Arcade Mode
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@evylshaun_psn said in Arcade Mode:
@ikasnu_psn said in Arcade Mode:
@cpm032987_psn said in Arcade Mode:
@evylshaun_psn said in Arcade Mode:
Did this guy just have an entire conversation all by himself?
Yea, he hasn’t heard the response back from himself yet.
This made me think about laughing out loudly. Instead I snorted air out my nose quickly and heavily, great response.
That's the physical reaction when someone says they are "LMFAO"
Means the joke was rather humorous, or so I'm led to believe.
I'm gonna start the trend for ISAOMNQAH.
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Ummmm is this guy saying pitches with good input going where they're supposed to go, and not having 200 check swings a game is arcadey ?
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I was kind of hoping this thread would just die with the OP talking to himself, but since it's getting bounced around I might as well throw in my 2 cents. This is one of the worst takes I have ever seen on here. Having better cards will still matter. Attributes will still have an effect on PCI size, pitch velocity, pitch control, etc. There will just be a little less random BS which is a good thing and long overdue.
The only people losing out here are those that were doing better than they should have because the game was constantly giving them help. "Oh, you flailed at a pitch in the dirt on 0-2? Don't worry. I didn't see it. You get back out there and give it another try. Wow, seriously? Again with the terrible timing and PCI placement? Don't worry, you got a piece of it wink. Foul ball. Alright kid, just leave that PCI dead center because the next one is coming down the middle, whether your opponent wants it there or not. HOMERUN! You're right back in it! By the way, did you notice we're running a stub sale? I hear Trout is in that next pack."
I love The Show. I really do, but it's obvious that there are flaws to the gameplay and I'm glad that the developers are listening and trying to adjust. I have no problem with what I'm doing with the actual controller mattering just a little bit more, and if that is a major issue for you, maybe find a quarter and flip it a few times. I have a feeling you may find that fun.
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Maybe a tutorial on the enter key versus the return key would make him feel better about MLB.
Or introduction to EDIT 101?
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“You mean I have to use my stick skills to play in a competitive environment if I expect to compete?!?”
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I can play Call of Duty if I want to compete with my joystick. I liked this game because it was more of a simulation of baseball. Making it all about pushing joystick buttons is not what I want it to be. Sorry. Some input is obviously needed, but there needs to be a balance, not Red team vs Blue team and who is on your team doesn't matter. None of us really know what arcade mode is going to be like, but if I can win with joystick skills and bad players I will not like it. The challenge for me is building a good team, and if that doesn't matter online then I will be highly disappointed. We will see.
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They said what arcade mode was going to be in the stream. They said it's for people who like homeruns and high scoring games geared towards newer players. Simulation is what the game is currently and the last one is input matters the most.
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@rabid55wolverine said in Arcade Mode:
They said what arcade mode was going to be in the stream. They said it's for people who like homeruns and high scoring games geared towards newer players. Simulation is what the game is currently and the last one is input matters the most.
You have that a bit backwards. Arcade mode is the default online mode. So obviously input matters most. Beginner mode is just easy mode that most of us will not play at all. Yes, the default online mode is now arcade, or best trigger finger wins. If you like that then you will be happy. Just expressing that I do not.
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Arcade mode is not the online mode. Watch the stream
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Arcade is the easy pick up and play. Simulation is the setting the game is at now. Competitive is the setting for online, not arcade. Competitive is when the inputs matter the most, not arcade.
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@rabid55wolverine said in Arcade Mode:
Arcade is the easy pick up and play. Simulation is the setting the game is at now. Competitive is the setting for online, not arcade. Competitive is when the inputs matter the most, not arcade.
I think the point is that IF sds sticks to their guns and competitive plays like it should, then the scores may very well be arcade like (especially with good players on AS/HoF). But that is very different from an actual arcade style where input isnt nearly as important.
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I juat watched the defense stream and they showed the 3 ways to play. I thought it was called arcade but uts casual. My apologies, that might have been where I was missing what was being talked about
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@rabid55wolverine said in Arcade Mode:
Arcade is the easy pick up and play. Simulation is the setting the game is at now. Competitive is the setting for online, not arcade. Competitive is when the inputs matter the most, not arcade.
Let me spell it out for you. There is no mode called "Arcade" by SDS. I am sarcastically calling "Competitive" mode "Arcade" because the more that your team and players do not matter, the more "arcade like" the game becomes. There has to be a balance of input and the importance of each player card. Some people with great eyesight and reflexes want more arcade elements to matter. Like hitting the green mark on a swinging meter. That has to be in the game because we do not have bats to swing with (only a joystick), but the less your team matters the less strategic and the more arcade like the game becomes. If input was all that mattered we could have generic players with all of the same skill ratings. I am in the camp that wants player cards with high skill ratings to perform better than player cards with low skill ratings regardless of whether or not you hit an imaginary line on a timing meter. This argument has raged since the game has been in existence. I assumed that most players would understand that I was simply continuing the argument of input vs player ratings.
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@rabid55wolverine said in Arcade Mode:
I juat watched the defense stream and they showed the 3 ways to play. I thought it was called arcade but uts casual. My apologies, that might have been where I was missing what was being talked about
Yes. I do not want crazy scores because people are good with a joystick. I want realism. Sorry for the confusion.
