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Old 04-18-2020, 10:54 AM   #1
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Pure Analog Throwing

Well...

I have been all-in with Pure Analog Throwing for defense since its inception, and now it is time for an explanation from somewhere as to how it actually works.

I have been here since 2003, so I know all about the "Hey Developer" rules, but as my posts have fallen on deaf ears with regards to collision detection and how this throwing method actually works, I would like someone to explain it.

First off, if the method of throwing is input-based, why does it not share the meter that the button-throwing uses? When you push the stick towards first base, when throwing from SS, you get green >>>> that ALWAYS have the same number of >>>>'s. How hard did I throw it? How close was I to the target to where I was meaning to push the stick? How accurate was my throw-input? You get NOTHING. You get green, yellow or red.

Green means the ball is going to be on target.
Yellow means you will pull the F****** first baseman up the line, off the bag, and the runner will be safe EVERY TIME.
Red means the ball is going full-Knoblauch, and will end up somewhere in the crowd or bouncing around near the fence.

How about a Golf Club 2019 feedback that shows the stick input when you airmail a throw?
How about one > for a nice, easy toss and five>'s for a bullet throw required to get a speedy runner?
How about when you choose a nice. easy throw, the target area of shich you are able to successfully make an accurate throw is larger, and therefore less likely to be offline?
How about when you need to really fire the ball across the diamond, or when you unleash fury from the outfield, or make an easy flip to second base, the Meter On indicator isn't exactly the same for three different throws?
Do I aim for first base at the 3 o'clock position as the target regardless of where my fielder is? Meaning, if I am at SS, and throwing from deep in the hole, is the 3 o'clock position still absolute first base, or is it contextual, and do I need to throw closer to the 4 o' clock position to adjust for the fielder's position when he goes to throw it?
If I am throwing from right field to first base, after perfectly executing the shift, and my second baseman fields an easy grounder to short right field, is the same cheese-proof filter that does not allow right fielders to throw guys out at first, kick in, and that is why the majority of my easy plays, made even easier by my perfect defensive placement, are yellow, and the runner is safe?
Do I need to throw that ball to a different position than 3 o'clock, as my fielder is standing in the outfield?

I want so badly to have some sort of input with regards to the Pure Analog Throwing, other than turning the meter to off, and just having the fielder make the throw he is going to throw. I want to see if that backhand from Devers, that takes him into foul ground behind third, turn into a seed across the diamond, and get the runner... but...

I have NO GD IDEA HOW THIS SYSTEM WORKS.

This is not a Hey Developer thread.
This is not a "Give me your opinion, but you really don't know the answer" thread.

I have read countless (Excellent) breakdowns on Classic Pitching, and not once has there been any corroboration from the folks who actually built that system, to come on and say "This part in your explanation is totally correct" or "You got this wrong, but you are close".

Why does an easy third-out flip from a gold-rated second baseman to the shortstop result in the ball going off target so often? Does the target you need to push the stick to change dynamically as the situation is different?

If we are talking about the target areas as pieces of pie, does a gold-rated infielder get a larger slice of pie (more error margin) than the rookie that just got called up?

Does that piece of pie shrink, even for a gold-glover, when the situation is more intense?

Is the Piece of Pie or Wedge of Influence (that's my term) even part of the equation?

Is the wedge changing based on the footwork, and position of the fielder?

If I move Devers to an Extreme Pull position for a power hitting righty, and the batter grounds the ball to my perfectly-positioned player, and he takes a nice easy step towards first, how the in flying fiddle does that throw turn yellow on a routine play?

Did I need to aim somewhere other than perfect 3 o'clock on the watch dial?

With the social distancing in place, and the programmers and designers probably reading some of these comments and having a few minutes extra time on their hands, in lieu of some major fly-ball issues that the core customers are going through, can we get someone in the know to swing by and give us a little insight as to... oh, I don't know, maybe how the game is supposed to work?

Anyone want to comment on why the Throwing Difficulty toggle was removed?

Seems to me that a player with awesome stick-skills (assuming the analog throwing works in some sort of fashion as I have outlined) could adjust his or her skill or difficulty level, and make the WOI smaller. Meaning, the piece of pie, that represents an accurate throw, could be made larger or smaller, by user definition.

My gosh, was there not enough slots in the Gameplay options screen to leave a difficulty slider on the Pure Analog Throwing option? Seriously?

