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MLB 11 The Show Title Update 1.16 Fix List

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Old 05-26-2011, 06:18 PM   #505
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Re: MLB 11 The Show Title Update 1.16 Fix List

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Originally Posted by DieHardYankee26
No one is "blaming" the developers. People are trying to figure out what's going on. People that had no problems turning on fastballs before are now having issues. We are trying to fix the issue, not placing blame.
Ok..

Well there sure are quite a few people insinuating that the patch had some adverse effect on timing. Sure, people aren't saying outright that SCEA is to blame... But if some are claiming that the patch is the source of this "issue", it's still an indirect way of blaming SCEA. It's not like they outsource their patching to a third party.
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Old 05-26-2011, 07:01 PM   #506
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Re: MLB 11 The Show Title Update 1.16 Fix List

Good news! Lowering user hit timing fixes the issues I was encountering--including being late on 4 seamers. Lowered mine to 1 and feels like pre patch hitting again.
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Old 05-26-2011, 07:06 PM   #507
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Re: MLB 11 The Show Title Update 1.16 Fix List

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Originally Posted by Bumble14
Good news! Lowering user hit timing fixes the issues I was encountering--including being late on 4 seamers. Lowered mine to 1 and feels like pre patch hitting again.
Glad to hear it. I'll have to do some testing on my own. I think Nomo's post at the top of this page could explain the issues we were having and why lowering the Timing slider may help.
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Old 05-26-2011, 09:00 PM   #508
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Re: MLB 11 The Show Title Update 1.16 Fix List

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Originally Posted by Bumble14
Good news! Lowering user hit timing fixes the issues I was encountering--including being late on 4 seamers. Lowered mine to 1 and feels like pre patch hitting again.
I can understand how lowering human timing would help recreate pre-patch analog hitting, but exactly how is it affecting the user's ability to turn on a fastball? Wouldn't that be completely tied to bat speed, or in our case, thumb speed?

The timing window will probably turn some weak contact hits and squibs into misses or fouls, but how is this related to your ability to turn on a fastball earlier?

Maybe I'm just not understanding the problem some you guys are seeing correctly...
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Old 05-26-2011, 09:28 PM   #509
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Re: MLB 11 The Show Title Update 1.16 Fix List

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Originally Posted by Jgainsey
I can understand how lowering human timing would help recreate pre-patch analog hitting, but exactly how is it affecting the user's ability to turn on a fastball? Wouldn't that be completely tied to bat speed, or in our case, thumb speed?

The timing window will probably turn some weak contact hits and squibs into misses or fouls, but how is this related to your ability to turn on a fastball earlier?

Maybe I'm just not understanding the problem some you guys are seeing correctly...
Here's how I see it, and realize I am talking about pure analog controls only.

When you time your stride with analog controls you receive a contact bonus(PCI grows). If you time in incorrectly, you receive a contact penalty.

My feeling is that the small change in the timing window and decrease in poor stride penalty has created a situation where the "solid" contact point on 99% of 4 seamers causes the ball to be hit opposite field....creating the feeling that you are constantly late.

The second I lowered my hit timing slider I was able to consistently sit on 4 seamers(98 mph in some cases) and pull the he'll out of them. Lowering the timing window means you have to be more precise with your stride to the ball, and feels like the ball has a smaller contact point on the bat versus feeling like it is "warped" to a contact spot on the bat.

Think about it like Madden tackling. If you increase your tackling window the game is going to factor in some warping to allow you to make solid contact at farther distances away from your opponent. When you have a smaller window you need to rely more on positioning and a smaller margin of error...the end result has less CPU predetermination. To me it feels like this same concept is in play with the patch for certain gamers. The smaller timing window seems to result in more contact points on the bat and a greater hit variety.

Look, we all have different hand eye and reflexes...this is why I think many are having an issue with the 4 seamer timing post patch. We all got used to pre patch timing making it downright impossible to adjust. Add in the above possibility and this may explain why those with similar timing to me are bashing 4 seamers oppo and can't pull them to save our lives.

