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MLB 11 The Show Goes Analog, Includes Balks and More Control (IGN)

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Old 12-16-2010, 06:31 PM   #89
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Re: MLB 11 The Show Goes Analog, Includes Balks and More Control (IGN)

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Originally Posted by bcruise
Second this, even though I only played baseball as a little kid I was taught the same thing. That's why they're called "routine" plays - because you're already supposed to know where you're going with the ball before you ever field it.
Well of course you know where you are throwing. And pre-loading works fine with buttons, but isn't the whole analog throwing system used to simulate actually throwing the ball?
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Old 12-16-2010, 06:33 PM   #90
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Re: MLB 11: The Show Goes Analog (IGN Preview)

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Originally Posted by Joey
I like the sound of this:

"Because of the addition of player skill in each throw, Sony has taken out random computer errors in fielding. Every error that happens on defense in MLB 11 is the result of player error instead of random probability."

Once I adjust to analog fielding I'm thinking I'll really like it. I also like how they say the margin for error will be greater on a player with lower defensive ratings.
I'm so glad they got rid of the random errors. Many of us have asked for years to have user errors only depending on user input. Great stuff!
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Last edited by Artman22; 12-16-2010 at 06:43 PM. Reason: Wrote the wrong thing lol..
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Old 12-16-2010, 06:34 PM   #91
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Re: MLB 11 The Show Goes Analog, Includes Balks and More Control (IGN)

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Originally Posted by 31
I have a question for anyone who might have read it, or for someone with the team. With the analog throwing for fielding, the guy from IGN mentioned you had to pre-load your analog throw. I wasn't sure if he meant that you do it as the player is fielding the ball or before the ball gets to the fielder. If its the latter, I can't help but feel that it is a little counter-intuitive.

Just in my opinion, I like the feel that I am actually making the throwing motion when I have the ball in my hand, so to speak.

I was just wondering if anyone might be able to clear this up for me.
Well you don't "have" to pre-load your throws. However if you want the best animations and the smoothest transitions you need to pre-load your throws. This isn't just cosmetic it directly affects gameplay. When you miss your branching points the player will transition into a throw ready animation then he will throw the ball. Doing so could or could not result in a base runner being safe as opposed to being thrown out had you pre-loaded your throw in time.

It's meant to simulate real baseball, fielders know what base they are going to throw to before the ball gets to them. Hence why we want you to pre-load whenever possible.
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Old 12-16-2010, 06:37 PM   #92
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Re: MLB 11 The Show Goes Analog, Includes Balks and More Control (IGN)

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Originally Posted by Russell_SCEA
Well you don't "have" to pre-load your throws. However if you want the best animations and the smoothest transitions you need to pre-load your throws. This isn't just cosmetic it directly affects gameplay. When you miss your branching points the player will transition into a throw ready animation then he will throw the ball. Doing so could or could not result in a base runner being safe as opposed to being thrown out had you pre-loaded your throw in time.

It's meant to simulate real baseball, fielders know what base they are going to throw to before the ball gets to them. Hence why we want you to pre-load whenever possible.
I understand what you mean, and that makes sense with the animations. I just wasn't sure how it worked exactly.

Thanks the the answer. I think I was looking a little too deep into it lol.
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Old 12-16-2010, 06:40 PM   #93
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Re: MLB 11 The Show Goes Analog, Includes Balks and More Control (IGN)

Quote:
Originally Posted by Russell_SCEA
Well you don't "have" to pre-load your throws. However if you want the best animations and the smoothest transitions you need to pre-load your throws. This isn't just cosmetic it directly affects gameplay. When you miss your branching points the player will transition into a throw ready animation then he will throw the ball. Doing so could or could not result in a base runner being safe as opposed to being thrown out had you pre-loaded your throw in time.

It's meant to simulate real baseball, fielders know what base they are going to throw to before the ball gets to them. Hence why we want you to pre-load whenever possible.
SCEA didn't exactly reinvent the wheel here guys, pre-loaded throws were in last years game too with buttons. I don't see much of a difference between this year and last year (aside from analog).

I hope everyone has been pre-loading their throws because throwing flat footed everytime looks UGLY on routine ground balls, and takes alot longer on things like doubleplays and bang bang plays.
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Old 12-16-2010, 06:48 PM   #94
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Re: MLB 11 The Show Goes Analog, Includes Balks and More Control (IGN)

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Originally Posted by El_MaYiMbE
SCEA didn't exactly reinvent the wheel here guys, pre-loaded throws were in last years game too with buttons. I don't see much of a difference between this year and last year (aside from analog).

I hope everyone has been pre-loading their throws because throwing flat footed everytime looks UGLY on routine ground balls, and takes alot longer on things like doubleplays and bang bang plays.
Since this post was more or less directed at me, I just wanted to let you know that I am fully aware of what pre-loaded throws are, how they work, and how to use them. My question was how, if at all will this be different, or work differently with analog control in The Show 11.

I got my answer, now lets move on.

Last edited by PVarck31; 12-16-2010 at 06:50 PM.
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Old 12-16-2010, 06:59 PM   #95
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Re: MLB 11 The Show Goes Analog, Includes Balks and More Control (IGN)

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Originally Posted by heroesandvillians
When I used to play infield (SS, and then moved to 2B after taking a year off...), my coaches relentlessly made us work on the mental aspects of where to throw the baseball, BEFORE the ball was even put in play.

In X situation, if the ball is hit to you quickly, but to your left; throw the ball to base A.

In Y situation, if the ball is hit to you slowly, but to your right; throw the ball to base B.

I love the pre-loading idea. Infielders, especially, know exactly where the ball needs to go as soon as lumber touches ball.

Add the fact that The Show has beautiful animations, and this pre-load stuff makes even that much more sense. It's a very nice addition to next years game, and I can't wait to try it out.
I really hate when I have to be a stickler with my good pal Hero, but knowing where to go with the ball is completely different than "pre-loading" a throw. You hear all the time about players throwing the ball before making the play. Obviously this is impossible, but what they are referring to is those times that players are gearing up for the throw before they actually have the ball. That is when the routine becomes an error. 9 times out of 10, a fielder will try to make the play, get set, and throw the runner out. Rarely do you see players making a throw on the run. Even when your boy Jeter makes his patented jump throwing backwards play, those extra sets are used to get set for the throw. Nobody in baseball "pre-loads" which is why I hate it. If anything, a preload should be more error prone, not less. I know they say that it is not solely for the animation to kick in, but I can't help but feel that it is.
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Old 12-16-2010, 07:01 PM   #96
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To add about hitting. If you want as full control as you can with height and inside and out, the game will now have true PCI cursor hitting. That combined with guess pitch no feedback would net the most realistic results, IMO.


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