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Perfect / perfect data

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  • J Offline
    J Offline
    JustASeal0
    wrote on last edited by JustASeal0
    #2

    It's across the board, if you want an opinion from someone who logged over 50 games in the Beta, All Star plays like it was always intended to, like the upper 2 game modes, just easier, the exit velos are pretty much the exact same between them all

    1 Reply Last reply
    1
  • Chuck_Dizzle29_PSNC Offline
    Chuck_Dizzle29_PSNC Offline
    Chuck_Dizzle29_PSN
    wrote on last edited by Chuck_Dizzle29_PSN
    #3

    They would need to break it down more, but AS was BR only in the beta. Events were HOF and then legend.

    I have no way of guessing if the majority of those beta swings came from BR on AS or events at HOF and Legend.

    I thought the 2% statistic was rather vague. I would safely assume that it player A gets perfect/perfect 2% of the time on AS, that number would decrease in HOF and further decrease on Legend.

    It's going to be an individual experience based on skill. I don't play with the same success every time I jump on. I don't play the same modes each time either. It will be kind of tough to really put it all in perspective.

    The main thing to focus on is there are more levels at play on swing feedback. That means more refined results. Not all good/squared or good/good swings in 19 were alike. In 20 some of those good/squared swings could be perfect now and some could be just good/good.

    1 Reply Last reply
    2
  • D_e_m_I_s_E_PSND Offline
    D_e_m_I_s_E_PSND Offline
    D_e_m_I_s_E_PSN
    replied to Guest on last edited by
    #4

    @A_PerfectGame said in Perfect / perfect data:

    So my question for perfect perfect is what about allstar and below? When I get to Hof/legend (although still many squared outs) It’s not as bad. on allstar you can go full games doing it for 9 innings. I felt like BR was just literally a random series of outcomes this year. The outcomes made zero sense. Besides the point.

    My point is are the percentage of results across the board or HOF and above? Will results lower on lower difficulties do to the easier ability to hit the ball?

    To be honest overall I was thinking about the game and how frustrating it is and I realized the good squared outs are not REALLY the problem. It’s that in combination with late weak hits and hitters with no plate vision able to foul off a million balls.

    Anyway. Curious to know about data regarding difficulty and if that data changes?

    Well, the timing window definitely needs to be adjusted from 19. You should never be able to swing very early and very late on a ball and make contact. This seemed to be enhanced when you were trailing. Basically another piece of the little billy code.

    Also curious on how the perfect/perfect is handled in regards to pitch location. The only way you should get perfect/perfect swings on location is:
    inside - early or good
    middle - early, good or late
    outside - good or late

    IMO this is the way it should be. You can't account for every variable in hitting especially when coding into a video game. A late swing on inside pitch or early swing on outside pitch should result in very poor contact. Yes, sometimes resulting in a hit but that % should be very low. Way too high in 19. Also seemed to be dependent on the score. The score should have no reflection on any of this.

    Chuck_Dizzle29_PSNC BIGHOOV2713_PSNB 2 Replies Last reply
    3
  • Chuck_Dizzle29_PSNC Offline
    Chuck_Dizzle29_PSNC Offline
    Chuck_Dizzle29_PSN
    replied to Guest on last edited by Chuck_Dizzle29_PSN
    #5

    @D_e_m_I_s_E said in Perfect / perfect data:

    @A_PerfectGame said in Perfect / perfect data:

    So my question for perfect perfect is what about allstar and below? When I get to Hof/legend (although still many squared outs) It’s not as bad. on allstar you can go full games doing it for 9 innings. I felt like BR was just literally a random series of outcomes this year. The outcomes made zero sense. Besides the point.

    My point is are the percentage of results across the board or HOF and above? Will results lower on lower difficulties do to the easier ability to hit the ball?

    To be honest overall I was thinking about the game and how frustrating it is and I realized the good squared outs are not REALLY the problem. It’s that in combination with late weak hits and hitters with no plate vision able to foul off a million balls.

    Anyway. Curious to know about data regarding difficulty and if that data changes?

    Well, the timing window definitely needs to be adjusted from 19. You should never be able to swing very early and very late on a ball and make contact. This seemed to be enhanced when you were trailing. Basically another piece of the little billy code.

    Also curious on how the perfect/perfect is handled in regards to pitch location. The only way you should get perfect/perfect swings on location is:
    inside - early or good
    middle - early, good or late
    outside - good or late

    IMO this is the way it should be. You can't account for every variable in hitting especially when coding into a video game. A late swing on inside pitch or early swing on outside pitch should result in very poor contact. Yes, sometimes resulting in a hit but that % should be very low. Way too high in 19. Also seemed to be dependent on the score. The score should have no reflection on any of this.

