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Three Things MVP 05 Still Does Better

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Old 05-09-2009, 03:50 PM   #153
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Good article. I agree with a lot, and I disagree with a lot.

The hitting is both good and bad in MVP, in my eyes. It's good because you have the control, as you mention, but I can't stand the lack of location hitting. When the ball goes outside, goes a little down and in, I don't want to strictly swing based on my arm motion. I want t swing based on location.

I really loved the hitter's eye in MVP. I do wish they brought that to The Show. It's far more real than guess pitch, though I don't use guess pitch. I WISH they'd implement this feature.

Baserunning was better in MVP, I agree there.

The Dynasty/Owner mode was very good in MVP, though the hot dog prices and such go a little beyond what I care about in a sports game. I really got a kick out of the stadium builder feature, where you could slowly upgrade your new stadium over the course of time, as you *earned* money (not taking out a loan from the piggy bank).
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Old 05-09-2009, 04:01 PM   #154
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Re: Three Things MVP 05 Still Does Better

I remember playing MVP 05. I had about 20 Hrs a game. Fun to play it was, but realistic or sim it's not. I admit I haven't played MLB 09 or played a baseball game since MVP 05, but judging from the ratings and the community feedback, 09 should easily topple MVP 05.
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Old 05-09-2009, 04:21 PM   #155
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Re: Three Things MVP 05 Still Does Better

Quote:
Originally Posted by hmoob
I remember playing MVP 05. I had about 20 Hrs a game. Fun to play it was, but realistic or sim it's not. I admit I haven't played MLB 09 or played a baseball game since MVP 05, but judging from the ratings and the community feedback, 09 should easily topple MVP 05.
I know that MVP was definitely a homerun happy game, but if you are hitting 20 a game....you must be playing on a lower difficulty level. I'm pretty good with the sticks, and I never came close to hitting 20 homeruns a game on the MVP difficulty level.
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Old 05-09-2009, 04:30 PM   #156
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Re: Three Things MVP 05 Still Does Better

Quote:
Originally Posted by bsb13
I know that MVP was definitely a homerun happy game, but if you are hitting 20 a game....you must be playing on a lower difficulty level. I'm pretty good with the sticks, and I never came close to hitting 20 homeruns a game on the MVP difficulty level.
I didn't literally hit 20 Hrs every game, I guess it's an expression to say "a lot." My bad on that.
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Old 05-09-2009, 05:10 PM   #157
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I don't think MVP did anything better. That game was overated.
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Old 05-09-2009, 06:18 PM   #158
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Re: Three Things MVP 05 Still Does Better

Quote:
Originally Posted by Glenn33
I don't think MVP did anything better. That game was overated.
And this is even more overated than MVP. This game is even worst than last year The Show (Glitch) version.
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Old 05-09-2009, 07:33 PM   #159
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Re: Three Things MVP 05 Still Does Better

Quote:
Originally Posted by hmoob
I didn't literally hit 20 Hrs every game, I guess it's an expression to say "a lot." My bad on that.
lol, I took you literally. Thats the internet for you I guess.
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Old 05-09-2009, 09:58 PM   #160
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Re: Three Things MVP 05 Still Does Better

Quote:
Originally Posted by Brian SCEA
Some tips on hitting:
* Whether your PCI is inside or outside does influence the direction of the hit.
* Whether your PCI is over or under the pitch influences flyballs and groundballs. There are also more factors than that.
* The right analog stick is a legacy feature for people who want to use it. When you use it, there's a contact penalty. Almost everyone uses the left analog to control hitting.
* The same goes for guess pitch, it's for people who don't want to use pure zone hitting. The game is designed for pure zone hitting, guess pitch is simply an alternative to that. That said, there's a lot of deep strategy to guess pitch for those who enjoy it.

All four of the above have been in the game since PS1 days in one form or another, which long predates any of the games being discussed. I'm sure earlier baseball games have had these concepts as well. I just wanted to clarify some factual errors being discussed, this isn't a comment on anything else.

A common theme over the years is that every person would enjoy the game more if the features they didn't use were taken out. By the same token, every person would enjoy the game less if the features other people didn't use were taken out. Someday in the future of gaming it'll be great when we can ship custom tailored games, or more "flavors" of the same game. Unfortunately often those efforts produce quality issues by dividing efforts.

One reason for the Strategy Guide this year is because it's easy to jump to conclusions on how things work. For example Guess pitch has long penalized for incorrect guesses, but until it showed up in the Strategy Guide (and even after for a while) almost everyone thought it was a freebie. There's no particular reason to think of it as a freebie, but that's how urban legends combined with the internet work. The same about the classic vs. meter debate. Speculation easily wins over facts on the internet.

If you take a look at the very last page of the Strategy Guide, it reveals some subtle insights on hitting. I think it's a lot more fun to explore the game and discover these things on your own than to simply be told in a guide, and there's a lot more to hitting both in the game and real life. It ties into why real life pitchers pitch the way they do and favor certain zones with certain pitches. A lot of strategies in real life work in the game for this reason.

Why do you walk AI batters? You certainly don't want to, but you do. It's actually a complex question because it progressively happens over 4-10 pitches, and the answer reveals that there are a lot of things happening strategically on different levels. Just to name one example.

Hitting is definitely not just about pitch location and where the batter tries to swing at. Just to name one example, when the batter swings too early he can't help but roll his wrists and this induce more groundballs. Pitchers further exploit this by locating pitches away, which often end up being pulled foul by the batter for a chopper. Look at 6-way spray charts (Lft-Cen-Rt with FB-GB) and it's obvious what's happening. You can look at it through stat splits, by watching an early swing in slow motion, or asking any hitting coach. Better yet, look at the assymetries of how pitchers pitch and find out why. This and every other concept is why.

The point is the batter can be aiming dead center on the ball, but because he was too early he will always swing over it if aiming dead on. This would happen even if the hitter knew exactly where the pitch was going to land but not when. There are no batters in MLB who have a flat swing from beginning to end, and that is exactly why hitting is not just about pitch location and where the batter aims.

Each of the items listed in the Analysis Legend correspond to a key principle like this, and there are a lot more not yet described. In that regard, it's a lot like real life because there aren't any books that cover even half the mechanics of hitting. Some of the best ones were written 50 years ago!
I hope you guys put a really good gameplay tutorial next year so I don't have to read about people complaining about the game just because they suck at it, and don't give a damm about trying to learn the mechanics, just want the game to play the way they want.

Look for the Training mode in Pro Evolution Soccer so you guys get an idea how to do it.

Last edited by Imnus; 05-09-2009 at 10:06 PM.
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