Discussion: Hits down the line

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  • Bobhead
    Pro
    • Mar 2011
    • 4926

    #31
    Re: Discussion: Hits down the line

    Originally posted by nemesis04
    Funny that you say this because I think I have seen the most bloop hits occur this year than any other year.
    Same here. There was an issue with excessive hangtime that seems to have been corrected (if not greatly improved) this year, and I'm getting more hits falling in than ever before. Overall this year's physics are miles ahead of previous years.

    Once we get proper line drive contact, and a solution to the side-spin issue as nomo described, I think that hits down the line, and the ball physics in general, will both be perfect.

    Comment

    • KBLover
      Hall Of Fame
      • Aug 2009
      • 12172

      #32
      Re: Discussion: Hits down the line

      Originally posted by Bobhead
      Same here. There was an issue with excessive hangtime that seems to have been corrected (if not greatly improved) this year, and I'm getting more hits falling in than ever before. Overall this year's physics are miles ahead of previous years.

      Once we get proper line drive contact, and a solution to the side-spin issue as nomo described, I think that hits down the line, and the ball physics in general, will both be perfect.

      Agreed. I love how the bat is coming off the ball for the most part. I don't have to put power at 10 just to make the hits look like they have authority on them.

      I might do it anyway because I'm morbidly curious.
      "Some people call it butterflies, but to him, it probably feels like pterodactyls in his stomach." --Plesac in MLB18

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      • cheechoo98
        Rookie
        • Jan 2009
        • 177

        #33
        Re: Discussion: Hits down the line

        This has always been an issue in the game for many years. If you play offline then you can adjust the OF running speed. But for online there won't be a way to adjust it of course.

        I am also seeing that you can rarely score from 2nd base on a single unless you have a speedy runner. Also because the OF get to the ball pretty fast.
        George Bell forever!

        Comment

        • Kelvarr
          Pro
          • Feb 2003
          • 760

          #34
          Re: Discussion: Hits down the line

          I wonder if part of the problems with ground balls in general is that the coefficient of friction is too high? I noticed that even ground balls/line drives in the gaps rarely roll to the wall.

          I've been lucky enough to play on a professional field once before. The ball rolls forever due to the landscape maintenance. The grass pile is generally short. On the crappy recreational fields and high school fields that I've played on, I understand the ball stopping. On a professionally maintained field, not so much.

          I wouldn't think it would be hard to program. Since we know the exit velocity, it should be easy enough for the devs to figure out "any ground ball/line drive over XXX mph will have enough force to negate frictional stop". Meaning, a ground ball over say, 70 mph will have enough force (and bouncing) that it would roll all the way to the wall.
          Aoccdrnig to a rscheearch at Cmabrigde Uinervtisy, it deosn't mttaer in waht oredr the ltteers in a wrod are, the olny iprmoatnt tihng is taht the frist and lsat ltteer be at the rghit pclae. The rset can be a ttoal jmulbe and you can sitll raed it wouthit a porbelm. Tihs is bcuseae the huamn mnid deos not raed ervey lteter by istlef, but the wrod as a wlohe.

          amzanig huh?

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          • Kelvarr
            Pro
            • Feb 2003
            • 760

            #35
            Re: Discussion: Hits down the line

            Also, regarding momentum that was talked about before...could that be addressed with an "Acceleration" stat? The higher the Acceleration, the better jump the player gets on a ball, but also, the quicker they stop?

            I'm not quite sure how they could handle it, but when fielding a ground ball, the player slows down to field it. We already have this in the game when chasing a fly ball down. You know that the ball is going to be caught because the fielder goes into a "stride" and puts his glove up. Implement something like this when playing/fielding a ground ball, and you would get some more doubles down the line.

            I think the acceleration stat would help too because your players pretty much instantly accelerate and instantly stop (unless going into some kind of automation), which is really inaccurate.
            Aoccdrnig to a rscheearch at Cmabrigde Uinervtisy, it deosn't mttaer in waht oredr the ltteers in a wrod are, the olny iprmoatnt tihng is taht the frist and lsat ltteer be at the rghit pclae. The rset can be a ttoal jmulbe and you can sitll raed it wouthit a porbelm. Tihs is bcuseae the huamn mnid deos not raed ervey lteter by istlef, but the wrod as a wlohe.

            amzanig huh?