    Timing isn't static though, good timing fluctuates by pitch type and location. To get good timing on an inside fastball requires a quicker swing input than if that fastball is on the outside part of the plate.

    That also affects not good timed swings. For example being early on an inside pitch is better than an outside pitch. Where I feel 19 gets it wrong on two levels is early/good on outside pitches being pulled for to high exit velocities and late jam shots going to far to the opposite field and falling for hits.

    In reference to the early/good swings the dice roll comes up with hard hits too often. Most of the time early would mean the hitter is out in front and off his back foot. I can see looping liners and hooking shots down the line, but yanking low and away sliders 400+ is a tad over kill. Just early that would make sense, early it's too over powered.

    Late jam shots being a little to successful just looks like to me power isn't being considered enough. It's takes a lot of raw swing power to hit an inside pitch off the lower barrel down towards the handle far enough to get it to drop.

    If there was one part of the beta that I noticed being an improvement were more swing and misses, but also more foul offs allowing at bats to extend more organically. There was a better balance between the two so you actually had to be on a pitch to foul off with two strikes. I had several times where I swung very late and missed but my PCI was right on the ball.

    A_PerfectGame_PSNA 1 Reply Last reply
    1
  • A_PerfectGame_PSNA Offline
    A_PerfectGame_PSNA Offline
    A_PerfectGame_PSN
    replied to Guest on last edited by
    #6

    @Chuck_Dizzle29 said in Perfect / perfect data:

    @D_e_m_I_s_E said in Perfect / perfect data:

    @A_PerfectGame said in Perfect / perfect data:

    So my question for perfect perfect is what about allstar and below? When I get to Hof/legend (although still many squared outs) It’s not as bad. on allstar you can go full games doing it for 9 innings. I felt like BR was just literally a random series of outcomes this year. The outcomes made zero sense. Besides the point.

    My point is are the percentage of results across the board or HOF and above? Will results lower on lower difficulties do to the easier ability to hit the ball?

    To be honest overall I was thinking about the game and how frustrating it is and I realized the good squared outs are not REALLY the problem. It’s that in combination with late weak hits and hitters with no plate vision able to foul off a million balls.

    Anyway. Curious to know about data regarding difficulty and if that data changes?

    Well, the timing window definitely needs to be adjusted from 19. You should never be able to swing very early and very late on a ball and make contact. This seemed to be enhanced when you were trailing. Basically another piece of the little billy code.

    Also curious on how the perfect/perfect is handled in regards to pitch location. The only way you should get perfect/perfect swings on location is:
    inside - early or good
    middle - early, good or late
    outside - good or late

    IMO this is the way it should be. You can't account for every variable in hitting especially when coding into a video game. A late swing on inside pitch or early swing on outside pitch should result in very poor contact. Yes, sometimes resulting in a hit but that % should be very low. Way too high in 19. Also seemed to be dependent on the score. The score should have no reflection on any of this.

    Timing isn't static though, good timing fluctuates by pitch type and location. To get good timing on an inside fastball requires a quicker swing input than if that fastball is on the outside part of the plate.

    That also affects not good timed swings. For example being early on an inside pitch is better than an outside pitch. Where I feel 19 gets it wrong on two levels is early/good on outside pitches being pulled for to high exit velocities and late jam shots going to far to the opposite field and falling for hits.

    In reference to the early/good swings the dice roll comes up with hard hits too often. Most of the time early would mean the hitter is out in front and off his back foot. I can see looping liners and hooking shots down the line, but yanking low and away sliders 400+ is a tad over kill. Just early that would make sense, early it's too over powered.

    Late jam shots being a little to successful just looks like to me power isn't being considered enough. It's takes a lot of raw swing power to hit an inside pitch off the lower barrel down towards the handle far enough to get it to drop.

    If there was one part of the beta that I noticed being an improvement were more swing and misses, but also more foul offs allowing at bats to extend more organically. There was a better balance between the two so you actually had to be on a pitch to foul off with two strikes. I had several times where I swung very late and missed but my PCI was right on the ball.

    I agree the swings and misses were so soothing to me. If there is one thing I despise it’s a player fouling every pitch off because he can’t track it.

