It's time to Revamp the pitching/hitting interface, visuals, and mechanics π
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@fubar2k7_PSN said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics :
@Swarai01_XBL said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics :
@fubar2k7_PSN said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics :
@Swarai01_XBL said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics :
@fubar2k7_PSN said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics :
@Swarai01_XBL said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics :
@fubar2k7_PSN said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics :
@Swarai01_XBL said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics :
@fubar2k7_PSN said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics :
@Swarai01_XBL said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics :
@fubar2k7_PSN said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics :
This rant is mostly awful and Iβm far busy to address it all. I will let you know created players do earn quirks but you have to play long enough for them to acquire them.
PS: I fired up MVP05 in my backward compatible PS3 and your memory of the game isnβt as good as the game itself.
- Created players don't get quirks when you create them which is an imbalance that needs to be fixed
- I'll obviously disagree with your awful take
- You'll have to give a description of why my memory of the game isn't as good as the game itself
4.... That is, of course, if you have the precious time to be away from your more important matters
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They earn quirks hence they eventually have them. You state created players donβt get quirks but they do when they earn them.
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Pitches do not move better in MVP05. They move much worse in MVP05. The only thing Iβd ever recommend you do with that game now is simulate games.
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"they eventually have them." Which means that they currently don't have them.
Having $100 is NOT the same as eventually having $100 -
My focus is on TRAJECTORY and the "way" the pitches move.
Basically you wanna add them and not earn them to hit a ton of bombs. Be warned the game resets your homerun count after 255 to 0.
Fastballs donβt rise like in MVP05. Itβs called physics. Iβm sure you can snag a PS2 and copy of MVP05 at a retro gaming store near you.
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Quirks should be added to the create-A-player menu
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Why do you keep adding ideas that weren't previously mentioned? No one said anything about rising fastballs.
TRAJECTORY... MVP BASEBALL 2005 player editor has the option to change the trajectory of pitches. I think it would be neat to have this feature in MLB THE SHOW 24
Disagree about quirks. Pitches have trajectory to them. The degree of the trajectory depends on your break value.
It's a free country. You can disagree. You're wrong but can still disagree.
It's obvious that pitches have trajectory. What they don't have is the option to change the trajectory. Why? Because off-speed and breaking pitches vary from pitcher to pitcher.
Is that difficult to understand?I know they vary but all the pitches in this game break the way theyβre suppose to break. Tell me what pitch you wish to break differently. Be specific.
Except for the 4 seam fastball... All of them need to be fixed
I go back to my previous statement. Find a retro store near you and buy a PS2 and MVP05. Good day.
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Your reasoning is illogical. Make your argument more logical
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I already have a PS2 and MVP 2005
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His argument isn't illogical. You're just disagreeing in a debate about how break should be programmed in a video game. What wasn't brought up is that SDS accounts for different break trajectories by having more pitches -- curves, 12-6 curves, sliders, slurves, etc. Those all have different trajectories. Not an ideal solution, but it is what it is...
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@Crimson_Monk_PSN said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics :
isnt there a feature that shows trajectory of pitches? Im pretty sure i have used it before on meter pitching...i take it isnt an option on other pitching inputs?
Itβs called pitch trail and is available on all pitching modes
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@SuntLacrimae50_MLBTS said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics :
His argument isn't illogical. You're just disagreeing in a debate about how break should be programmed in a video game. What wasn't brought up is that SDS accounts for different break trajectories by having more pitches -- curves, 12-6 curves, sliders, slurves, etc. Those all have different trajectories. Not an ideal solution, but it is what it is...
So if you could figure that out why couldn't he?
My point stands -
@killerpresence4_MLBTS said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics :
@Crimson_Monk_PSN said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics :
isnt there a feature that shows trajectory of pitches? Im pretty sure i have used it before on meter pitching...i take it isnt an option on other pitching inputs?
Itβs called pitch trail and is available on all pitching modes
Close but no cigar
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NO. 3 = Tell me you've never pitched without telling me you've never pitched.
Pitches aren't supposed to have (or appear to have) the same amount of break on both sides of the strike zone, hence glove side and arm side pitches. Back door breaking balls are effective when executed because they are harder to pull off and freeze a batter. And usually get blasted if the batter swings, (much easier to hang) pitch spin and speed are much easier to pick up. Arm slot appears different at time of release. There is no tunneling off your other pitches this is what makes it so easy to pick up. The longer the ball is in your hand the easier it is to disguise the pitch. Not to mention the more centrifugal force you get allows for more RPM's which results in more break.
