When are we getting a “next gen” game?
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@sean_87__psn said in When are we getting a “next gen” game?:
@thegreedyg103 said in When are we getting a “next gen” game?:
Correct me if I’m wrong.... we’ll get 4K 60 and stadium creator ln Next Gen ... and that’s it? No new textures... more diverse crowd... signature fielding, throwing and running? No collisions?, No flowing hair? No sweat? No Ray Tracing? If not that would be so trash.
The game needs a major overhaul, built from scratch. Who knows, maybe they are working on something for the future, but as it stands now, I believe the game has been at its peak for years. Need physics engine
This will be a half hearted effort if this is the case. The commentary will probably largely be the same as well with a few random Covid related remarks. As it stands, this will not be a purchase for me
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I don’t think we will see a new engine from them for a few years, I just hope they go with an actual physics engine. There is only so much duck tape they can use on the kind of tech and methods they currently use.
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I think what you're asking for is SDS to completely scratch their current game and rebuild a completely different baseball game. It won't happen because as you said, the game really hasn't even changed since PS3. The most drastic change we've seen was launch of MLB 17 with the "new hitting engine" that saw balls slice and pull down the lives with much more spin/curve based on swing timing and supposedly bat contact. They didn't like the result or people complained too much and they scrapped it within a month of release and that led to basically the same old hit variety we have always seen. The look and feel of the game though, is basically the same since PS3. Differences being players can throw harder (outlier quirk), have more power (99 vs 125 rating) and even that is semantics, and players reactions in the field on balls in play is different based on ratings.
Again, I'm being general, but I bet if you pick up MLB 13 on PS3 and MLB 20, pitch with analog/meter, throw with button accuracy and hit with zone you won't lose a step from one game to the next. While I get your point for physics measuring the avatar players' ability, the real issue is showing the difference between one card to the next. Kevin Keirmaier's ability to get to a ball in the outfield with a top speed is not the same as him trying to run the bases. He's agile, quick, and fast in the field. Watch him try to steal and his top speed does not seem to get as high (I'm guessing because I'm not looking it up, just watch every Rays game) because his reaction on stealing bases isn't as good as his reaction to a ball hit to the outfield. This means you'd need a different speed rating (mph) in the field vs one for running bases and I think this is where it would become an overload on simply using real analytics or numbers.
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@theu715_psn said in When are we getting a “next gen” game?:
I think what you're asking for is SDS to completely scratch their current game and rebuild a completely different baseball game. It won't happen because as you said, the game really hasn't even changed since PS3. The most drastic change we've seen was launch of MLB 17 with the "new hitting engine" that saw balls slice and pull down the lives with much more spin/curve based on swing timing and supposedly bat contact. They didn't like the result or people complained too much and they scrapped it within a month of release and that led to basically the same old hit variety we have always seen. The look and feel of the game though, is basically the same since PS3. Differences being players can throw harder (outlier quirk), have more power (99 vs 125 rating) and even that is semantics, and players reactions in the field on balls in play is different based on ratings.
Again, I'm being general, but I bet if you pick up MLB 13 on PS3 and MLB 20, pitch with analog/meter, throw with button accuracy and hit with zone you won't lose a step from one game to the next. While I get your point for physics measuring the avatar players' ability, the real issue is showing the difference between one card to the next. Kevin Keirmaier's ability to get to a ball in the outfield with a top speed is not the same as him trying to run the bases. He's agile, quick, and fast in the field. Watch him try to steal and his top speed does not seem to get as high (I'm guessing because I'm not looking it up, just watch every Rays game) because his reaction on stealing bases isn't as good as his reaction to a ball hit to the outfield. This means you'd need a different speed rating (mph) in the field vs one for running bases and I think this is where it would become an overload on simply using real analytics or numbers.
I agree, the players reaction time in outfield is different from running bases. It all needs to be captured, no speed ratings at all, just physics. It can easily be done, the engines already exist. They just have to start over and use them. Once you have the physics engines in place, just have to update the data input from year to year based on the players performance. It is a big overhaul, but it needs to be done. Like you said, they have been building on the same tech for too long.
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@sean_87__psn said in When are we getting a “next gen” game?:
@theu715_psn said in When are we getting a “next gen” game?:
I think what you're asking for is SDS to completely scratch their current game and rebuild a completely different baseball game. It won't happen because as you said, the game really hasn't even changed since PS3. The most drastic change we've seen was launch of MLB 17 with the "new hitting engine" that saw balls slice and pull down the lives with much more spin/curve based on swing timing and supposedly bat contact. They didn't like the result or people complained too much and they scrapped it within a month of release and that led to basically the same old hit variety we have always seen. The look and feel of the game though, is basically the same since PS3. Differences being players can throw harder (outlier quirk), have more power (99 vs 125 rating) and even that is semantics, and players reactions in the field on balls in play is different based on ratings.