    1 Reply Last reply
    0
  • BIGHOOV2713_PSNB Offline
    BIGHOOV2713_PSNB Offline
    BIGHOOV2713_PSN
    replied to Guest on last edited by
    #7

    @D_e_m_I_s_E said in Perfect / perfect data:

    @A_PerfectGame said in Perfect / perfect data:

    So my question for perfect perfect is what about allstar and below? When I get to Hof/legend (although still many squared outs) It’s not as bad. on allstar you can go full games doing it for 9 innings. I felt like BR was just literally a random series of outcomes this year. The outcomes made zero sense. Besides the point.

    My point is are the percentage of results across the board or HOF and above? Will results lower on lower difficulties do to the easier ability to hit the ball?

    To be honest overall I was thinking about the game and how frustrating it is and I realized the good squared outs are not REALLY the problem. It’s that in combination with late weak hits and hitters with no plate vision able to foul off a million balls.

    Anyway. Curious to know about data regarding difficulty and if that data changes?

    Well, the timing window definitely needs to be adjusted from 19. You should never be able to swing very early and very late on a ball and make contact. This seemed to be enhanced when you were trailing. Basically another piece of the little billy code.

    Also curious on how the perfect/perfect is handled in regards to pitch location. The only way you should get perfect/perfect swings on location is:
    inside - early or good
    middle - early, good or late
    outside - good or late

    IMO this is the way it should be. You can't account for every variable in hitting especially when coding into a video game. A late swing on inside pitch or early swing on outside pitch should result in very poor contact. Yes, sometimes resulting in a hit but that % should be very low. Way too high in 19. Also seemed to be dependent on the score. The score should have no reflection on any of this.

    So, should SDS get rid of the "Rally Monkey" perk/quirk?

    I know not every time was due to this perk/quirk, but of course, if it is coded into the game that the player card (that has the perk/quirk) is up to the plate and his team is behind late in the game...I mean, it's kind of false advertisement if he at least doesn't battle at the plate (elite player or not).

    One of the biggest causes for the barrage of foul balls, other than the "window" and the 125 contact players, is the ability to move almost the entire PCI out of the "strike zone". There were tons of strikeouts in '17 then in '18 one could virtually move the PCI anywhere on the screen to make contact with any pitch. I totally understand that one should be able to swing out of the strike zone (move the PCI anywhere), but there should be some kind of contact/power penalty by swinging out of the zone. Think of it like playing a fielder at his secondary position or even out of position. Something like that.

    D_e_m_I_s_E_PSND 1 Reply Last reply
    0
  • D_e_m_I_s_E_PSND Offline
    D_e_m_I_s_E_PSND Offline
    D_e_m_I_s_E_PSN
    replied to Guest on last edited by
    #8

    @BIGHOOV2713 said in Perfect / perfect data:

    @D_e_m_I_s_E said in Perfect / perfect data:

    @A_PerfectGame said in Perfect / perfect data:

    So my question for perfect perfect is what about allstar and below? When I get to Hof/legend (although still many squared outs) It’s not as bad. on allstar you can go full games doing it for 9 innings. I felt like BR was just literally a random series of outcomes this year. The outcomes made zero sense. Besides the point.

    My point is are the percentage of results across the board or HOF and above? Will results lower on lower difficulties do to the easier ability to hit the ball?

    To be honest overall I was thinking about the game and how frustrating it is and I realized the good squared outs are not REALLY the problem. It’s that in combination with late weak hits and hitters with no plate vision able to foul off a million balls.

    Anyway. Curious to know about data regarding difficulty and if that data changes?

    Well, the timing window definitely needs to be adjusted from 19. You should never be able to swing very early and very late on a ball and make contact. This seemed to be enhanced when you were trailing. Basically another piece of the little billy code.

    Also curious on how the perfect/perfect is handled in regards to pitch location. The only way you should get perfect/perfect swings on location is:
    inside - early or good
    middle - early, good or late
    outside - good or late

    IMO this is the way it should be. You can't account for every variable in hitting especially when coding into a video game. A late swing on inside pitch or early swing on outside pitch should result in very poor contact. Yes, sometimes resulting in a hit but that % should be very low. Way too high in 19. Also seemed to be dependent on the score. The score should have no reflection on any of this.

    So, should SDS get rid of the "Rally Monkey" perk/quirk?

    I know not every time was due to this perk/quirk, but of course, if it is coded into the game that the player card (that has the perk/quirk) is up to the plate and his team is behind late in the game...I mean, it's kind of false advertisement if he at least doesn't battle at the plate (elite player or not).

