@ApolloZ_99_MLBTS said:
@KoaSouljah_PSN you are asking the world for a game that releases yearly to cater to your every wish. It’s just not plausible. Game isn’t as bad as some of yall let on
Asking for a significant technological upgrade to the game so that it matches multiple sports games on the market already is, in your words, "asking for the world?" Do you really believe that?
If you do, then allow me to ask you this. Precisely when -- if ever -- would you expect SDS to significantly upgrade the game?
MLB The Show desperately needs to replace RNG engine based play outcomes with physics based play outcomes. It needs to upgrade the graphics, with significant improvements needed in body object modeling and how objects interact with weather (wind and rain), and also how the ground interacts with rain. If you don't think SDS is lagging behind other game titles, then take a look at NCAA College Football 26. I own that game and believe me the quality of graphics in all those areas I discussed are significantly better than what SDS continues to put out.
Just like golf, baseball is a game of physics. The way balls are thrown, hit, react to a pitch, are all deeply ingrained into the psyche of not only players but also fans who have spent years watching the game played. Savvy baseball fans can watch a hitter contact a baseball and know within a second whether that contact is going to be an out, a single, an extra base hit, or a homer with about 90% certainty. That other 10% of the time is the case of a hit being snagged by an outstanding defensive play.
There are essentially five data points for the game to calculate to use nothing but the physics of bat to ball contact to perfectly play out in graphics how that hit performs: exit velocity, launch angle, contact angle, temperature, and wind. Of these, the temperature at game time plus the wind is known before the pitch is thrown. The other three are therefore the data inputs that must be calculated within a split fraction of a second, but modern consoles can crunch those numbers quickly enough.
By contact angle, what I mean is the angle formed by the bat, upon contact, relative to the front side of home plate. Is the bat, at contact, perfectly parallel to the front edge of the plate, or is it canted acutely or obtusely to the front edge of the plate? This contact angle not only determines the initial angular direction of the hit, but also when combined with the launch angle and exit velo, able to calculate the spin that the contact imparts on the ball. Combining this angular measure with the exit velocity and launch angle, and then measuring the influence of wind and temperature, and a nearly perfect replication of every hit can be calculated and fed to the game engine to drive how the graphics of the ball in flight are presented.
Difficulty levels can be implemented by changing the virtual size of the bat's sweet spot, with the largest area assigned to the least difficult level, and shrinking until at the highest difficulty level the sweet spot replicates the size it would be in real baseball games.
If this concept of the physics based baseball video game can be explained in a few paragraphs, don't tell me it cannot be implemented in any of today's generation of baseball video games played on today's generation of gaming consoles. It can and SDS should have done it years ago. And yet, even in MLB 26, we see example after example where it is clear that some RNG calculation is what determines the play, not hard physics. This is where SDS has failed and it is reasonable to call them out for it.