And on top of that the ability to pinpoint pitch guessing on the Vita, a very worthwhile feature, has been removed.
The game looks great once the ball is in play, but other than that its current state is extremely disappointing.
I can't speak for the vita because I play on the PS3.
All I can say, and its only my experience as 1 guy, is that I FF from time to time and haven't experienced this issue.
But, I mostly pitch for myself and FF the hitting. Sounds like you FF the pitching a lot.
I do understand why that era would drive you nuts. Is it in line with your pitching staff? I mean, is your staff really bad?
If not, its definitely something the guys at SCEA could look at, especially if more people experience it.
In this last patch, they fixed the simmed K's which were coming out way too low at the end of the year. Maybe the cpu doesn't sim pitching well and maybe the issues are related. If so, they can probably tune something that can fix it.
I hope those who have the vita version like you will take some time to test it to see if they get the same results.
Since not many people seem to be discussing this, I'd like to mention that online gameplay this year feels very lag free to me. Offline, I feel the best timing point in batting has been pushed back a tiny bit too much for my liking (meaning, you can catch up to 95 mph fastball even if you are actually late on the pitch), but in online games, this effectively acts as lag calibrated timing window. I have no problem pulling fastball online, which was never the case before. But I haven't tried Analog hitting online yet... it remains to be seen how I fare with the interface...
Loving the game. Just wanted to say that for the first time in the Show's history, Im really digging the soundtrack. I may actually use some of the songs for some batter's walk up music.
Loving the game. Just wanted to say that for the first time in the Show's history, Im really digging the soundtrack. I may actually use some of the songs for some batter's walk up music.
Is it just me or did they lower the volume on the soundtrack this year?
It's difficult to enjoy franchise when your team's ERA is 2.4 runs/game worse than it was in 2012.
I average 4.4 runs/game but it's nearly impossible to win.
How many games in? Which roster? What are the variables?
I have yet to see this issue with FF. But I don't run FF much.
As I said, I think we established long ago this simply isn't the game for you. I think last year your complaint was, it was too realistic. Now it's not realistic enough.
How many games in? Which roster? What are the variables?
I have yet to see this issue with FF. But I don't run FF much.
As I said, I think we established long ago this simply isn't the game for you. I think last year your complaint was, it was too realistic. Now it's not realistic enough.
As much as I complained I still played at least 100 games. I do the same with 2k's series.
2012 was too realistic, and people even had graphs on the reaction time necessary to successfully hit. I was not wrong about this, and SCEA even has opened up the timing window. People should be happy the Show had enough critics regarding this.
I have found, outside of an annoying trend in fast forwarding games, that the Show 2013 is an immense improvement. Opening up the timing window alone while still maintaining the integrity of the human player's offense alone is a monumental improvement.
There are still a number of quirks in the game that are really irritating. In my case it's my teams ~6.75 ERA and well over 7 runs/game allowed during fast forwarding.
There are still a number of quirks in the game that are really irritating. In my case it's my teams ~6.75 ERA and well over 7 runs/game allowed during fast forwarding.
I have this problem also when simming/FF. To me it seems like the CPU let the pitchers stay in way to long when simming/FF.
I was running a test CHW franchise and Peavy was the pitcher with the lowest ERA on my team. of 4.78! The other 5 pitchers i used as starters had 5+ ERAs.
As much as I complained I still played at least 100 games. I do the same with 2k's series.
2012 was too realistic, and people even had graphs on the reaction time necessary to successfully hit. I was not wrong about this, and SCEA even has opened up the timing window. People should be happy the Show had enough critics regarding this.
I have found, outside of an annoying trend in fast forwarding games, that the Show 2013 is an immense improvement. Opening up the timing window alone while still maintaining the integrity of the human player's offense alone is a monumental improvement.
There are still a number of quirks in the game that are really irritating. In my case it's my teams ~6.75 ERA and well over 7 runs/game allowed during fast forwarding.