No one is in here claiming SCEA broke anything, or incinuating it as you mentioned. There's a clear issue for many gamers out there and we are using these forums to work together and perhaps solve it. Just because you are not having an issue it does not mean that others are not...as I mentioned, we all have different reflexes, etc.

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Old 05-26-2011, 09:36 PM   #510
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Re: MLB 11 The Show Title Update 1.16 Fix List

The above is just a theory based on what I'm seeing. Im not a dev so I'm not sure if any of my gibberish is actually spot on
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Old 05-26-2011, 11:04 PM   #511
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Re: MLB 11 The Show Title Update 1.16 Fix List

Quote:
Originally Posted by Bumble14
The above is just a theory based on what I'm seeing. Im not a dev so I'm not sure if any of my gibberish is actually spot on
I like it...didnt follow you at first as to lowering the timing window makes it harder but in turn, if your like me and KNOW when to start your stride and swing through a pitch then this would actually be ideal. I ahve been really PO'd with this game due to the lack of fun with me hitting. Dont mind hitting the ball into play but when I hit the ball witha player who is dead on and he has great contact rating I either hit this weak mess that doesnt even seem right or the batter will jsut plain miss it and the hit analyzer says I am late EVERY time when in fact I am on time or early if anything. I will have to try this.
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Old 05-27-2011, 01:23 AM   #512
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Re: MLB 11 The Show Title Update 1.16 Fix List

Quote:
Originally Posted by Bumble14
Here's how I see it, and realize I am talking about pure analog controls only.

When you time your stride with analog controls you receive a contact bonus(PCI grows). If you time in incorrectly, you receive a contact penalty.

My feeling is that the small change in the timing window and decrease in poor stride penalty has created a situation where the "solid" contact point on 99% of 4 seamers causes the ball to be hit opposite field....creating the feeling that you are constantly late.

The second I lowered my hit timing slider I was able to consistently sit on 4 seamers(98 mph in some cases) and pull the he'll out of them. Lowering the timing window means you have to be more precise with your stride to the ball, and feels like the ball has a smaller contact point on the bat versus feeling like it is "warped" to a contact spot on the bat.

Think about it like Madden tackling. If you increase your tackling window the game is going to factor in some warping to allow you to make solid contact at farther distances away from your opponent. When you have a smaller window you need to rely more on positioning and a smaller margin of error...the end result has less CPU predetermination. To me it feels like this same concept is in play with the patch for certain gamers. The smaller timing window seems to result in more contact points on the bat and a greater hit variety.

Look, we all have different hand eye and reflexes...this is why I think many are having an issue with the 4 seamer timing post patch. We all got used to pre patch timing making it downright impossible to adjust. Add in the above possibility and this may explain why those with similar timing to me are bashing 4 seamers oppo and can't pull them to save our lives.

No one is in here claiming SCEA broke anything, or incinuating it as you mentioned. There's a clear issue for many gamers out there and we are using these forums to work together and perhaps solve it. Just because you are not having an issue it does not mean that others are not...as I mentioned, we all have different reflexes, etc.
So a larger, more forgiving timing window, combined with easier stride timing, is creating solid contact points that consistently produce opposite field hits..? And is this happening regardless of user timing?

As someone who has seen very little difference in post-patch analog hitting, you'll have to excuse my skepticism. I don't want to get into a big argument over this, but given my own experience, as well as developer comments, it just sounds kind of crazy.

But if you guys are all having the same problem, and you think you've found a solution, more power to you. Btw, I wasn't trying to call anyone out for blaming SCEA. I know most of us here are never looking to do that.

And I know that these forums are great for coming together to solve problems. But just because there are several people that think there's a problem, it doesn't necessarily make it so. Just look at all of the comeback code type threads that pop up every week. Those guys are convinced the AI is out to screw them. I'm not directly comparing this problem to that, it's just that I'm more inclined to believe the developers' sentiments. Especially when it confirms what I've seen with my own eyes, after countless hours of gameplay.

I know how that sounds, and I apologize in advance if I'm offending anyone. It's just the way it looks.. I've seen so many patch/placebo type threads...

Either way, I wish you guys the best of luck in finding the perfect gameplay.
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