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My unfortunate theory on gravity balls

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  • halfbutt_PSNH Offline
    halfbutt_PSNH Offline
    halfbutt_PSN
    wrote on last edited by
    #1

    The sad thing about this year’s pitches that go down the middle with anything less than perfect input, and sometimes even with decent input is this:

    I think the data would show that overall, there are more players who are half decent at pitching than hitting. My experience online tells me that there are way more players in this category than any other. I include myself in this group.

    Now how do you make a baseball game for players that can pitch ok but can’t hit their way out of a paper bag without completely alienating the high end player base?

    Derp. Make pitches miss their spots and gravitate towards the middle of the plate.

    1 Reply Last reply
    3
  • hoboadam_PSNH Offline
    hoboadam_PSNH Offline
    hoboadam_PSN
    wrote on last edited by hoboadam_PSN
    #2

    Yep.

    During last year's Alpha, I reported reverse ball physics.

    Example with a RH on the mound and RH batter. Meter pitching.

    Early release should always trail in to batter from the original location. Late release should be too tight and yank to the outside of the target. Good or perfect should miss by 1-2 boxes.

    I had perfect release with pitchers that have 90+ control fall outside the strike zone. I had early release go both outside the strike zone in and outside into the LG batters box.

    Understandable that RNG needs to play into account, but that's where the player attributes should come in. Guys with 90+ control and full pitch confidence should not have an issue tossing a strike down the pipe with ease. The RNG variables are skewed and so much so, that they defy physics.

    Why do we need RNG? Because we also permit classic pitching and analog. Your choice of mechanics should dictate the RNG range. It should not be forced upon the user so much as to negate input entirely.

    theu715_PSNT 1 Reply Last reply
    4
  • theu715_PSNT Offline
    theu715_PSNT Offline
    theu715_PSN
    replied to Guest on last edited by
    #3

    @hoboadam_PSN said in My unfortunate theory on gravity balls:

    Yep.

    During last year's Alpha, I reported reverse ball physics.

    Example with a RH on the mound and RH batter. Meter pitching.

    Early release should always trail in to batter from the original location. Late release should be too tight and yank to the outside of the target. Good or perfect should miss by 1-2 boxes.

    I had perfect release with pitchers that have 90+ control fall outside the strike zone. I had early release go both outside the strike zone in and outside into the LG batters box.

    Understandable that RNG needs to play into account, but that's where the player attributes should come in. Guys with 90+ control and full pitch confidence should not have an issue tossing a strike down the pipe with ease. The RNG variables are skewed and so much so, that they defy physics.

    Why do we need RNG? Because we also permit classic pitching and analog. Your choice of mechanics should dictate the RNG range. It should not be forced upon the user so much as to negate input entirely.

    Analog pitching is really no different than meter pitching unless I'm greatly mistaken. Both have markers to hit for left/right location and high/low release points. The biggest difference would be meter shows you how hard you're trying to throw (yellow/red) which causes the cursor to move faster back to the release point. Analog essentially does the same thing with how hard you push the stick up, which also seems make it harder to hit your release point if you push it too hard. Am I missing something?

    Classic pitching makes sense and maybe even pulse, but honestly I have the most trouble doing pulse pitching.

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  • halfbutt_PSNH Offline
    halfbutt_PSNH Offline
    halfbutt_PSN
    wrote on last edited by
    #4

    The thing that really confuses me is you used to be able to control how you miss with analog. Don’t want to hang the offspeed with two strikes? Release it late to make sure it goes in the dirt. Don’t want the high fastball in the zone? Release it early.

    Now, none of those things work that way and if you miss your timing or spot, there is no telling where your pitch is going.

    Red_Ted_is_back_PSNR 1 Reply Last reply
    5
  • Red_Ted_is_back_PSNR Offline
    Red_Ted_is_back_PSNR Offline
    Red_Ted_is_back_PSN
    replied to Guest on last edited by
    #5

    @halfbutt_PSN said in My unfortunate theory on gravity balls:

    The thing that really confuses me is you used to be able to control how you miss with analog. Don’t want to hang the offspeed with two strikes? Release it late to make sure it goes in the dirt. Don’t want the high fastball in the zone? Release it early.

    Now, none of those things work that way and if you miss your timing or spot, there is no telling where your pitch is going.

    Meter seems to work that way too. It’s most likely because of the logic that a bad pitching input should create an opportunity for the hitter rather than reflect the expected outcome because who wants to see a ball in the dirt 100 times per game? I’m curious to know where pitches are mostly aimed; I’m guessing bottom of the zone. Therefore even a slightly late input would mean a dirtball a lot of the time. Doesn’t make for an exciting game.

    I disagree with it, but that could be the logic.

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  • halfbutt_PSNH Offline
    halfbutt_PSNH Offline
    halfbutt_PSN
    wrote on last edited by
    #6

    Yeah, no doubt it’s something like that. User input =<good= make ball go down the middle.

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