            Comment

            • nomo17k
              Permanently Banned
              • Feb 2011
              • 5735

              #36
              Re: Discussion: Hits down the line

              Originally posted by Kelvarr
              Also, regarding momentum that was talked about before...could that be addressed with an "Acceleration" stat? The higher the Acceleration, the better jump the player gets on a ball, but also, the quicker they stop?

              I'm not quite sure how they could handle it, but when fielding a ground ball, the player slows down to field it. We already have this in the game when chasing a fly ball down. You know that the ball is going to be caught because the fielder goes into a "stride" and puts his glove up. Implement something like this when playing/fielding a ground ball, and you would get some more doubles down the line.

              I think the acceleration stat would help too because your players pretty much instantly accelerate and instantly stop (unless going into some kind of automation), which is really inaccurate.

              I think SDS might already have the real-life data that they could use to add the concept of acceleration/deceleration properly.

              Yeah, what I mentioning about the real momentum system earlier, that would most clearly manifest itself in terms of how a fielder needs to accelerate/decelerate properly to tame the momentum as well as constant need to make adjustments as he approaches closer to the catch region. Most of the time a fielder would accelerate as fast as possible when the ball is far from him, but as he nears the catch region he substantially decelerates.

              The fielders in The Show used to move straight line from the initial to final spots, at pretty much constant speed. Now the fielder often takes non-straight paths to the ball. Some stock animations do seem to have some canned acceleration/deceleration now, but I think what brings the fielding mechanism to the next level of authenticity is properly implemented momentum system...

              Hope Woodweaver have fun coding those in to the game!!
              The Show CPU vs. CPU game stats: 2018,17,16,15,14,13,12,11

              Comment

              • tessl
                All Star
                • Apr 2007
                • 5683

                #37
                Re: Discussion: Hits down the line

                Originally posted by nomo17k
                Hits down the line not slicing away from the fair ground is I think one of the few remaining shortcomings of the ball physics in The Show.

                Outfielder positioning could still be one aspect, but the ball physics doesn't get side spin correct once the ball makes any contact with surface.

                I've also tried to bring this up before

                http://www.operationsports.com/forum...ill-lacks.html

                and I hope this will be addressed in the future version of The Show. I think getting this aspect of ball spin correct will further increase the hit variety in the outfield.
                Are you happy now? 95% of balls down either line curve like a grade 4 hurricane is blowing toward foul territory and balls which used to land fair are foul. The result is extremely low scoring games in the only mode I play - manage mode.

                The biggest mistake the devs make is appeasing the squeaky wheel and "fixing" things just to placate a vocal minority. All these foul balls down the lines are the goofiest thing I've seen them introduce in the entire series.

                Comment

                • Jr.
                  Playgirl Coverboy
                  • Feb 2003
                  • 19171

                  #38
                  Re: Discussion: Hits down the line

                  Originally posted by tessl
                  Are you happy now? 95% of balls down either line curve like a grade 4 hurricane is blowing toward foul territory and balls which used to land fair are foul. The result is extremely low scoring games in the only mode I play - manage mode.

                  The biggest mistake the devs make is appeasing the squeaky wheel and "fixing" things just to placate a vocal minority. All these foul balls down the lines are the goofiest thing I've seen them introduce in the entire series.
                  Balls not slicing was just as unrealistic as they have it now with too much slicing. This isn't an either/or thing. They just need to tune the physics and rotation effect.
                  My favorite teams are better than your favorite teams

                  Watch me play video games

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                  • Mike Lowe
                    All Star
                    • Dec 2006
                    • 5286

                    #39
                    Re: Discussion: Hits down the line

                    Yes, the ball physics/curve seem overly dramatic on balls hit down the line. I'm also surprised to still see players being sucked into walls.

