It seems like the most important plays in the game are the least reliable. I just finally started my franchise and I'm already very discouraged by plays like this and the general inability to get anyone out on a tag play.
I love when a batter bunts and I pre-load with my fielder who just decides to stand there frozen for a second and then finally throws to first base. I feel like this has cost me on numerous occasions giving up baserunners that I would've had a chance at getting out had it not been for this clunky animation blunder. Also, while playing RTTS as a second baseman, I've encountered the prompt to move in to double play depth only to have the game not allow me to do so resulting in, at times, not being in proper position to actually make that play.
As I said earlier, anecdotal experiences are not that helpful when trying to diagnose these problems. Please try to capture a video. In the meantime, Ramone posted a great tutorial video earlier in the thread. Check it out. I think there may be a couple of more out there too. Track those down.
I've been having that problem every time my backup catcher plays. On the throw home he will not make the tag he just stands there and it has cost me a few games. This is the first year i've ever seen this problem.
Also, while playing RTTS as a second baseman, I've encountered the prompt to move in to double play depth only to have the game not allow me to do so resulting in, at times, not being in proper position to actually make that play.
This has been a bug for as long as I can remember. It happens to my RTTS 2B once a series it seems. The fielder is frozen in place and position can't be adjusted. A video can't really provide much evidence because it can't show proof of controller input. But this is a topic for another thread... Everytime I've ever mentioned it in the past nobody chimes in too say they've seen it too. So, tjhamstar, I'm just here saying I've had that problem too.
I love when a batter bunts and I pre-load with my fielder who just decides to stand there frozen for a second and then finally throws to first base. I feel like this has cost me on numerous occasions giving up baserunners that I would've had a chance at getting out had it not been for this clunky animation blunder. Also, while playing RTTS as a second baseman, I've encountered the prompt to move in to double play depth only to have the game not allow me to do so resulting in, at times, not being in proper position to actually make that play.
If the fielder freeezes/hesitates, then you missed the branch point. You can preload as soon as contact is made, and while your charging the ball. It sounds like you didn't preload in time. The first example in the video I made has an example of this.
I'll post the video later, I wanted to do more with button displays outside of Share Factory, but I can share the raw video.
That appears to be a bug with the cover logic and/or tag. Although this example has nothing to do with throw urgency, you should report this in the bug database.
"Yeah, well, you know, that's just, like, your opinion, man"
It seems like there should be a better explanation for how all these mechanics work. When I was a first-timer, fielding was the most mysterious aspect of the game. Perhaps there should be an interactive tutorial for 2016 with examples of the various combinations of pre-loads and throwing strengths.
Although I knew to pre-load, this is the first I've ever heard the term branching in relation to this game. I think explaining that concept will emphasize the importance of pre-loading. Also, it's important to know where the throw is probably going before the pitch.
It seems like there should be a better explanation for how all these mechanics work. When I was a first-timer, fielding was the most mysterious aspect of the game. Perhaps there should be an interactive tutorial for 2016 with examples of the various combinations of pre-loads and throwing strengths.
Although I knew to pre-load, this is the first I've ever heard the term branching in relation to this game. I think explaining that concept will emphasize the importance of pre-loading. Also, it's important to know where the throw is probably going before the pitch.
There have been multiple tutorials over the years. One of the past video tutorials was referenced earlier in this very thread. I myself have posted explanations multiple times on OS concerning the branching animation system. I believe this feature was "on the back of the box" for a couple of iterations too. Maybe we need to do a better/different job of emphasizing the mechanic if it is still a mystery...?
And, yes, it makes good defensive sense to know where you will be throwing the ball before the pitch. You can begin your throw input as soon as the best fielder is selected (i.e. before he has even begun his catch animation).
"Yeah, well, you know, that's just, like, your opinion, man"
Maybe we need to do a better/different job of emphasizing the mechanic if it is still a mystery...?
I just erased everything I wrote and I have one question (it's never just one question) that will answer everything for me.
Is it right to characterize the game this way. "MLB The Show is a simulation with a graphical representation of that simulation on top."
In other words, when you throw to first, is the outcome of the play determined the moment the player throws the ball, or the moment the ball reaches the first baseman's glove? I think the former because no matter how hard you throw the ball to first, if David Ortiz is lumbering down the line, it will be a casual throw. It appears (I know nothing and this is just perception) that the game is not going to let me throw hard to first in that situation and let me look silly.
Bonus question: When bugs occur, is that the simulation and the graphical representation of that simulation going out of sync? Meaning, in that video where the catcher refuses to make the tag, in the absence of that bug, the runner would be out anyway? The game already calculated what should happen, but the graphics failed to represent it correctly?
My opinion is as long as a human is controlling the player, it can't be a simulation that has already had the outcome defined and the graphics just represent that outcome...if that is what you were asking.
For example, on a clean single to CF, I could make my CF run away from the ball so he never picks it up which allows the runner to circle the bases. In a sim mode where graphics just display the outcome,, the batter would get a single and the CF would throw the ball into second.
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