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Three Things MVP 05 Still Does Better

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Old 05-07-2009, 08:34 PM   #33
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Re: Three Things MVP 05 Still Does Better

MVP had better bat/ball physics than the show IMO, but the show has a better overall hitting system than MVP. I hated that everyone one was a slap hitter in MVP. However, for some reason it was way more satisfying for me to rope a single in MVP than it ever has been in the show.


MVP easily had the best baserunning/fielding and I dont think its even close.

The Show easily has the best pitching and I dont think its even close.
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Old 05-07-2009, 08:37 PM   #34
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this is all true, why I play mvp still
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Old 05-07-2009, 08:38 PM   #35
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Also, base stealing in The Show works great. Controlling multiple baserunners is a pain, but stealing 2B works very well. The AI is challenging and makes you work for a lead and a jump.

Some pitchers in certain situations wont allow you to get an extended lead, and you risk getting picked off. But when that happens I just work on getting a great jump more with a faster runner from the normal lead..

Normally, I can get a one extra step lead without drawing a pick, but sometimes it is almost impossible.

The user controlled sliding is kinda sluggish at times. Sometimes, I feel like the AI is over-riding my choice.
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Old 05-07-2009, 08:45 PM   #36
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Re: Three Things MVP 05 Still Does Better

I don't understand the writer's logic in dismissing the Show's hitting mechanic. To say that you can't bring your hands in to pull a ball or extend to go oppo is wrong.

To pull an inside pitch: have your PCI inside, swing early. DONE.

To hit an outside pitch the opposite way: have your PCI outside, wait the extra split second, swing late. DONE.

Average those out and you hit it up the middle. Am I missing something here?
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Old 05-07-2009, 08:50 PM   #37
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I dont use guess pitch, but I do use where in the zone the next pitch will be but only If I have 0 or 1 strike in my count. If i have 2 strikes I use no hitting feature at all. Its all about protecting the plate at that point. Its pretty intense.

I can truly agree on is the hitter eyes.It is a much better feature than the hitting features given on the Show.

Hitting im cool with on both games.

Pitching I like the show better. It can get down right scary on the show to land a ptich where you want. On MVP it was way to easy to paint corners. I was unhittable.

Baserunning I go with MVP. Its pretty obvious why.
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Old 05-07-2009, 08:57 PM   #38
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Hitting in the Show 09' is not as complicated as Christian McLeod has described.

First of all I think GP ON should be eliminated. Baseball simulation and the GP ON feature should not be in the same sentence. A big red cherry should not flash on the screen to notify you where the ball is going. This is cheating and a reward system you could liken to a electronic preschool reading game. GP OFF is clearly a better reflection on how the professionals carry out their craft.

"My biggest gripe with The Show's hitting system -- and something that makes absolutely no sense to me at all -- is that your fly ball, ground ball, pull and push influence is tied to the right stick. At what point did this decision make sense to SCE Studios San Diego?

This is just another aspect of hitting in The Show that takes control away from the user and creates a disconnect when at the dish. If I am a right-handed hitter and want to dig in to push an inside pitch to the right side of the infield, I should be able to do so. The way the hitting system is currently set up, you would have to guess that the pitch was going to be inside, and then before the pitch is thrown use your right stick to take the ball to the right side of the infield.

Sorry SCE, but that is just silly. I should be able to react to the pitch as it is being thrown to me, and if it is inside, be able to pull my hands closer to my body and push the ball to the right side of the infield.

SCE's hitting system feels too complicated for its own good and needs to get back to the "read and react" simplicity that made hitting in MVP feel so natural."

1. Pre-pitch the right analog stick allows you to choose which direction you want the batter to influence the ball to travel by simply flicking it in the specified direction anywhere on a 360 degree axis until you feel the slight rumble.

2. The left analog stick allows you to simultaneously hold the stick in the direction you want the ball to travel while swinging the bat with the x or square button.

Personally I never use the left analog in hitting, just the right analog. I also limit my use of the right analog to situational (stay out of double play, hit the ball to the right side, sacrifice fly, bunting, etc) and sometimes 2-strike hitting. It is much easier to use good timing to hit the pitch well instead of you trying to guess where the pitch is headed. I find I have better success with the above average to highest rated batters when I just use timing to hit with them instead of pre-pitch trying to influence where I want the ball to go, unless Im in a situational hitting at-bat.

Early recognition of the pitch and timing in your swing is dependent upon the individuals sight, depth perception and reflexes. If you cannot utilize the batters eye to fixate a target and attach it to the release point and thus track the ball from that release point repeatedly instead of getting sidetracked by the windup then trying to pick up the ball, therin lies part of the problem.

After one or two pitches I try to match the release point to a target on the batters eye (an HD tv helps considerably but I did that even before I had an HD and still had reasonable success) for a particular pitcher during their windup. Once I have that target mentally seared in my mind I imprint another target for the release point of the pitcher from their stretch because as some of you may know it can vary for some pitchers. When playing online these release points depend upon your opponent hitting the bar in the pitching meter to execute the pitch (offline the AI pitchers seem to vary the release points on a more regular basis).[ I purposely miss the bar sometimes for fastballs, especially when pitcher is tiring, but still manipulate the process to the point where you can throw strikes even if you miss your "intended" speed and location. This comes in handy when you are playing an opponent who is "zeroing" in on your pitchers release point.]

Now if you can pick up the ball right out of the pitchers hand this gives you more time to recognize speed/pitch type, make a decision on where you think the ball is headed and whether you want to swing at it.

The instruction manual clearly states how you can influence hitting and the user has a great deal of control in the process. Ive had good to great success in doing so whether it's versus the AI or human opponents and the only diffuculty I play is guess pitch off, legend or hall of fame/no zones.
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Old 05-07-2009, 09:04 PM   #39
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Re: Three Things MVP 05 Still Does Better

Quote:
Originally Posted by MMChrisS
If I am a right-handed hitter and want to dig in to push an inside pitch to the right side of the infield, I should be able to do so. The way the hitting system is currently set up, you would have to guess that the pitch was going to be inside, and then before the pitch is thrown use your right stick to take the ball to the right side of the infield.
What are you talking about? To hit the ball to the right side as a righty, simply TIME the pitch correctly (be late on it) and you will hit the ball to the right side. Pressing down on the right stick will influence a grounder but pushing left or right on the right stick only works for bunting, when you swing it's all about timing to pull the ball or hit it to the opposite field. How does that not make perfect sense?

MVP hitting system was so dumbed down it wasn't even funny, and took so much control away from the user it wasn't even funny. You seriously only had to determine the horizontal location of the pitch to hit it well. It didn't matter if the ball was up or down as long as you correctly identified that the pitch was inside or outside. With power hitters, all you had to do was hold up and in with the left stick and wait for any inside pitch. Hitting took very little user skill since you only had to time the pitch well along with good horizontal location. Nailing down horizontal and vertical location with correct timing is so much harder and more realistic. And since hitting in MVP took almost no skill, way too much of the game was determined by player attributes. If I have a crappy hitter at the plate, chances are he's not going to hit the ball well no matter how well I swing since his attributes aren't good. Trying to put what The Show does with both the left and right sticks on just the left stick results in batting being extremely simplified and dumbed down.
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Old 05-07-2009, 09:13 PM   #40
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Re: Three Things MVP 05 Still Does Better

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!

Last edited by Brian SCEA; 05-07-2009 at 09:28 PM.
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