Suggestion for a new hitting system
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The PCI could be a square and each quadrant has a percentage of the hit being successful. Higher percentage in the middle and decreasing out into the outer quadrants.
Hit types would vary by the type of hitter
A hit in the middle quadrant with a power hitter could be a HR or a double/triple with a contact hitter. Hits in the lower quadrants would be ground balls and left/right quadrants would be pulled hits.
If you gave players a “schematic” to look at that would describe why the hit did this or that instead of the pure randomness we have right now, it could lessen the frustration.
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If I’m reading this correctly. This is what I interpret the pci to be. The middle gives you the highest chance to the highest possible exit velocity. It does not guarantee it. It just give you the best chance.
The farther away, the lower your chance at getting high exit velocity.
Now, the people here may disagree that this should be how it is done. But, this is how I actually believe it works.
Apologies if I misunderstood your post.
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@MathMan5072 said in Suggestion for a new hitting system:
If I’m reading this correctly. This is what I interpret the pci to be. The middle gives you the highest chance to the highest possible exit velocity. It does not guarantee it. It just give you the best chance.
The farther away, the lower your chance at getting high exit velocity.
Now, the people here may disagree that this should be how it is done. But, this is how I actually believe it works.
Apologies if I misunderstood your post.
Kinda. As of right now you can hit a HR with the ball barely touching (or not even touching) the PCI, that is due to the current RNG pure random outcomes.
My suggestion would eliminate that because the only way to hit a HR would be if you got the ball in the middle quadrant.
Each quadrant would have it’s own hit type like I described above. You could look at the PCI with each quadrant labeled for hit type and it would make sense why the ball went where it did.
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@MathMan5072 said in Suggestion for a new hitting system:
If I’m reading this correctly. This is what I interpret the pci to be. The middle gives you the highest chance to the highest possible exit velocity. It does not guarantee it. It just give you the best chance.
The farther away, the lower your chance at getting high exit velocity.
Now, the people here may disagree that this should be how it is done. But, this is how I actually believe it works.
Apologies if I misunderstood your post.
As of right now. Getting the ball in the pci it becomes complete RNG. Perfect perfects are their own thing but if it’s not that. Then it is random whether the hit is good or not.
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@ejwik13 said in Suggestion for a new hitting system:
@MathMan5072 said in Suggestion for a new hitting system:
If I’m reading this correctly. This is what I interpret the pci to be. The middle gives you the highest chance to the highest possible exit velocity. It does not guarantee it. It just give you the best chance.
The farther away, the lower your chance at getting high exit velocity.
Now, the people here may disagree that this should be how it is done. But, this is how I actually believe it works.
Apologies if I misunderstood your post.
As of right now. Getting the ball in the pci it becomes complete RNG. Perfect perfects are their own thing but if it’s not that. Then it is random whether the hit is good or not.
Exactly. Theres nothing to reference as to why the hit did what it did. My my suggestion the hits would make sense because you could see what quadrant you hit the ball in and then look at what hit type that quadrant has.
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I think the thing is hitting is like it is by design. I mean, many of us want user input to matter more, and good on you for coming up with a creative solution, but your idea seems to be based on the assumption that the hitting is not working.
Unfortunately, I think it is working as intended.
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I would take the just lates in ‘17 over this nonsense any day!! At least in 17 squaring something up meant something!
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@halfbutt said in Suggestion for a new hitting system:
I think the thing is hitting is like it is by design. I mean, many of us want user input to matter more, and good on you for coming up with a creative solution, but your idea seems to be based on the assumption that the hitting is not working.
Unfortunately, I think it is working as intended.
Maybe sit what SDS wants. To close the gap between skilled players and non skilled players. I think the most fair thing tho is user controlled matters. No RNG. If it’s a good barreled hit then it should have the appropriate exit velocity. Not just up the direct center of the pci. Ball completely inside the pci with good timing and exit velocity being 85 mph. That’s not good
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@ejwik13 said in Suggestion for a new hitting system:
@halfbutt said in Suggestion for a new hitting system:
I think the thing is hitting is like it is by design. I mean, many of us want user input to matter more, and good on you for coming up with a creative solution, but your idea seems to be based on the assumption that the hitting is not working.
Unfortunately, I think it is working as intended.
Maybe sit what SDS wants. To close the gap between skilled players and non skilled players. I think the most fair thing tho is user controlled matters. No RNG. If it’s a good barreled hit then it should have the appropriate exit velocity. Not just up the direct center of the pci. Ball completely inside the pci with good timing and exit velocity being 85 mph. That’s not good
I don’t think many of us would disagree with you there.
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@C_ypress_H_ill said in Suggestion for a new hitting system:
@MathMan5072 said in Suggestion for a new hitting system:
If I’m reading this correctly. This is what I interpret the pci to be. The middle gives you the highest chance to the highest possible exit velocity. It does not guarantee it. It just give you the best chance.
The farther away, the lower your chance at getting high exit velocity.
Now, the people here may disagree that this should be how it is done. But, this is how I actually believe it works.
Apologies if I misunderstood your post.
Kinda. As of right now you can hit a HR with the ball barely touching (or not even touching) the PCI, that is due to the current RNG pure random outcomes.
My suggestion would eliminate that because the only way to hit a HR would be if you got the ball in the middle quadrant.
Each quadrant would have it’s own hit type like I described above. You could look at the PCI with each quadrant labeled for hit type and it would make sense why the ball went where it did.
Okay. I got you. I guess this is pretty much how I already interpret the pci output. You are just saying it should be impossible to get a high, homerun exit velocity on a ball not engulfed by the pci (which I agree with) and you essentially want to see the percentages within the pci. You want to see what numbers are being used by the rng.
I think to say eliminate a homerun unless it’s in the middle is putting too much of a restriction on it since not all homeruns are barreled up balls. But, I get where you’re coming from.
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@mjfc_363 said in Suggestion for a new hitting system:
I would take the just lates in ‘17 over this nonsense any day!! At least in 17 squaring something up meant something!
I liked 16 the best.
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