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MLB 11 The Show Hands-On Impressions, CES 2011 (dmbfan1970)

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Old 01-10-2011, 01:08 AM   #185
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Re: DMB day @ CES '11. Hands on.

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Originally Posted by thundergatti
I completely disagree.

MLB 2k10 cursor hitting had use of both sticks, and it was awesome. It's not that you have to follow the trajectory of the pitch with the cursor as it moves, although you could do this if you wanted. The beauty of it is that it incorporates the ability to recognize the different types of pitches. For example, if you read the pitch as a curveball, you don't have to follow the arc of the curveball as it drops; after you read the pitch, you just move the cursor down to the area of the zone where you think it will end up, and then swing.

This works, because generally speaking, over a couple of pitches, you start to recognize the predictable arc of each pitcher's pitches. And once you read the curveball, for instance, you get a sense of how far it drops and know where to move the ball. I think its a very good simulation of hand-eye coordination.

I thought that this type of left analog and right analog hitting system was in. I am gravely disappointed if it is not in. If I'm reading the impression wrong, someone please correct me.

In our game and with our pitch speed it was all but impossible to locate a pitch with the PCI using the L analog and stride time correctly and swing at the ball. We prototyped analog batting this way in the beginning it wasn't fun it was frustrating. The only option was to slow down the pitch speed something we would not do.
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Old 01-10-2011, 01:51 AM   #186
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Re: MLB 11 The Show Hands-On Impressions, CES 2011 (dmbfan1970)

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Originally Posted by Russell_SCEA
PCI is there for all options you can even turn it on for analog. You are correct " high fastball and your late most likely a pop up". High and low is not random at all. B Ma looks at the attributes for the batter, your stride timing, your timing for contact, and how close you are to swinging at the pitch. It isn't three zones either (left, center, right) its just much easier to digest if we explain it this way. Its actually about 100 of them we know where you swing the bat within a degree. Just because you swing to the right and the ball is thrown to the right doesn't mean you will make contact with the ball you can still swing over a ball even if you swinging in the correct direction.
Awesome thank you for the explanation, sounds better everytime I hear something new about it.
Can't wait to use this.
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Old 01-10-2011, 02:06 AM   #187
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Re: MLB 11 The Show Hands-On Impressions, CES 2011 (dmbfan1970)

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Originally Posted by Russell_SCEA
Red means error..........most of the time..............well that depends on the player you are using if he is a good enough fielder your throw may just be offline (yellow throw) this works vice versa as well. You can pre-load a green throw with a terrible fielder and his ratings might be low enough to move it into the offline range.

Onto your second comment playing baseball with a controller and buttons isn't realistic either but this is a video game.

Analog fielding takes into account many factors its not just the player ratings and your input. We dynamically look at the route you are taking to the ball how fast you are running etc.............................. from there the game will que up one of the 30,000 animations in the game for a throw.

I'll explain this more when the guys get here because we could talk about the changes and additions to fielding all day. I'll get Brian to stop by since he can explain it way better than I can.

But I will leave you all with this nugget of info along with all the fielding ratings being re-written. We have cataloged all the fielding animations in the game and broken them up into tiers. For instance there is a gold glove tier if you will. Meaning only players with extremely high fielding ratings have access to these animations. If he doesn't have the ratings the player can't que up these special animations web gem type animations.
Aha, I think I know what that means....no more minor league SS's making off-balance across the body throws to first (accurately, anyway)?

Can't wait to hear more.
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Old 01-10-2011, 04:46 AM   #188
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Re: MLB 11 The Show Hands-On Impressions, CES 2011 (dmbfan1970)

Rain Topic'
I've read all 187 replies, and I'm quite surprised that almost 75% is about rain. So allow me to add a little baseball virtual history. Back in Sega Saturn's World Series II there was Rain, Rain Delays and Rain Call Outs. It was a simple but a very satisfiying visual along with the announcer tracking the signifigance of the rain.

How Rain worked"
Game begins, Forecast says a chance of rain, slow light rain approaches on your screen, But you keep playing. Then a Fast & Heay Downpour shows on your screen. The Umps & Announcer tell the players there is a rain delay and return to your dugout (Sprites show all players run off the screen, Then 2 seconds elasped and players return running back on to the field) If rain exsist the process is repeated, If rain continues the game is Canceled and depending on the inning the game is official.

It's simplicity was done flawlessly and was welcomed. So even if the SCEA MLB can incorprate this and spin it in their own unique way I'm sure many of you will be in full acceptance when it is hardcoded onto our future MLB discs.

Back on Thread Topic'
Enjoyed the write up & impressions by dmbfan1970 along with Russell's Q&A knowledge. Now my question is to MLB11's ingame playabilty, Has player collision, player morphing been totally remove or how much of this is still viewable in the game?
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Old 01-10-2011, 05:16 AM   #189
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Re: MLB 11 The Show Hands-On Impressions, CES 2011 (dmbfan1970)

One thing I wanted to check on at CES but forgot was the OF'ers humping of the wall that was annoying last year. Maybe Ramone or the CD guys can enlighten us if that was worked on for this year.
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Old 01-10-2011, 05:23 AM   #190
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Re: MLB 11 The Show Hands-On Impressions, CES 2011 (dmbfan1970)

One cosmetic thing I did notice while playing was the faces of the players look real life like this year. I didn't see any zombie looking players so to speak. Also the expressions/smiles/angers of players look so natural and life-like. I don't remember being impressed by this last year. Example: A player striking out snarling on his swing after the follow through. This maybe did happen in last year's game but I don't remember it being so natural looking. Maybe it has to do with the player models/faces worked on.
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Old 01-10-2011, 05:25 AM   #191
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Re: MLB 11 The Show Hands-On Impressions, CES 2011 (dmbfan1970)

Quote:
Originally Posted by dmbfan1970
One thing I wanted to check on at CES but forgot was the OF'ers humping of the wall that was annoying last year. Maybe Ramone or the CD guys can enlighten us if that was worked on for this year.
Was this a typo, or are you just happy to see me?
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Old 01-10-2011, 05:53 AM   #192
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Re: MLB 11 The Show Hands-On Impressions, CES 2011 (dmbfan1970)

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Originally Posted by HITTERSAURUS REX
Hey dmbfan I see your on, Has player collision, player morphing been totally remove or how much of this is still viewable in the game? The reason I bring this up is in one of the videos I saw some morphing and if it's possible for you to remember or answer can you reply.
I don't think I understand what you are saying...
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