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@Swarai01_XBL said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics :
@SuntLacrimae50_MLBTS said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics :
His argument isn't illogical. You're just disagreeing in a debate about how break should be programmed in a video game. What wasn't brought up is that SDS accounts for different break trajectories by having more pitches -- curves, 12-6 curves, sliders, slurves, etc. Those all have different trajectories. Not an ideal solution, but it is what it is...
So if you could figure that out why couldn't he?
My point standsOk pal. Marinating in delusional message board victories can be your thing.
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@SuntLacrimae50_MLBTS said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics :
@Swarai01_XBL said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics :
@SuntLacrimae50_MLBTS said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics :
His argument isn't illogical. You're just disagreeing in a debate about how break should be programmed in a video game. What wasn't brought up is that SDS accounts for different break trajectories by having more pitches -- curves, 12-6 curves, sliders, slurves, etc. Those all have different trajectories. Not an ideal solution, but it is what it is...
So if you could figure that out why couldn't he?
My point standsOk pal. Marinating in delusional message board victories can be your thing.
I just got tired of talking to him. He didnβt win anything. I was going until I got the pitch out of him and I never will because the pitch he wanted was a rising fastball which MVP05 has and is not real. I didnβt mention different types of curveballs or change ups because theyβre technically different pitches. Mark Prior for example throws a couple different curves.
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@SuntLacrimae50_MLBTS said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics :
@Swarai01_XBL said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics :
@SuntLacrimae50_MLBTS said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics :
His argument isn't illogical. You're just disagreeing in a debate about how break should be programmed in a video game. What wasn't brought up is that SDS accounts for different break trajectories by having more pitches -- curves, 12-6 curves, sliders, slurves, etc. Those all have different trajectories. Not an ideal solution, but it is what it is...
So if you could figure that out why couldn't he?
My point standsOk pal. Marinating in delusional message board victories can be your thing.
It's only delusional when you don't have a sensible counter argument
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@fubar2k7_PSN said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics :
@SuntLacrimae50_MLBTS said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics :
@Swarai01_XBL said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics :
@SuntLacrimae50_MLBTS said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics :
His argument isn't illogical. You're just disagreeing in a debate about how break should be programmed in a video game. What wasn't brought up is that SDS accounts for different break trajectories by having more pitches -- curves, 12-6 curves, sliders, slurves, etc. Those all have different trajectories. Not an ideal solution, but it is what it is...
So if you could figure that out why couldn't he?
My point standsOk pal. Marinating in delusional message board victories can be your thing.
I just got tired of talking to him. He didnβt win anything. I was going until I got the pitch out of him and I never will because the pitch he wanted was a rising fastball which MVP05 has and is not real. I didnβt mention different types of curveballs or change ups because theyβre technically different pitches. Mark Prior for example throws a couple different curves.
Actually, I got tired of of your nonsensical yammering. YOU (not me) create argument not previously mentioned. Now you're looking for allyship to support arguing to yourself in the mirror
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@kush_Coder_PSN said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics :
NO. 3 = Tell me you've never pitched without telling me you've never pitched.
Pitches aren't supposed to have (or appear to have) the same amount of break on both sides of the strike zone, hence glove side and arm side pitches. Back door breaking balls are effective when executed because they are harder to pull off and freeze a batter. And usually get blasted if the batter swings, (much easier to hang) pitch spin and speed are much easier to pick up. Arm slot appears different at time of release. There is no tunneling off your other pitches this is what makes it so easy to pick up. The longer the ball is in your hand the easier it is to disguise the pitch. Not to mention the more centrifugal force you get allows for more RPM's which results in more break.
Because "backdoor" pitches are dependent on the batter...
Does this theory apply to breaking balls, off-speed pitches, 2 seam fastballs/sinkers, and cut-fastballs? -
@Swarai01_XBL said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics :
@fubar2k7_PSN said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics :
@SuntLacrimae50_MLBTS said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics :
@Swarai01_XBL said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics :
@SuntLacrimae50_MLBTS said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics :
His argument isn't illogical. You're just disagreeing in a debate about how break should be programmed in a video game. What wasn't brought up is that SDS accounts for different break trajectories by having more pitches -- curves, 12-6 curves, sliders, slurves, etc. Those all have different trajectories. Not an ideal solution, but it is what it is...
So if you could figure that out why couldn't he?
My point standsOk pal. Marinating in delusional message board victories can be your thing.
I just got tired of talking to him. He didnβt win anything. I was going until I got the pitch out of him and I never will because the pitch he wanted was a rising fastball which MVP05 has and is not real. I didnβt mention different types of curveballs or change ups because theyβre technically different pitches. Mark Prior for example throws a couple different curves.