    One of the biggest causes for the barrage of foul balls, other than the "window" and the 125 contact players, is the ability to move almost the entire PCI out of the "strike zone". There were tons of strikeouts in '17 then in '18 one could virtually move the PCI anywhere on the screen to make contact with any pitch. I totally understand that one should be able to swing out of the strike zone (move the PCI anywhere), but there should be some kind of contact/power penalty by swinging out of the zone. Think of it like playing a fielder at his secondary position or even out of position. Something like that. Battling at the plate should not be swinging at a 75 mph curveball like it is a 99 fastball and making contact. If you swing in real baseball at a 99 mph fastball and get a 90 mph change-up, you are not touching that pitch.

    You have to realize that baseball is such an intrique game with so many variables that a video game can't possibly replicate everything. For instance with hitting, players can pull a low outside slider for a HR. The majority can't and that is ideally not how you would hit that ball. Best is a later swing to the opposite field. So what the video game should do is penalize the early swing on a low outside pitch and only reward good and late. Also like your example of swinging outside the zone. Yes, some people hit those balls hard every once in a while but most times they are not.

    I too was fine with being able to go outside the strike zone with the PCI. I think most people would agree the timing window was way out of whack. To constantly fool people and have them foul off balls non-stop was ridiculous. Certainly seemed to me this feature was enhanced if you were behind.

    D_e_m_I_s_E_PSND 1 Reply Last reply
    0
  • D_e_m_I_s_E_PSND Offline
    D_e_m_I_s_E_PSND Offline
    D_e_m_I_s_E_PSN
    replied to Guest on last edited by
    #9

    @D_e_m_I_s_E said in Perfect / perfect data:

    @BIGHOOV2713 said in Perfect / perfect data:

    @D_e_m_I_s_E said in Perfect / perfect data:

    @A_PerfectGame said in Perfect / perfect data:

    So my question for perfect perfect is what about allstar and below? When I get to Hof/legend (although still many squared outs) It’s not as bad. on allstar you can go full games doing it for 9 innings. I felt like BR was just literally a random series of outcomes this year. The outcomes made zero sense. Besides the point.

    My point is are the percentage of results across the board or HOF and above? Will results lower on lower difficulties do to the easier ability to hit the ball?

    To be honest overall I was thinking about the game and how frustrating it is and I realized the good squared outs are not REALLY the problem. It’s that in combination with late weak hits and hitters with no plate vision able to foul off a million balls.

    Anyway. Curious to know about data regarding difficulty and if that data changes?

    Well, the timing window definitely needs to be adjusted from 19. You should never be able to swing very early and very late on a ball and make contact. This seemed to be enhanced when you were trailing. Basically another piece of the little billy code.

    Also curious on how the perfect/perfect is handled in regards to pitch location. The only way you should get perfect/perfect swings on location is:
    inside - early or good
    middle - early, good or late
    outside - good or late

    IMO this is the way it should be. You can't account for every variable in hitting especially when coding into a video game. A late swing on inside pitch or early swing on outside pitch should result in very poor contact. Yes, sometimes resulting in a hit but that % should be very low. Way too high in 19. Also seemed to be dependent on the score. The score should have no reflection on any of this.

    So, should SDS get rid of the "Rally Monkey" perk/quirk?

    I know not every time was due to this perk/quirk, but of course, if it is coded into the game that the player card (that has the perk/quirk) is up to the plate and his team is behind late in the game...I mean, it's kind of false advertisement if he at least doesn't battle at the plate (elite player or not).

    One of the biggest causes for the barrage of foul balls, other than the "window" and the 125 contact players, is the ability to move almost the entire PCI out of the "strike zone". There were tons of strikeouts in '17 then in '18 one could virtually move the PCI anywhere on the screen to make contact with any pitch. I totally understand that one should be able to swing out of the strike zone (move the PCI anywhere), but there should be some kind of contact/power penalty by swinging out of the zone. Think of it like playing a fielder at his secondary position or even out of position. Something like that. Battling at the plate should not be swinging at a 75 mph curveball like it is a 99 fastball and making contact. If you swing in real baseball at a 99 mph fastball and get a 90 mph change-up, you are not touching that pitch.

    You have to realize that baseball is such an intrique game with so many variables that a video game can't possibly replicate everything. For instance with hitting, players can pull a low outside slider for a HR. The majority can't and that is ideally not how you would hit that ball. Best is a later swing to the opposite field. So what the video game should do is penalize the early swing on a low outside pitch and only reward good and late. Also like your example of swinging outside the zone. Yes, some people hit those balls hard every once in a while but most times they are not.

