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

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Old 12-17-2010, 01:10 PM   #145
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Re: MLB 11 The Show Goes Analog, Includes Balks and More Control (IGN)

Quote:
Originally Posted by Skyboxer
What I'd like to see additional to the throw to cutoff button, is the ability to manually cut off a throw also. Throw to whatever base (RF/CF to 3B or Outfield to Home) and if you see your not going to get the out you can manually cut it off to go elsewhere or just hold.
I could see manually cutting off throws on plays at home but not at bases only because of the trajectory of the throw from the outfield to the base. I think it would be hard for the cutoff to be in the right place because realistically the outfielder is throwing it over the cutoff mans head. On plays at home the trajectory is more manageable to cut off because of where they are playing in the infield before the ball reaches home. It would be helpful for those throws that bounce all the way home with no oomph behind them.
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Old 12-17-2010, 01:53 PM   #146
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I agree that this situation is mostly used during throws at the plate but also (for example) if a runner is on first base and wants to advance to third on a hit to rightfield. In this scenario, with for example Ichiro, you try to gun the runner down on third but you see the batter trying to make a run for second it would be good to cut the ball off

I've used this quite alot in MVP where this was possible!
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Old 12-17-2010, 03:34 PM   #147
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Re: MLB 11 The Show Goes Analog, Includes Balks and More Control (IGN)

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Originally Posted by nemesis04
I could see manually cutting off throws on plays at home but not at bases only because of the trajectory of the throw from the outfield to the base. I think it would be hard for the cutoff to be in the right place because realistically the outfielder is throwing it over the cutoff mans head. On plays at home the trajectory is more manageable to cut off because of where they are playing in the infield before the ball reaches home. It would be helpful for those throws that bounce all the way home with no oomph behind them.
Most occur going home but there are some from RF to 3rd. Not many from CF to 3rd though. From what I rememebr anyways.
In any case I'd still love to have a manual cutoff and then the accuracy of original throw even mean more in case where you do want to cut it but it's offline-high..etc.. Mainly due to if you do want to try and gun someone you have to throw through for better chance but after the throw you may see..crap not going to happen..OR see another runner going around and decide to cut it. Right now it's all or nothing.
If I explained it right.
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Old 12-17-2010, 04:31 PM   #148
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Re: MLB 11 The Show Goes Analog, Includes Balks and More Control (IGN)

I have a question about balks. I had mentioned (I believe last year) about balks and implementation of them.
Is balks ONLY if you quick pitch or can you actually balk making a move to first? I think the way I explained it last year was you could pick a pitch and when throwing home you could still throw to first up to a point in delivery where your motion(leg) was going towards the plate. The closer to that point(and pitcher rating) the better chance of a pickoff but go past that point and it's a balk. Could also be dependent on umpire at the time ???

Anyways just a thought and maybe since we have the meter we can have that added later if balks when going to a base are not in.
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Old 12-18-2010, 10:47 AM   #149
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Re: MLB 11 The Show Goes Analog, Includes Balks and More Control (IGN)

With regards to Analog throws, and lets use a throw from the SS to 1B as an example, will you have to not only load the strength of the throw by how long you hold the Rstick towards the base, but will there also be off-line throws predicated by not pushing exactly to the 3 o'clock position as well?

Meaning, the throws can be offline by both inputs of the R-stick ala a previous baseball game with analog throws??

If this is indeed the case, then defensive replacements late in the game may play a huge role in the decision making process based on how big the sector of "pie" is for that player's accuracy.

Let's suppose that the R-stick is mapped as a clock. Three o'clock represents the perfectly accurate throw to first base. Let's also suppose that each player has a "wedge" of accuracy based on his ratings, so higher rated players would receive a bigger wedge, thereby making the throw fairly accurate for a few degrees either side of three o'clock. Lower rated players would have to be much more accurate and careful with their throws, as the "wedge of distinction" would be smaller and less forgiving.

So the defensive player (us) would have to pre-load, load the throw in a vertical axis for strength, and a horizontal axis for accuracy.

If this is the case, I am a pretty happy dude.

Next Analog question. With regards to pitching and the "rock and fire" of a non-mentioned game, I love the idea of pressure sensitive pitching, and for a fastball, it makes great sense.

Now, for offspeed stuff, lets say you want to throw a 12-6 bender on the outside black and at the knees. You aim with the cursor for your spot, and begin the motion with pulling the stick back. Now, assuming you are using the pitcher's view, the aiming spot on the meter will be at maybe 11 o'clock on the motion. Will pushing the stick faster towards the mark on an off-speed pitch result in more break on the ball as you are "snapping" the wrist harder to really break off the bender? Will a nice, easy motion towards the mark result in more of a get-me-over curve with less break, but a more accurate result?