Actually, I got tired of of your nonsensical yammering. YOU (not me) create argument not previously mentioned. Now you're looking for allyship to support arguing to yourself in the mirror
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@fubar2k7_PSN said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics :
@Swarai01_XBL said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics :
@fubar2k7_PSN said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics :
@SuntLacrimae50_MLBTS said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics :
@Swarai01_XBL said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics :
@SuntLacrimae50_MLBTS said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics :
His argument isn't illogical. You're just disagreeing in a debate about how break should be programmed in a video game. What wasn't brought up is that SDS accounts for different break trajectories by having more pitches -- curves, 12-6 curves, sliders, slurves, etc. Those all have different trajectories. Not an ideal solution, but it is what it is...
So if you could figure that out why couldn't he?
My point standsOk pal. Marinating in delusional message board victories can be your thing.
I just got tired of talking to him. He didnβt win anything. I was going until I got the pitch out of him and I never will because the pitch he wanted was a rising fastball which MVP05 has and is not real. I didnβt mention different types of curveballs or change ups because theyβre technically different pitches. Mark Prior for example throws a couple different curves.
Actually, I got tired of of your nonsensical yammering. YOU (not me) create argument not previously mentioned. Now you're looking for allyship to support arguing to yourself in the mirror
Another reason this game shouldβve stayed PlayStation exclusive. Didnβt have these idiots playing the game.
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@Swarai01_XBL said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics :
@killerpresence4_MLBTS said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics :
@Crimson_Monk_PSN said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics :
isnt there a feature that shows trajectory of pitches? Im pretty sure i have used it before on meter pitching...i take it isnt an option on other pitching inputs?
Itβs called pitch trail and is available on all pitching modes
Close but no cigar
No, thatβs actually what itβs called. It shows pitch trajectory and is available on all pitching modes. It can be set to fade or on at all times.
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@Swarai01_XBL said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics :
@kush_Coder_PSN said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics :
NO. 3 = Tell me you've never pitched without telling me you've never pitched.
Pitches aren't supposed to have (or appear to have) the same amount of break on both sides of the strike zone, hence glove side and arm side pitches. Back door breaking balls are effective when executed because they are harder to pull off and freeze a batter. And usually get blasted if the batter swings, (much easier to hang) pitch spin and speed are much easier to pick up. Arm slot appears different at time of release. There is no tunneling off your other pitches this is what makes it so easy to pick up. The longer the ball is in your hand the easier it is to disguise the pitch. Not to mention the more centrifugal force you get allows for more RPM's which results in more break.
Because "backdoor" pitches are dependent on the batter...
Does this theory apply to breaking balls, off-speed pitches, 2 seam fastballs/sinkers, and cut-fastballs?Youβre comparing apples to oranges. Breaking balls (sliders and curveballs) to the opposite side of the plate (arm side) will have much different trajectories due to the type of spin the pitch has on it. Sinkers/2 seamers will have more break to the arm side due to their spins and seam orientation. This is physics plain and simple. Not sure what your argument is unless you really have zero understanding of pitching.
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@killerpresence4_MLBTS said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics :
@Swarai01_XBL said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics :
@kush_Coder_PSN said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics :
NO. 3 = Tell me you've never pitched without telling me you've never pitched.
Pitches aren't supposed to have (or appear to have) the same amount of break on both sides of the strike zone, hence glove side and arm side pitches. Back door breaking balls are effective when executed because they are harder to pull off and freeze a batter. And usually get blasted if the batter swings, (much easier to hang) pitch spin and speed are much easier to pick up. Arm slot appears different at time of release. There is no tunneling off your other pitches this is what makes it so easy to pick up. The longer the ball is in your hand the easier it is to disguise the pitch. Not to mention the more centrifugal force you get allows for more RPM's which results in more break.
Because "backdoor" pitches are dependent on the batter...
Does this theory apply to breaking balls, off-speed pitches, 2 seam fastballs/sinkers, and cut-fastballs?Youβre comparing apples to oranges. Breaking balls (sliders and curveballs) to the opposite side of the plate (arm side) will have much different trajectories due to the type of spin the pitch has on it. Sinkers/2 seamers will have more break to the arm side due to their spins and seam orientation. This is physics plain and simple. Not sure what your argument is unless you really have zero understanding of pitching.
They the CPU bears the same result
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@killerpresence4_MLBTS said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics :
@Swarai01_XBL said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics :
@killerpresence4_MLBTS said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics :
@Crimson_Monk_PSN said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics :
isnt there a feature that shows trajectory of pitches? Im pretty sure i have used it before on meter pitching...i take it isnt an option on other pitching inputs?
