've always loved building my character and grinding out his career. A theme I've been noticing over the last few years, though, is that I keep stopping and creating new careers after a year or two because I'm never quite happy with how the character turns out. I can never get the nuance of what I want to build quite right; there's always some kind of sacrifice or "well I guess I just can't do that" that didn't used to exist back in the days of being able to spend training hours on whatever stats you wanted. I guess I'm just failing to see any advantages of the current system over a less restrictive, more customizable attributes system.
The main problem I have is that players I want to create require a spread of attributes to excel that simply isn't attainable within the game. For example, in my head I want a center fielder that is range-y with a professional glove and a rocket arm, and I'm happy to accept being relatively average at the plate as a tradeoff. So to translate this into the game I want high speed, high fielding, high arm strength, medium hitting attributes to be the "end goal" of my build. Speed is locked away behind a secondary archetype by itself so I have to get that from there. Fielding can be the primary archetype, but then my arm strength is abysmal because it's tied to power. Not only that, but all of my hitting attributes are banished to the 40's before gear and require an astronomical amount of training to make serviceable, which also requires me to ignore training the attributes I actually want to excel at.
This dilemma is much worse for two-way players who can only pick one of each attribute group to excel in on each side. The last two-way player I created reached his Diamond skillset at a towering 67 overall. There's also just zero room for customization since all you can do is pick one thing to be good at so your options to make something unique and fun are nonexistent.
A system from another sports franchise I'm reminded of is NBA 2K. Granted 2K's VC and monetization efforts are oppressive and compromise a lot of the gameplay experience, but I've really enjoyed their design philosophy on character customization. I'm imagining a similar world where I can set "caps" on each attribute, and I can keep increasing the caps up to the point where maxing out every single attribute to its set cap would get me to 99 overall. These caps also determine what kind of perks you can acquire (think active perk cards in the current system) and even labels you cosmetically with an archetype name based on the spread you created. I think I'd really enjoy the ability to specify exactly what I'd like the end goal to be for my player, and then spend my time working towards that through something like training points earned from games/practices (that can be granted bonuses through the current in-game goals, even) instead of trying to finagle one of the handful of preset spreads to fake what I want.
Not gonna lie but no one is going to read that essay you just posted. I know some of my post can be long too but I realize I want the community to read it and respond. Maybe break it up over multiple post but I couldn’t get through the first paragraph before I gave up. I’m sure you have some valid points I just can’t see myself wasting 20 minutes to read that post and then process what I just read. Not a knock on you personally just something to think about next time.
I read it. It took me two minutes. It’s not anyone else’s fault that your reading days ended in middle school. You think his post is useless, and yet, you said absolutely nothing yourself. Have a think on that before you offer your unnecessary input to someone’s legitimate griping.
And there it is a sad sack who runs to the community forums to COMPLAIN about a video game. And what I said is I lost interest in the post half a paragraph in because people don’t come here to read an essay. They come to leave brief thoughts and respondents to leave brief reply’s. And you trying to make some witty insult just makes you look like the clown in the forum. FYI, most people don’t want to read long winded diatribes. And if you don’t know what that is go google it.
I assure you, I’m aware of what a diatribe is. I’m looking at one right now. Look in the mirror, my illiterate friend: you are that sad sack. Taking a dump on a post just because it’s long, while adding nothing substantive, or even interesting. Why add anything at all, in fact?
Because you’re a sad sack. Sorry to bear the bad news, champ. Play ball!
-
@undertakerlives_MLBTS said in "Skill Sets" need to go:
@killerpresence4_MLBTS said in "Skill Sets" need to go:
@undertakerlives_MLBTS said in "Skill Sets" need to go:
@killerpresence4_MLBTS said in "Skill Sets" need to go:
@lastingimpact_PSN said in "Skill Sets" need to go:
I've been playing MLB The Show since the PS2 days. I've always loved building my character and grinding out his career. A theme I've been noticing over the last few years, though, is that I keep stopping and creating new careers after a year or two because I'm never quite happy with how the character turns out. I can never get the nuance of what I want to build quite right; there's always some kind of sacrifice or "well I guess I just can't do that" that didn't used to exist back in the days of being able to spend training hours on whatever stats you wanted. I guess I'm just failing to see any advantages of the current system over a less restrictive, more customizable attributes system.
The main problem I have is that players I want to create require a spread of attributes to excel that simply isn't attainable within the game. For example, in my head I want a center fielder that is range-y with a professional glove and a rocket arm, and I'm happy to accept being relatively average at the plate as a tradeoff. So to translate this into the game I want high speed, high fielding, high arm strength, medium hitting attributes to be the "end goal" of my build. Speed is locked away behind a secondary archetype by itself so I have to get that from there. Fielding can be the primary archetype, but then my arm strength is abysmal because it's tied to power. Not only that, but all of my hitting attributes are banished to the 40's before gear and require an astronomical amount of training to make serviceable, which also requires me to ignore training the attributes I actually want to excel at.