    I too was fine with being able to go outside the strike zone with the PCI. I think most people would agree the timing window was way out of whack. To constantly fool people and have them foul off balls non-stop was ridiculous. Certainly seemed to me this feature was enhanced if you were behind.

    Battling at the plate should not be swinging at a 75 mph curveball like it is a 99 fastball and making contact. If you swing in real baseball at a 99 mph fastball and get a 90 mph change-up, you are not touching that pitch.

    BIGHOOV2713_PSNB 1 Reply Last reply
    0
  • BIGHOOV2713_PSNB Offline
    BIGHOOV2713_PSNB Offline
    BIGHOOV2713_PSN
    replied to Guest on last edited by
    #10

    @D_e_m_I_s_E said in Perfect / perfect data:

    @D_e_m_I_s_E said in Perfect / perfect data:

    @BIGHOOV2713 said in Perfect / perfect data:

    @D_e_m_I_s_E said in Perfect / perfect data:

    @A_PerfectGame said in Perfect / perfect data:

    So my question for perfect perfect is what about allstar and below? When I get to Hof/legend (although still many squared outs) It’s not as bad. on allstar you can go full games doing it for 9 innings. I felt like BR was just literally a random series of outcomes this year. The outcomes made zero sense. Besides the point.

    My point is are the percentage of results across the board or HOF and above? Will results lower on lower difficulties do to the easier ability to hit the ball?

    To be honest overall I was thinking about the game and how frustrating it is and I realized the good squared outs are not REALLY the problem. It’s that in combination with late weak hits and hitters with no plate vision able to foul off a million balls.

    Anyway. Curious to know about data regarding difficulty and if that data changes?

    Well, the timing window definitely needs to be adjusted from 19. You should never be able to swing very early and very late on a ball and make contact. This seemed to be enhanced when you were trailing. Basically another piece of the little billy code.

    Also curious on how the perfect/perfect is handled in regards to pitch location. The only way you should get perfect/perfect swings on location is:
    inside - early or good
    middle - early, good or late
    outside - good or late

    IMO this is the way it should be. You can't account for every variable in hitting especially when coding into a video game. A late swing on inside pitch or early swing on outside pitch should result in very poor contact. Yes, sometimes resulting in a hit but that % should be very low. Way too high in 19. Also seemed to be dependent on the score. The score should have no reflection on any of this.

    So, should SDS get rid of the "Rally Monkey" perk/quirk?

    I know not every time was due to this perk/quirk, but of course, if it is coded into the game that the player card (that has the perk/quirk) is up to the plate and his team is behind late in the game...I mean, it's kind of false advertisement if he at least doesn't battle at the plate (elite player or not).

    One of the biggest causes for the barrage of foul balls, other than the "window" and the 125 contact players, is the ability to move almost the entire PCI out of the "strike zone". There were tons of strikeouts in '17 then in '18 one could virtually move the PCI anywhere on the screen to make contact with any pitch. I totally understand that one should be able to swing out of the strike zone (move the PCI anywhere), but there should be some kind of contact/power penalty by swinging out of the zone. Think of it like playing a fielder at his secondary position or even out of position. Something like that. Battling at the plate should not be swinging at a 75 mph curveball like it is a 99 fastball and making contact. If you swing in real baseball at a 99 mph fastball and get a 90 mph change-up, you are not touching that pitch.

    You have to realize that baseball is such an intrique game with so many variables that a video game can't possibly replicate everything. For instance with hitting, players can pull a low outside slider for a HR. The majority can't and that is ideally not how you would hit that ball. Best is a later swing to the opposite field. So what the video game should do is penalize the early swing on a low outside pitch and only reward good and late. Also like your example of swinging outside the zone. Yes, some people hit those balls hard every once in a while but most times they are not.

    I too was fine with being able to go outside the strike zone with the PCI. I think most people would agree the timing window was way out of whack. To constantly fool people and have them foul off balls non-stop was ridiculous. Certainly seemed to me this feature was enhanced if you were behind.

    Battling at the plate should not be swinging at a 75 mph curveball like it is a 99 fastball and making contact. If you swing in real baseball at a 99 mph fastball and get a 90 mph change-up, you are not touching that pitch.

    Agreed. No argument here. I was just saying that the perk/quirk may account for some of that (along with the 20/20 perk as well I think).