Quote:
Originally Posted by Alfonsori
I have this problem also when simming/FF. To me it seems like the CPU let the pitchers stay in way to long when simming/FF.
I was running a test CHW franchise and Peavy was the pitcher with the lowest ERA on my team. of 4.78! The other 5 pitchers i used as starters had 5+ ERAs.
Guys,maybe you just want to complete games as fast as possible and not pay attention to what is unfolding in real time when FF.But what I am doing is paying close attention to how my pitcher is doing as regards to how many hits he is giving up.so for example if it is around the middle innings and he is giving up 2 or 3 hits back to back then I am yanking him for a new pitcher just to break up the cpu's rhythm....you kind of have to be pro active this year IMO and I much prefer it to years past when you would FF a half inning only to come back 6 or 7 runs down,at least now you have a chance of stopping it if you make the changes at the right time..
You guys having problems with the AI leaving the manager in too long should try raising the CPU Manager Hook slider. I believe it should affect both the human and CPU teams... I know it does affect sims. I use a different setting for the games I play and a different one for simming
From Bobhead
"------- CPU Manager Hook: Affects CPU's "patience" with its own pitching staff. Increasing ONLY this option will force CPU pitchers to be pulled sooner during rallies or game changing events. Increasing ONLY this option will make the CPU pull tired pitchers sooner. This slider affects you as a pitcher in Road to the Show."
OK this "runner going into slow motion around third" nonsense is starting to get to me... I'll throw up a video in a second but I just had a play where Miguel Cabrera hits a routine groundball through the 6 hole with Austin Jackson on second, and Jackson takes such a huge secondary lead (by the time Miggy makes contact he's almost halfway to third) that I don't have enough time to point up and press X to send him home, which of course results in the slowdown and him being thrown out at the plate... Is it better to just hold down L1? From my understanding, pointing and hitting X was the more desirable choice...
OK this "runner going into slow motion around third" nonsense is starting to get to me... I'll throw up a video in a second but I just had a play where Miguel Cabrera hits a routine groundball through the 6 hole with Austin Jackson on second, and Jackson takes such a huge secondary lead (by the time Miggy makes contact he's almost halfway to third) that I don't have enough time to point up and press X to send him home, which of course results in the slowdown and him being thrown out at the plate... Is it better to just hold down L1? From my understanding, pointing and hitting X was the more desirable choice...
I always hold L1 in that situation, for the simple fact AJ will always reach 3rd before Miggy reaches 1st, so you don't have to worry about accidentally advancing him to 2nd. Even if he does (i.e. fast batter, slow runner rounding 3rd), target him and return him to first.
Even with multiple base runners, I usually use advance all, and then target/select the one I want to return. Makes it much easier, IMO.
The game seriously needs a new baserunning mechanism.
Not really; the two that is has are good, IMO. It could certainly use a real good tutorial for those who are not familiar with them. Add in the different RTTS baserunning controls, and it can get somewhat confusing.
Though, I'm not opposed to a third option using the face buttons as advance/retreat.
Hmmm I never notice any problems with baserunning. I always use L1 R1 though, maybe that's why? I only use the left stick to tag from 3rd with another runner on but otherwise just L1 R1.
Starting to see a rather disappointing trend. It seems like the CPU pitchers (no matter which one) get WAY more movement on their pitches that I do on mine. Seeing CPU sliders with 6 inches of movement change-ups that drops 4 inches, compared to my pitches moving about an inch. Been using the Reds playing a franchise waiting for the OSFM, and about 20 games in now.
Starting to see a rather disappointing trend. It seems like the CPU pitchers (no matter which one) get WAY more movement on their pitches that I do on mine. Seeing CPU sliders with 6 inches of movement change-ups that drops 4 inches, compared to my pitches moving about an inch. Been using the Reds playing a franchise waiting for the OSFM, and about 20 games in now.