Is there some big secret to getting my fielders to do their jobs with some sense of urgency? It's infuriating giving up infield hits and doubles on weakly hit balls to the outfield because my fielders grab the ball and just stand around for a second or two before throwing it. Doesn't seem to matter if I preload the throw or not, they just sometimes decide to take their time. CPU doesn't seem to have any issues with this so I don't want to just start jacking up the fielding sliders.
Is there some big secret to getting my fielders to do their jobs with some sense of urgency? It's infuriating giving up infield hits and doubles on weakly hit balls to the outfield because my fielders grab the ball and just stand around for a second or two before throwing it. Doesn't seem to matter if I preload the throw or not, they just sometimes decide to take their time. CPU doesn't seem to have any issues with this so I don't want to just start jacking up the fielding sliders.
Happens to me all the time on the infield. Pretty sure it's just another bug. I'm using Analog with the Throwing Meter off btw.
Precharging the throw helps a little, but it's like there is zero urgency and they are completely unaware of whats going on in the game(like thats the go ahead run on 3rd and not to sit back waiting on slow rollers)
Happens a lot to me too... I also hate when the fielding animation is forced on a slow ground ball and a fast runner. You can't move the fielder because he just stands there and goes into a backhand animation, and the throw has no urgency to it even if you preload it.
Happens a lot to me too... I also hate when the fielding animation is forced on a slow ground ball and a fast runner. You can't move the fielder because he just stands there and goes into a backhand animation, and the throw has no urgency to it even if you preload it.
This x 1000!!
The total non urgency of infielders vs speedy runners is maddening. Preload as soon as the ball is hit and still nonchalant.
Lost Control of my Fielder, while running to cover 2nd Base. Happens all the time in RTTS. 1st Baseman has to run all the way over to cover because I can't
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Is there some big secret to getting my fielders to do their jobs with some sense of urgency? It's infuriating giving up infield hits and doubles on weakly hit balls to the outfield because my fielders grab the ball and just stand around for a second or two before throwing it. Doesn't seem to matter if I preload the throw or not, they just sometimes decide to take their time. CPU doesn't seem to have any issues with this so I don't want to just start jacking up the fielding sliders.
Actually, I see it with both the user and CPU. Preload sometimes work and sometimes doesn't work. My definition of preloading is pressing/holding the button first, then secondly pushing the left analog stick to field the baseball.
I "think" the problem stems from either a lack of animations, contextual animation, or the way the game is programmed to trigger the proper contextual animations at a given point, or there is simply a delay programmed with every animation. Very evident during fielding.
I'll have to revisit the game, but there is a slight, but very noticeable delay after every out it seems. The player would stop in it's track, or come to a slow down, and the game would seemingly do all this behind the scenes calculations to trigger what it deems is the next best animation. With the power of the PS4 (however powerful it is), I figured, it would be much quicker, but it is visually still very much evident. Again, don't want to make a blanket statement, but from my recollection it appears there's still too much "delay" going on during the field of play.
Spoiler
An instance caught my eye that isn't an isolated incident. A bunt towards third, and the CPU pitcher and 3rd baseman charges to grab the ball, but CPU pitcher overruns it, and decides to come to a slow jog to finally a stand still and stares off in space, stares off into the crowd with no regards to the field of play, while the 3rd baseman fields and throws to first.
Double play depth, the shortstop fields the ball, despite preloading to second, sometimes the initial animation arm flinch to throw first activates, but then he would properly throw to second to successfully initiate the double play at second. This doesn't happen every time, but it doesn't happen sometimes. Other times, one would see soft lobs (by both the cpu and player) to first to complete or completely miss the double play.
Nobody on base, one out, and sharp lined single is snagged by the third baseman and he immediately goes into this animation where he sort of fakes a throw to either second or first depending on which way he is facing.
Nobody on base, or was it just a player on 2nd, (don't recall the exact sequence), could be a sinker or a wild pitch that is still within reach at homeplate. The runner stays on 2nd, the catcher comes out of his crouch, retrieves the ball and looks over at 1st and 3rd, but doesn't look at 2nd. The catcher doesn't seem to be aware of the fact that there isn't a runner on first or third.
Sometimes preloading the throw to third from right fielder and the ball actually gets thrown to second. Etc.
Sometimes, it feels as if the game is "programmed" to "follow" the "rules of baseball" or "situation" and this supercedes what should happen during the in game experience. A grounder past the infielder with a runner rounding third headed for home, the right outfielder sometimes (both cpu and player preloading throw) would nonchalantly field the ball and softly toss it to home because there is no chance to throw the runner out. It's as if the game has already calculated that the runner was going to be safe.
The other japanese baseball game seems to fully allow the user more situational control and everything seems natural and organic. The thing people may be mistaken is that user control doesn't mean realism is removed. There's a way to implement full user control with things looking extremely realistic because I've seen it in video games as well as during many sequences with Mlb the Show.
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Originally Posted by Stolm
Preloaded Throw
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That's of kind of "delay" that I'm referring to as well. Is the algorithm to trigger the proper animation delayed purposely or is the algorithm to trigger the proper animation "flawed" for a lack of a better word. The more important question is what's causing these types of "delays"?
I had one that made me crazy this afternoon. My first baseman fielded a slow roller to him while he was a few feet from the bag, and then went into the slow animation where he slowly moves toward the base and gingerly taps his toe on it. Unfortunately, the runner was fast enough to beat him to the bag, and what should have been a VERY EASY out became a base hit, and there was nothing I could do about it. It would have been the third out, and ended up costing me one run on that play, and another to the next batter.
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