But then maybe... just maybe, the Throwing Difficulty slider option was rendered useless by the implementation of the Analog Throwing... but we don't know that because no one actually knows how it works...

So, I am asking with all due respect, can we someday get a breakdown on how the Analog Throwing works, how the targeting works for accuracy, how stats and player-levels work for and against the system, do player-ratings matter in how exact the aiming has to be, is the throw dynamically influenced towards a different target area based on where the fielder is making the throw from, does pre-loading the throw too early or to late have an influence on accuracy, and if so, how...

You added this option, you gave us the ability to use this option in the game, you then took away any ability for the user to adjust how hard the system is, with the majority of the users having no idea how the system is supposed to actually work- that isn't working properly.

I've pledged my $50-$79 every year for this game on release day for more than ten years.

I'd hope that my $700 investment should get me some access as to how the game I buy every year actually works.

~syf
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Old 04-18-2020, 12:41 PM   #2
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Re: Pure Analog Throwing

I’m trying to also use analog throwing. I thought my throws were wonky because I’m remote playing from my Vita but I guess that’s not the case.
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Old 04-18-2020, 03:02 PM   #3
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Re: Pure Analog Throwing

I feel you man, when analog first got introduced I was pumped but after 2 years I let it go and switched to button accuracy.

I totally agree analog needs the same sort of visual aid as button accuracy. We should see some sort of direction arrow above the player that you can still adjust on the fly. So when you see you are pushing the analog stick a little offline you can still adjust it.

Now when you see it’s red you can do 2 things: let it fly and accept the imminent error or cancel the throw. Both of themm not ideal and not very real if you ask me.
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Old 04-18-2020, 03:13 PM   #4
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Re: Pure Analog Throwing

I play with throw cancelling off, as I d not want to have a chance to undo a bad throw.

I would ideally want to play with the meter set to “No Feedback”. I don’t want to know before hand that there is an errant throw coming.

I only recently have switched to the Throw Meter On, in an attempt to learn what I was doing wrong.

However, all I have uncovered is the soft, underbelly of a system with no instructions, and seemingly devoid of any operational features that can be unearthed.

It would be like a car manufacturer touting DSC. Dynamic Steering Control.

Then when a customer buys the car and says, “Hey, what is DSC, and how does it work?”, the response from the manufacturer is, “However you think it does”.

It’s frustrating, and not acceptable.
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Old 04-18-2020, 04:40 PM   #5
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Re: Pure Analog Throwing

I feel like most of the fielding mechanics have regressed through the years. In the link below I did a thread talking about how I felt button accuracy has become too basic when compared to when it was introduced.

The same could be said for analog. When introduced you could see your throw strength and you could see the accuracy allowance when throwing to a base. Now they have all become basic functions with no ability to even adjust the difficulty for them.

https://forums.operationsports.com/f...ugh-years.html
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Old 04-18-2020, 05:32 PM   #6
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Re: Pure Analog Throwing

Agreed with Nemesis.

Hate to say it, but MLB 2K had much better throwing mechanics/meters 10 years ago...
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Old 04-18-2020, 06:30 PM   #7
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Re: Pure Analog Throwing

There are a lot of things 2k did better than the show. MLB 2k was terrible until mlb2k12 in my opinion. I bought a ps3 in 2010 to try the show because of how bad 2k was doing. I thought the show was good but very overated for what I had read about it here at operation sports.
Fast forward to mlb2k13 I had heard mlb2k12 was good but I had kind of given up on it by then. I saw 2k13 for sale after it came out and gave it a shot. My god! In my opinion best baseball game ever made. The throwing better than the show. The hitting way better than the show. The pitching miles ahead of the show. Presentation is not even comparable, MLB 2k torches the show.
I bought a PS4 as the prices have gone down and I miss MLB baseball video games so I picked up the show 20 and the only thing I like about it more is the retractable roof stadiums have both options. Other than that MLB 2k13 is so much better than any show including this year.

Last edited by leafs nation; 04-18-2020 at 06:53 PM.
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Old 04-18-2020, 07:32 PM   #8
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Re: Pure Analog Throwing

Unfortunately I don't think you're ever going to know the answers to these questions. Because, contrary to popular belief, I feel they do this intentionally so as to create the aura of being a realistic universe in which errors just happen. In other words, it might have nothing to do with your throw input, but the game has to generate a realistic number of errors so instead of telling you how it works, they simply stay mum so that when you do make an error, you chalk it up to user error rather than the game just deciding randomly that it was time to make an errant throw.

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