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@vipersneak_psn said in Arcade Mode:
@rabid55wolverine said in Arcade Mode:
Arcade is the easy pick up and play. Simulation is the setting the game is at now. Competitive is the setting for online, not arcade. Competitive is when the inputs matter the most, not arcade.
Let me spell it out for you. There is no mode called "Arcade" by SDS. I am sarcastically calling "Competitive" mode "Arcade" because the more that your team and players do not matter, the more "arcade like" the game becomes. There has to be a balance of input and the importance of each player card. Some people with great eyesight and reflexes want more arcade elements to matter. Like hitting the green mark on a swinging meter. That has to be in the game because we do not have bats to swing with (only a joystick), but the less your team matters the less strategic and the more arcade like the game becomes. If input was all that mattered we could have generic players with all of the same skill ratings. I am in the camp that wants player cards with high skill ratings to perform better than player cards with low skill ratings regardless of whether or not you hit an imaginary line on a timing meter. This argument has raged since the game has been in existence. I assumed that most players would understand that I was simply continuing the argument of input vs player ratings.
So you believe Terrence Gore is gonna be able to put up the same numbers as Mike Trout in competitive mode if the same guy is using them?
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The trick is for SDS to have maximum input from the player, while keeping the scores and stats realistic. It is not an easy balance to achieve and people are passionate about how they want the game to play.
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@gixxerryder750 said in Arcade Mode:
@vipersneak_psn said in Arcade Mode:
@rabid55wolverine said in Arcade Mode:
Arcade is the easy pick up and play. Simulation is the setting the game is at now. Competitive is the setting for online, not arcade. Competitive is when the inputs matter the most, not arcade.
Let me spell it out for you. There is no mode called "Arcade" by SDS. I am sarcastically calling "Competitive" mode "Arcade" because the more that your team and players do not matter, the more "arcade like" the game becomes. There has to be a balance of input and the importance of each player card. Some people with great eyesight and reflexes want more arcade elements to matter. Like hitting the green mark on a swinging meter. That has to be in the game because we do not have bats to swing with (only a joystick), but the less your team matters the less strategic and the more arcade like the game becomes. If input was all that mattered we could have generic players with all of the same skill ratings. I am in the camp that wants player cards with high skill ratings to perform better than player cards with low skill ratings regardless of whether or not you hit an imaginary line on a timing meter. This argument has raged since the game has been in existence. I assumed that most players would understand that I was simply continuing the argument of input vs player ratings.
So you believe Terrence Gore is gonna be able to put up the same numbers as Mike Trout in competitive mode if the same guy is using them?
That is the fear, yes. Hopefully that isn't the case.
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@vipersneak_psn said in Arcade Mode:
@rabid55wolverine said in Arcade Mode:
Arcade is the easy pick up and play. Simulation is the setting the game is at now. Competitive is the setting for online, not arcade. Competitive is when the inputs matter the most, not arcade.
Let me spell it out for you. There is no mode called "Arcade" by SDS. I am sarcastically calling "Competitive" mode "Arcade" because the more that your team and players do not matter, the more "arcade like" the game becomes. There has to be a balance of input and the importance of each player card. Some people with great eyesight and reflexes want more arcade elements to matter. Like hitting the green mark on a swinging meter. That has to be in the game because we do not have bats to swing with (only a joystick), but the less your team matters the less strategic and the more arcade like the game becomes. If input was all that mattered we could have generic players with all of the same skill ratings. I am in the camp that wants player cards with high skill ratings to perform better than player cards with low skill ratings regardless of whether or not you hit an imaginary line on a timing meter. This argument has raged since the game has been in existence. I assumed that most players would understand that I was simply continuing the argument of input vs player ratings.
@Charterbus summed it up perfectly in the thread Feature Premiere - Pitching & Hitting Thread. Basically the goal is for the attributes and variables to determine the difficulty, not the outcome.
That’s how you differentiate between the cards.
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@red_ted_is_back said in Arcade Mode:
@vipersneak_psn said in Arcade Mode:
@rabid55wolverine said in Arcade Mode:
Arcade is the easy pick up and play. Simulation is the setting the game is at now. Competitive is the setting for online, not arcade. Competitive is when the inputs matter the most, not arcade.
Let me spell it out for you. There is no mode called "Arcade" by SDS. I am sarcastically calling "Competitive" mode "Arcade" because the more that your team and players do not matter, the more "arcade like" the game becomes. There has to be a balance of input and the importance of each player card. Some people with great eyesight and reflexes want more arcade elements to matter. Like hitting the green mark on a swinging meter. That has to be in the game because we do not have bats to swing with (only a joystick), but the less your team matters the less strategic and the more arcade like the game becomes. If input was all that mattered we could have generic players with all of the same skill ratings. I am in the camp that wants player cards with high skill ratings to perform better than player cards with low skill ratings regardless of whether or not you hit an imaginary line on a timing meter. This argument has raged since the game has been in existence. I assumed that most players would understand that I was simply continuing the argument of input vs player ratings.
@Charterbus summed it up perfectly in the thread Feature Premiere - Pitching & Hitting Thread. Basically the goal is for the attributes and variables to determine the difficulty, not the outcome.
That’s how you differentiate between the cards.
So the outcomes doesnt matter? you will be ok with Trout and a 55 being equal it statistics because all that matters is input? (not that it will be that way)
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Attributes will never be what dtermines difficulty. There are difficulty levels to choose from. That might be the goal, but with different skilled players that will never be a reality.