@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.