                    Comment

                    • squashbuggie
                      Banned
                      • Dec 2016
                      • 371

                      #40
                      Re: Discussion: Hits down the line

                      Originally posted by Mike Lowe
                      Yes, the ball physics/curve seem overly dramatic on balls hit down the line. I'm also surprised to still see players being sucked into walls.
                      have you tried solid hits at 2 ?

                      setting solid hits to 5 is way to high.

                      if you lower it @ 2, you will see great hit variety and the CPU can still score plenty of runs. I then suggest the CPU: contact/timing/power @ 6.

                      I classic pitch on AS.

                      give it a shot.

                      and what do you think of the new BP logic for sim stats ?

                      Comment

                      • tessl
                        All Star
                        • Apr 2007
                        • 5683

                        #41
                        Re: Discussion: Hits down the line

                        Originally posted by Jr.
                        Balls not slicing was just as unrealistic as they have it now with too much slicing. This isn't an either/or thing. They just need to tune the physics and rotation effect.
                        In manage mode I've played 8 games and in 5 games I've had 4 or fewer hits including a no hitter and a 1 hitter.

                        It is a misnomer to suggest there was no slicing previously and at least there were more hits because 95% of balls didn't slice foul. I never thought I'd say it but the game is so annoying it isn't fun to play. Elite Dangerous will be out soon for the ps4 and I'm looking forward to it.

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                        • Jr.
                          Playgirl Coverboy
                          • Feb 2003
                          • 19171

                          #42
                          Re: Discussion: Hits down the line

                          Originally posted by tessl
                          In manage mode I've played 8 games and in 5 games I've had 4 or fewer hits including a no hitter and a 1 hitter.

                          It is a misnomer to suggest there was no slicing previously and at least there were more hits because 95% of balls didn't slice foul. I never thought I'd say it but the game is so annoying it isn't fun to play. Elite Dangerous will be out soon for the ps4 and I'm looking forward to it.
                          There was slicing in past games, but it wasn't dramatic enough. Now it's too much. They just need to tune it.
                          Last edited by Jr.; 03-31-2017, 06:27 PM.
                          My favorite teams are better than your favorite teams

                          Watch me play video games

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                          • tnixen
                            MVP
                            • Oct 2011
                            • 3184

                            #43
                            Re: Discussion: Hits down the line

                            Not sure if I'm the only one who thinks this but I think the ball physics are just about perfect. Makes me enjoy playing this game so much more then any other version. I mean I guess they can be tweaked some what but I would not change them to much or they may end being like what we had in 16
                            Last edited by tnixen; 03-31-2017, 09:40 PM.

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                            • rtwilli4
                              Banned
                              • Nov 2016
                              • 226

                              #44
                              Re: Discussion: Hits down the line

                              A lot of the balls hit down the line are actually very close to real life. Balls that are hit that deep in the zone usually slice like hell. I remember hitting balls basically at the right fielder that would slice to the line or past it.

                              It's the balls that would have been foul anyway that are the crazy ones. If you hit a ball toward the foul pole it will slice like 100 feet.

                              I guess in manage mode you are seeing more fouls than you like. Can the foul ball slider help that? If you're not actually swinging the bat then you can't influence it, which kind of defeats the purpose of owning a Playstation if you ask me.

                              To me, the foul ball problem is not a big deal and will probably be perfected in 2018. I am more worried about the rocket boosters that line drives seem to have... I've seen balls hit to the wall that never make it more than a few feet off the ground.






                              Sent from my iPhone using Operation Sports

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                              • Bunselpower32
                                Pro
                                • Jul 2012
                                • 947

                                #45
                                Re: Discussion: Hits down the line

                                So what settings are you guys using to get the increased hit variety? Because I'm playing All Star (mainly) DD games, so vanilla sliders, with Analog Stride Zone batting, and I'm wondering if they just shipped me a copy of MLB 16 in a different box, because I'm seeing basically no new hit types AT ALL. I get nothing into the corner (again), little into the gap, no normal speed grounders through the infield, it plays exactly like last years game, so much so that I don't really notice the difference.
                                "The designated hitter rule is like letting someone else take Wilt Chamberlain's free throws."

                                - Rick Wise

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