No, user input (stick skills) does not reign supreme in Competitive Gameplay Style
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@worterror_psn said in No, user input (stick skills) does not reign supreme in Competitive Gameplay Style:
@vipersneak_mlbts said in No, user input (stick skills) does not reign supreme in Competitive Gameplay Style:
@buddyhightower_xbl said in No, user input (stick skills) does not reign supreme in Competitive Gameplay Style:
@vipersneak_mlbts said in No, user input (stick skills) does not reign supreme in Competitive Gameplay Style:
SDS will also never make the player attributes not matter. They make most of their money selling stubs in DD so that you will want to buy players who perform better than what you already have all year long. If user input was 95% of what matters a person would never have to upgrade their players in DD. Competitive mode was made for DD primarily so even playing franchise the player attributes will matter at least as much as user input.. Good video skills though, and I would also be pissed, but I feel I understand why sometimes these things are going to happen.
Disagree here too.
A 99 rated pitcher can throw a fastball 103 MPH, a 59 rated pitcher can only throw 85MPH - that's the difference. Both should pitch in their own PAR area, the 99 probably has a smaller PAR area.You can disagree all you like, but you are the one who will remain disappointed in the game forever. I am going to enjoy it with all its flaws because its baseball, and baseball games are inherently flawed and unpredictable. Watch one some time. It is quite amazing how off their spot RL pitchers truly are almost every pitch. What makes a pitcher good is his "stuff". How his fastball moves or his sinker drops. They are no were near as perfect with location as you can be in this game.
That is so weak!! Baseball is an imperfect game, therefor, SDS developers can code a steaming pile of [censored] and that means it’s a good offering because baseball isn’t a perfect game. You have fanbois syndrome really bad…get that [censored] checked.
SDS has done a horrible job this year. Period.No, I never said they can create a badly programmed game. What I mean, since it was not clear, is that they need to program a human element into the game, and that is difficult. They do a decent job of it, but it is never going to be perfect and not everyone is going to agree what we even want. I want realism as much as possible while also incorporating user input. That is asking a lot. I demand a lot. But I am not about to bash their efforts like you are because the game is not trash, but simply has its flaws. The times that i do bash SDS is when things like the beginning of this season occur and we couldn't even play. Sometimes I complain about their decisions. But their programming is pretty solid, it just may not do what you want it to do. It does do what they want it to do.
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@buddyhightower_xbl said in No, user input (stick skills) does not reign supreme in Competitive Gameplay Style:
@vipersneak_mlbts said in No, user input (stick skills) does not reign supreme in Competitive Gameplay Style:
and perfect input will never 100% of the time give perfect results.
Perfect input SHOULD keep the ball in the PAR section. In the video it was a perfect pitch and it went outside the PAR.
I complained about this at the beginning of the game cycle and was told by other users here that it wasn't possible. I somehow convinced myself they were probably right, but it never felt correct. Unfortunately I don't know how to capture video on PS4 so was unable to demonstrate what I observed, but I saw pitches on perfect input going outside the PAR. I'm sure my old post about it is still here, and it was a while ago, but I'm actually quite gratified to see evidence of it being posted.
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@vipersneak_mlbts said in No, user input (stick skills) does not reign supreme in Competitive Gameplay Style:
@red_ted_is_back said in No, user input (stick skills) does not reign supreme in Competitive Gameplay Style:
@vipersneak_mlbts said in No, user input (stick skills) does not reign supreme in Competitive Gameplay Style:
If input was all that mattered a 99 diamond would be no better than a common player. Get over it.
Thank you, it seems you’ve misinterpreted my point.
I partially misinterpreted in only that I thought you were playing online. Here is the thing. You pitcher has attributes, he gets tired, he has a confidence rating for the pitch you selected, he has k/9 rating, he has a clutch rating, the batter has a clutch rating (so tight situations user input will indeed be affected more), and perfect input will never 100% of the time give perfect results. Because as I said, if it did, then it wouldn't matter which pitcher you ever used. Perfect input should give your input more of a say in the outcome, and perhaps it doesn't enough, but it wasn't designed to make input 100% either. Your evidence is pretty weak as well. That is one pitch. Do that experiment 100 times on each playstyle (competitive and simulation) and then determine which values user input more often. You also adding in a conspiracy theory which I do understand, and often frustrates me. I too often think that I was set up by the coding. Then I remember that all players make errors and stuff like this happens in real baseball as well. Sometimes the other team screws up in my favor so I am good with it.
Think about how real baseball plays out. It's pretty messy and odd things are happening all the time that leave you scratching your head as to how your favorite team could play that poorly, or how that player could have decided to do such a dumb thing or make such a stupid error. Do you really want the game sanitized and sterile? So clear cut that you can predict every outcome based on something? I don't. But if you do, then perhaps they do need to make competitive mode even worse than it is now so you are able to calculate the outcomes based on 100% user input. I simply do not see how that could be fun for anyone, and would indeed lead to your players not mattering.
This is good to keep in mind, and pretty well explained.
It's like in D&D terms, there are buffs and debuffs -- stats competing against each other. So the result is affected by more than YOUR stats and input, it's also affected by the other guy's stats.
Might be horrific to ponder, but FOR INSTANCE -- if you throw a perfect pitch with a good pitcher but the hitter has great stats, there's a man on second with 2 outs, and the hitter's clutch attribute is high and yours is average/low...MAYBE that triggers a meatball?
I would vote for attributes like clutch being deactivated in RS so "stick skills reign supreme" in a more solid way.
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