This dilemma is much worse for two-way players who can only pick one of each attribute group to excel in on each side. The last two-way player I created reached his Diamond skillset at a towering 67 overall. There's also just zero room for customization since all you can do is pick one thing to be good at so your options to make something unique and fun are nonexistent.
A system from another sports franchise I'm reminded of is NBA 2K. Granted 2K's VC and monetization efforts are oppressive and compromise a lot of the gameplay experience, but I've really enjoyed their design philosophy on character customization. I'm imagining a similar world where I can set "caps" on each attribute, and I can keep increasing the caps up to the point where maxing out every single attribute to its set cap would get me to 99 overall. These caps also determine what kind of perks you can acquire (think active perk cards in the current system) and even labels you cosmetically with an archetype name based on the spread you created. I think I'd really enjoy the ability to specify exactly what I'd like the end goal to be for my player, and then spend my time working towards that through something like training points earned from games/practices (that can be granted bonuses through the current in-game goals, even) instead of trying to finagle one of the handful of preset spreads to fake what I want.
Not gonna lie but no one is going to read that essay you just posted. I know some of my post can be long too but I realize I want the community to read it and respond. Maybe break it up over multiple post but I couldn’t get through the first paragraph before I gave up. I’m sure you have some valid points I just can’t see myself wasting 20 minutes to read that post and then process what I just read. Not a knock on you personally just something to think about next time.
I read it. It took me two minutes. It’s not anyone else’s fault that your reading days ended in middle school. You think his post is useless, and yet, you said absolutely nothing yourself. Have a think on that before you offer your unnecessary input to someone’s legitimate griping.
And there it is a sad sack who runs to the community forums to COMPLAIN about a video game. And what I said is I lost interest in the post half a paragraph in because people don’t come here to read an essay. They come to leave brief thoughts and respondents to leave brief reply’s. And you trying to make some witty insult just makes you look like the clown in the forum. FYI, most people don’t want to read long winded diatribes. And if you don’t know what that is go google it.
I assure you, I’m aware of what a diatribe is. I’m looking at one right now. Look in the mirror, my illiterate friend: you are that sad sack. Taking a dump on a post just because it’s long, while adding nothing substantive, or even interesting. Why add anything at all, in fact?
Because you’re a sad sack. Sorry to bear the bad news, champ. Play ball!
You know what kid, I didn’t need to say anything, the response the op is getting in this thread proves my point. One actual response and you and I arguing about the length of the post. Have a good day!!
-
@lastingimpact_PSN said in "Skill Sets" need to go:
I've been playing MLB The Show since the PS2 days. I've always loved building my character and grinding out his career. A theme I've been noticing over the last few years, though, is that I keep stopping and creating new careers after a year or two because I'm never quite happy with how the character turns out. I can never get the nuance of what I want to build quite right; there's always some kind of sacrifice or "well I guess I just can't do that" that didn't used to exist back in the days of being able to spend training hours on whatever stats you wanted. I guess I'm just failing to see any advantages of the current system over a less restrictive, more customizable attributes system.
The main problem I have is that players I want to create require a spread of attributes to excel that simply isn't attainable within the game. For example, in my head I want a center fielder that is range-y with a professional glove and a rocket arm, and I'm happy to accept being relatively average at the plate as a tradeoff. So to translate this into the game I want high speed, high fielding, high arm strength, medium hitting attributes to be the "end goal" of my build. Speed is locked away behind a secondary archetype by itself so I have to get that from there. Fielding can be the primary archetype, but then my arm strength is abysmal because it's tied to power. Not only that, but all of my hitting attributes are banished to the 40's before gear and require an astronomical amount of training to make serviceable, which also requires me to ignore training the attributes I actually want to excel at.
This dilemma is much worse for two-way players who can only pick one of each attribute group to excel in on each side. The last two-way player I created reached his Diamond skillset at a towering 67 overall. There's also just zero room for customization since all you can do is pick one thing to be good at so your options to make something unique and fun are nonexistent.
A system from another sports franchise I'm reminded of is NBA 2K. Granted 2K's VC and monetization efforts are oppressive and compromise a lot of the gameplay experience, but I've really enjoyed their design philosophy on character customization. I'm imagining a similar world where I can set "caps" on each attribute, and I can keep increasing the caps up to the point where maxing out every single attribute to its set cap would get me to 99 overall. These caps also determine what kind of perks you can acquire (think active perk cards in the current system) and even labels you cosmetically with an archetype name based on the spread you created. I think I'd really enjoy the ability to specify exactly what I'd like the end goal to be for my player, and then spend my time working towards that through something like training points earned from games/practices (that can be granted bonuses through the current in-game goals, even) instead of trying to finagle one of the handful of preset spreads to fake what I want.
I agree completely. Would love to see this