    I was asking if you think that removal of that perk/quirk would relieve us of some of the foul ball parades. lol

    D_e_m_I_s_E_PSND 1 Reply Last reply
    0
  • D_e_m_I_s_E_PSND Offline
    D_e_m_I_s_E_PSND Offline
    D_e_m_I_s_E_PSN
    replied to Guest on last edited by
    #11

    @BIGHOOV2713 said in Perfect / perfect data:

    @D_e_m_I_s_E said in Perfect / perfect data:

    @D_e_m_I_s_E said in Perfect / perfect data:

    @BIGHOOV2713 said in Perfect / perfect data:

    @D_e_m_I_s_E said in Perfect / perfect data:

    @A_PerfectGame said in Perfect / perfect data:

    So my question for perfect perfect is what about allstar and below? When I get to Hof/legend (although still many squared outs) It’s not as bad. on allstar you can go full games doing it for 9 innings. I felt like BR was just literally a random series of outcomes this year. The outcomes made zero sense. Besides the point.

    My point is are the percentage of results across the board or HOF and above? Will results lower on lower difficulties do to the easier ability to hit the ball?

    To be honest overall I was thinking about the game and how frustrating it is and I realized the good squared outs are not REALLY the problem. It’s that in combination with late weak hits and hitters with no plate vision able to foul off a million balls.

    Anyway. Curious to know about data regarding difficulty and if that data changes?

    Well, the timing window definitely needs to be adjusted from 19. You should never be able to swing very early and very late on a ball and make contact. This seemed to be enhanced when you were trailing. Basically another piece of the little billy code.

    Also curious on how the perfect/perfect is handled in regards to pitch location. The only way you should get perfect/perfect swings on location is:
    inside - early or good
    middle - early, good or late
    outside - good or late

    IMO this is the way it should be. You can't account for every variable in hitting especially when coding into a video game. A late swing on inside pitch or early swing on outside pitch should result in very poor contact. Yes, sometimes resulting in a hit but that % should be very low. Way too high in 19. Also seemed to be dependent on the score. The score should have no reflection on any of this.

    So, should SDS get rid of the "Rally Monkey" perk/quirk?

    I know not every time was due to this perk/quirk, but of course, if it is coded into the game that the player card (that has the perk/quirk) is up to the plate and his team is behind late in the game...I mean, it's kind of false advertisement if he at least doesn't battle at the plate (elite player or not).

    One of the biggest causes for the barrage of foul balls, other than the "window" and the 125 contact players, is the ability to move almost the entire PCI out of the "strike zone". There were tons of strikeouts in '17 then in '18 one could virtually move the PCI anywhere on the screen to make contact with any pitch. I totally understand that one should be able to swing out of the strike zone (move the PCI anywhere), but there should be some kind of contact/power penalty by swinging out of the zone. Think of it like playing a fielder at his secondary position or even out of position. Something like that. Battling at the plate should not be swinging at a 75 mph curveball like it is a 99 fastball and making contact. If you swing in real baseball at a 99 mph fastball and get a 90 mph change-up, you are not touching that pitch.

    You have to realize that baseball is such an intrique game with so many variables that a video game can't possibly replicate everything. For instance with hitting, players can pull a low outside slider for a HR. The majority can't and that is ideally not how you would hit that ball. Best is a later swing to the opposite field. So what the video game should do is penalize the early swing on a low outside pitch and only reward good and late. Also like your example of swinging outside the zone. Yes, some people hit those balls hard every once in a while but most times they are not.

    I too was fine with being able to go outside the strike zone with the PCI. I think most people would agree the timing window was way out of whack. To constantly fool people and have them foul off balls non-stop was ridiculous. Certainly seemed to me this feature was enhanced if you were behind.

    Battling at the plate should not be swinging at a 75 mph curveball like it is a 99 fastball and making contact. If you swing in real baseball at a 99 mph fastball and get a 90 mph change-up, you are not touching that pitch.

    Agreed. No argument here. I was just saying that the perk/quirk may account for some of that (along with the 20/20 perk as well I think).

    I was asking if you think that removal of that perk/quirk would relieve us of some of the foul ball parades. lol

    I am not a big fan of any perks. However, with that being said, I could see the rally monkey perk maybe raising your hit % by a certain mark. Maybe if the good/good hit % is 60, when rally perk is triggered it goes to 70. Something like that. It shouldn't have anything to do with the timing window.

    When you let people swinging for 99 fastballs foul off every pitch and when your good/good releases hang over the plate (another huge issue this year. I don't know if this was a server issue or code issue. Seemed to hang more pitches against laggy opponents which would say server. Ping indicator and match making would help this a lot), you basically take pitching out of the game.

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