This is shaping up, at least theoretically, to have a lot of control in the player's hands, and I am very excited about the game's outcomes being more determined by the user than by the programming.

Can't wait!
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Old 12-18-2010, 10:58 AM   #150
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Re: MLB 11 The Show Goes Analog, Includes Balks and More Control (IGN)

Quote:
Originally Posted by nemesis04
I could see manually cutting off throws on plays at home but not at bases only because of the trajectory of the throw from the outfield to the base. I think it would be hard for the cutoff to be in the right place because realistically the outfielder is throwing it over the cutoff mans head. On plays at home the trajectory is more manageable to cut off because of where they are playing in the infield before the ball reaches home. It would be helpful for those throws that bounce all the way home with no oomph behind them.
Outfielders are taught/trained to throw through the cutoff man and potentially long-hop the base they are throwing to, regardless of the distance. I understand there are a few exceptions to this standard (and some players make full exceptions out of it), but they should have a chance with it most of the time, I suppose.
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Old 12-18-2010, 11:01 AM   #151
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Re: MLB 11 The Show Goes Analog, Includes Balks and More Control (IGN)

Quote:
Originally Posted by Skyboxer
I have a question about balks. I had mentioned (I believe last year) about balks and implementation of them.
Is balks ONLY if you quick pitch or can you actually balk making a move to first? I think the way I explained it last year was you could pick a pitch and when throwing home you could still throw to first up to a point in delivery where your motion(leg) was going towards the plate. The closer to that point(and pitcher rating) the better chance of a pickoff but go past that point and it's a balk. Could also be dependent on umpire at the time ???

Anyways just a thought and maybe since we have the meter we can have that added later if balks when going to a base are not in.
I just wanted to throw the balk system out there that was in Interplay Sports Baseball 2000 (PSX). It really only occurred on pitches when you lifted up your leg and went toward a bag, like second or first if you're a lefty, and it was all timing based. If after some time you try and make that move, it will be too late and a balk will be initiated (probably because you cross that imaginary line which umpires deem appropriate for calling a balk, even though that's not the actual rule haha).
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Old 12-18-2010, 11:03 AM   #152
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Re: MLB 11 The Show Goes Analog, Includes Balks and More Control (IGN)

Quote:
Originally Posted by stealyerface
With regards to Analog throws, and lets use a throw from the SS to 1B as an example, will you have to not only load the strength of the throw by how long you hold the Rstick towards the base, but will there also be off-line throws predicated by not pushing exactly to the 3 o'clock position as well?

Meaning, the throws can be offline by both inputs of the R-stick ala a previous baseball game with analog throws??

If this is indeed the case, then defensive replacements late in the game may play a huge role in the decision making process based on how big the sector of "pie" is for that player's accuracy.
Correct!

Quote:
Let's suppose that the R-stick is mapped as a clock. Three o'clock represents the perfectly accurate throw to first base. Let's also suppose that each player has a "wedge" of accuracy based on his ratings, so higher rated players would receive a bigger wedge, thereby making the throw fairly accurate for a few degrees either side of three o'clock. Lower rated players would have to be much more accurate and careful with their throws, as the "wedge of distinction" would be smaller and less forgiving.

So the defensive player (us) would have to pre-load, load the throw in a vertical axis for strength, and a horizontal axis for accuracy.

If this is the case, I am a pretty happy dude.
I believe strength and accuracy would be determined in your movement of the right stick towards first. With strength filling up as you moved the right stick towards first. The length at witch you held it there would determine how much strength. I believe your initial move with the stick towards the base would snap shot your accuracy of the throw. Ramone said there would be a tutorial on this later on. I am speculating on some of this based on the previews.

Quote:
Next Analog question. With regards to pitching and the "rock and fire" of a non-mentioned game, I love the idea of pressure sensitive pitching, and for a fastball, it makes great sense.

Now, for offspeed stuff, lets say you want to throw a 12-6 bender on the outside black and at the knees. You aim with the cursor for your spot, and begin the motion with pulling the stick back. Now, assuming you are using the pitcher's view, the aiming spot on the meter will be at maybe 11 o'clock on the motion. Will pushing the stick faster towards the mark on an off-speed pitch result in more break on the ball as you are "snapping" the wrist harder to really break off the bender? Will a nice, easy motion towards the mark result in more of a get-me-over curve with less break, but a more accurate result?

This is shaping up, at least theoretically, to have a lot of control in the player's hands, and I am very excited about the game's outcomes being more determined by the user than by the programming.
Theoretically if you put more effort behind the pitch you should get more snap to it.

Last edited by nemesis04; 12-18-2010 at 11:05 AM.
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