Again, I'm being general, but I bet if you pick up MLB 13 on PS3 and MLB 20, pitch with analog/meter, throw with button accuracy and hit with zone you won't lose a step from one game to the next. While I get your point for physics measuring the avatar players' ability, the real issue is showing the difference between one card to the next. Kevin Keirmaier's ability to get to a ball in the outfield with a top speed is not the same as him trying to run the bases. He's agile, quick, and fast in the field. Watch him try to steal and his top speed does not seem to get as high (I'm guessing because I'm not looking it up, just watch every Rays game) because his reaction on stealing bases isn't as good as his reaction to a ball hit to the outfield. This means you'd need a different speed rating (mph) in the field vs one for running bases and I think this is where it would become an overload on simply using real analytics or numbers.
I agree, the players reaction time in outfield is different from running bases. It all needs to be captured, no speed ratings at all, just physics. It can easily be done, the engines already exist. They just have to start over and use them. Once you have the physics engines in place, just have to update the data input from year to year based on the players performance. It is a big overhaul, but it needs to be done. Like you said, they have been building on the same tech for too long.
I get what you’re saying now. Create player movement in real-time instead of using set animations. Eg swings, lead-offs, fielding etc. is that what you’re talking about?
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@red_ted_is_back said in When are we getting a “next gen” game?:
@sean_87__psn said in When are we getting a “next gen” game?:
@theu715_psn said in When are we getting a “next gen” game?:
I think what you're asking for is SDS to completely scratch their current game and rebuild a completely different baseball game. It won't happen because as you said, the game really hasn't even changed since PS3. The most drastic change we've seen was launch of MLB 17 with the "new hitting engine" that saw balls slice and pull down the lives with much more spin/curve based on swing timing and supposedly bat contact. They didn't like the result or people complained too much and they scrapped it within a month of release and that led to basically the same old hit variety we have always seen. The look and feel of the game though, is basically the same since PS3. Differences being players can throw harder (outlier quirk), have more power (99 vs 125 rating) and even that is semantics, and players reactions in the field on balls in play is different based on ratings.
Again, I'm being general, but I bet if you pick up MLB 13 on PS3 and MLB 20, pitch with analog/meter, throw with button accuracy and hit with zone you won't lose a step from one game to the next. While I get your point for physics measuring the avatar players' ability, the real issue is showing the difference between one card to the next. Kevin Keirmaier's ability to get to a ball in the outfield with a top speed is not the same as him trying to run the bases. He's agile, quick, and fast in the field. Watch him try to steal and his top speed does not seem to get as high (I'm guessing because I'm not looking it up, just watch every Rays game) because his reaction on stealing bases isn't as good as his reaction to a ball hit to the outfield. This means you'd need a different speed rating (mph) in the field vs one for running bases and I think this is where it would become an overload on simply using real analytics or numbers.
I agree, the players reaction time in outfield is different from running bases. It all needs to be captured, no speed ratings at all, just physics. It can easily be done, the engines already exist. They just have to start over and use them. Once you have the physics engines in place, just have to update the data input from year to year based on the players performance. It is a big overhaul, but it needs to be done. Like you said, they have been building on the same tech for too long.
I get what you’re saying now. Create player movement in real-time instead of using set animations. Eg swings, lead-offs, fielding etc. is that what you’re talking about?
Yes, but not just that. Completely physics based on everything including ball off bat, pitching, everything. You ever heard of a company called natural motion? I mean this tech is over a decade old. I don’t know if you are aware of how far behind these sports games are.
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@sean_87__psn said in When are we getting a “next gen” game?:
@red_ted_is_back said in When are we getting a “next gen” game?:
@sean_87__psn said in When are we getting a “next gen” game?:
@theu715_psn said in When are we getting a “next gen” game?:
I think what you're asking for is SDS to completely scratch their current game and rebuild a completely different baseball game. It won't happen because as you said, the game really hasn't even changed since PS3. The most drastic change we've seen was launch of MLB 17 with the "new hitting engine" that saw balls slice and pull down the lives with much more spin/curve based on swing timing and supposedly bat contact. They didn't like the result or people complained too much and they scrapped it within a month of release and that led to basically the same old hit variety we have always seen. The look and feel of the game though, is basically the same since PS3. Differences being players can throw harder (outlier quirk), have more power (99 vs 125 rating) and even that is semantics, and players reactions in the field on balls in play is different based on ratings.