Itβs called pitch trail and is available on all pitching modes
Close but no cigar
No, thatβs actually what itβs called. It shows pitch trajectory and is available on all pitching modes. It can be set to fade or on at all times.
You don't understand the context
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@fubar2k7_PSN said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics :
@fubar2k7_PSN said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics :
@Swarai01_XBL said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics :
@fubar2k7_PSN said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics :
@SuntLacrimae50_MLBTS said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics :
@Swarai01_XBL said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics :
@SuntLacrimae50_MLBTS said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics :
His argument isn't illogical. You're just disagreeing in a debate about how break should be programmed in a video game. What wasn't brought up is that SDS accounts for different break trajectories by having more pitches -- curves, 12-6 curves, sliders, slurves, etc. Those all have different trajectories. Not an ideal solution, but it is what it is...
So if you could figure that out why couldn't he?
My point standsOk pal. Marinating in delusional message board victories can be your thing.
I just got tired of talking to him. He didnβt win anything. I was going until I got the pitch out of him and I never will because the pitch he wanted was a rising fastball which MVP05 has and is not real. I didnβt mention different types of curveballs or change ups because theyβre technically different pitches. Mark Prior for example throws a couple different curves.
Actually, I got tired of of your nonsensical yammering. YOU (not me) create argument not previously mentioned. Now you're looking for allyship to support arguing to yourself in the mirror
Another reason this game shouldβve stayed PlayStation exclusive. Didnβt have these idiots playing the game.
What happens when the "idiots" purchase a Playstation?
You don't use common sense and you're not that important
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@Swarai01_XBL said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics :
@fubar2k7_PSN said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics :
@fubar2k7_PSN said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics :
@Swarai01_XBL said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics :
@fubar2k7_PSN said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics :
@SuntLacrimae50_MLBTS said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics :
@Swarai01_XBL said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics :
@SuntLacrimae50_MLBTS said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics :
His argument isn't illogical. You're just disagreeing in a debate about how break should be programmed in a video game. What wasn't brought up is that SDS accounts for different break trajectories by having more pitches -- curves, 12-6 curves, sliders, slurves, etc. Those all have different trajectories. Not an ideal solution, but it is what it is...
So if you could figure that out why couldn't he?
My point standsOk pal. Marinating in delusional message board victories can be your thing.
I just got tired of talking to him. He didnβt win anything. I was going until I got the pitch out of him and I never will because the pitch he wanted was a rising fastball which MVP05 has and is not real. I didnβt mention different types of curveballs or change ups because theyβre technically different pitches. Mark Prior for example throws a couple different curves.
Actually, I got tired of of your nonsensical yammering. YOU (not me) create argument not previously mentioned. Now you're looking for allyship to support arguing to yourself in the mirror
Another reason this game shouldβve stayed PlayStation exclusive. Didnβt have these idiots playing the game.
What happens when the "idiots" purchase a Playstation?
You don't use common sense and you're not that important
Sony consoles sold all time ~500 million. MS consoles sold all time ~184 million. That doesnβt include nearly 100 million Sony handheld sold. Pathetic.
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@Swarai01_XBL said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics :
@killerpresence4_MLBTS said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics :
@Swarai01_XBL said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics :
@kush_Coder_PSN said in It's time to Revamp the pitching/hitting interface, visuals, and mechanics :
NO. 3 = Tell me you've never pitched without telling me you've never pitched.
Pitches aren't supposed to have (or appear to have) the same amount of break on both sides of the strike zone, hence glove side and arm side pitches. Back door breaking balls are effective when executed because they are harder to pull off and freeze a batter. And usually get blasted if the batter swings, (much easier to hang) pitch spin and speed are much easier to pick up. Arm slot appears different at time of release. There is no tunneling off your other pitches this is what makes it so easy to pick up. The longer the ball is in your hand the easier it is to disguise the pitch. Not to mention the more centrifugal force you get allows for more RPM's which results in more break.
Because "backdoor" pitches are dependent on the batter...
Does this theory apply to breaking balls, off-speed pitches, 2 seam fastballs/sinkers, and cut-fastballs?Youβre comparing apples to oranges. Breaking balls (sliders and curveballs) to the opposite side of the plate (arm side) will have much different trajectories due to the type of spin the pitch has on it. Sinkers/2 seamers will have more break to the arm side due to their spins and seam orientation. This is physics plain and simple. Not sure what your argument is unless you really have zero understanding of pitching.
They the CPU bears the same result
Youβre an idiot, but I guess at this point, anybody still corresponding with you is/are not much better. All us responding to you is doing is validating your ignorance. You obviously have no understanding of the laws of physics which automatically makes you not worth discussing this any further. So Iβm jumping off and will no longer respond to your stupidity.