- Unifying Pitch Attributes (Velocity & Break)
I think pitch attributes like velocity and break should be unified into single stats, just like control was unified.
So pitchers would only need:
- Control
- Velocity
- Break
Right now, pitchers require too many tokens compared to hitters.
Some people might say, “Pitchers earn more tokens than hitters anyway,” but in reality, the difference isn’t that big.
Hitters play almost every game (unless injured), while pitchers only play once every 5 games in a rotation.
So if you compare token gain over 5 days, the difference between hitters and pitchers isn’t huge — probably not even double, especially if both are played at the same difficulty and overall level.
However, pitchers still have way more areas where they need to invest tokens.
So by simplifying attributes into Control / Velocity / Break, this issue can be partially solved.
At the same time, I think players should be able to adjust pitch characteristics individually.
For example:
- Fastball: 99 mph with sharp movement
- Slider: 83 mph with less sharp break
It would be great if we could customize velocity and break for each pitch type within limits.
Maybe something like an 8-level system:
- Level 8 = maximum
- Level 1 = minimum
So players can fine-tune each pitch the way they want.
- Token Progression Issues
When I play in high school, my player usually has higher attributes than others.
But once I move to college, there’s a 3-year time skip, and suddenly most players are about 10 overall higher than my character.
It feels like those players improved during those 3 years, but my player didn’t.
Did my character just stop developing for 3 years?
Even though we should have been training and playing during that time, the small amount of tokens given doesn’t feel realistic at all.
Instead, it would be better to:
- Give a large amount of tokens to reflect those 3 years, or
- Increase overall attributes, or
- Let players choose key attributes to boost (for example, +10)
Also, token progression itself feels unrealistic.
From high school through college and into the early–mid 20s, athletes typically:
- Recover faster
- Gain strength quickly
- Improve rapidly
But in the game, token gain is the same as in the late 20s, which doesn’t make much sense.
I think token gain should be increased during:
- High school
- College
- Early to mid 20s
Maybe something like 1.5x or 2x.
Then after the mid 20s, it could return to the current rate.
What do you guys think?