Again, I'm being general, but I bet if you pick up MLB 13 on PS3 and MLB 20, pitch with analog/meter, throw with button accuracy and hit with zone you won't lose a step from one game to the next. While I get your point for physics measuring the avatar players' ability, the real issue is showing the difference between one card to the next. Kevin Keirmaier's ability to get to a ball in the outfield with a top speed is not the same as him trying to run the bases. He's agile, quick, and fast in the field. Watch him try to steal and his top speed does not seem to get as high (I'm guessing because I'm not looking it up, just watch every Rays game) because his reaction on stealing bases isn't as good as his reaction to a ball hit to the outfield. This means you'd need a different speed rating (mph) in the field vs one for running bases and I think this is where it would become an overload on simply using real analytics or numbers.
I agree, the players reaction time in outfield is different from running bases. It all needs to be captured, no speed ratings at all, just physics. It can easily be done, the engines already exist. They just have to start over and use them. Once you have the physics engines in place, just have to update the data input from year to year based on the players performance. It is a big overhaul, but it needs to be done. Like you said, they have been building on the same tech for too long.
I get what you’re saying now. Create player movement in real-time instead of using set animations. Eg swings, lead-offs, fielding etc. is that what you’re talking about?
Yes, but not just that. Completely physics based on everything including ball off bat, pitching, everything. You ever heard of a company called natural motion? I mean this tech is over a decade old. I don’t know if you are aware of how far behind these sports games are.
Ball off bat is physics-based, right? Has been since 17. Ball trajectories are unique.
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@red_ted_is_back said in When are we getting a “next gen” game?:
@sean_87__psn said in When are we getting a “next gen” game?:
@red_ted_is_back said in When are we getting a “next gen” game?:
@sean_87__psn said in When are we getting a “next gen” game?:
@theu715_psn said in When are we getting a “next gen” game?:
I think what you're asking for is SDS to completely scratch their current game and rebuild a completely different baseball game. It won't happen because as you said, the game really hasn't even changed since PS3. The most drastic change we've seen was launch of MLB 17 with the "new hitting engine" that saw balls slice and pull down the lives with much more spin/curve based on swing timing and supposedly bat contact. They didn't like the result or people complained too much and they scrapped it within a month of release and that led to basically the same old hit variety we have always seen. The look and feel of the game though, is basically the same since PS3. Differences being players can throw harder (outlier quirk), have more power (99 vs 125 rating) and even that is semantics, and players reactions in the field on balls in play is different based on ratings.
Again, I'm being general, but I bet if you pick up MLB 13 on PS3 and MLB 20, pitch with analog/meter, throw with button accuracy and hit with zone you won't lose a step from one game to the next. While I get your point for physics measuring the avatar players' ability, the real issue is showing the difference between one card to the next. Kevin Keirmaier's ability to get to a ball in the outfield with a top speed is not the same as him trying to run the bases. He's agile, quick, and fast in the field. Watch him try to steal and his top speed does not seem to get as high (I'm guessing because I'm not looking it up, just watch every Rays game) because his reaction on stealing bases isn't as good as his reaction to a ball hit to the outfield. This means you'd need a different speed rating (mph) in the field vs one for running bases and I think this is where it would become an overload on simply using real analytics or numbers.
I agree, the players reaction time in outfield is different from running bases. It all needs to be captured, no speed ratings at all, just physics. It can easily be done, the engines already exist. They just have to start over and use them. Once you have the physics engines in place, just have to update the data input from year to year based on the players performance. It is a big overhaul, but it needs to be done. Like you said, they have been building on the same tech for too long.
I get what you’re saying now. Create player movement in real-time instead of using set animations. Eg swings, lead-offs, fielding etc. is that what you’re talking about?
Yes, but not just that. Completely physics based on everything including ball off bat, pitching, everything. You ever heard of a company called natural motion? I mean this tech is over a decade old. I don’t know if you are aware of how far behind these sports games are.
Ball off bat is physics-based, right? Has been since 17. Ball trajectories are unique.
They don’t use a true physics engines . They use duck tape to make the game look as good as they can with their current tech. Like I said, you should look up the company natural motion, tech is over a decade old and would make this game look amazing if they used it or something like it.
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I think 2023 is when we will possibly get a new game.
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Updates on pitching and hitting coming soon. Seem to be minor tweaks, only so much they can do with current engine.
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