I have to agree somewhat with this poster, In all the years I have playing the Show, I never really feel like the game did a great job of showing off the defensive ranges of regular players vs superstars......A guy like Ozzie Smith should be an absolute blanket in the infield while a guy like (insert any below avg range player) should really struggle to make web jems and even be able to get to the ball
Do you Feel MLB uses enough ATTRIBUTES to DEFINE Players?
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Re: Do you Feel MLB uses enough ATTRIBUTES to DEFINE Players?
I have to agree somewhat with this poster, In all the years I have playing the Show, I never really feel like the game did a great job of showing off the defensive ranges of regular players vs superstars......A guy like Ozzie Smith should be an absolute blanket in the infield while a guy like (insert any below avg range player) should really struggle to make web jems and even be able to get to the ball -
Re: Do you Feel MLB uses enough ATTRIBUTES to DEFINE Players?
These ratings need to be considered for MLB The Show's future iterations
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Awareness and acceleration on the basepaths. Range and anticipation for fielding is also huge.
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This would really help!Comment
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Re: Do you Feel MLB uses enough ATTRIBUTES to DEFINE Players?
Or better yet be dynamic. When creating a RTTS player your push, pull is already spelled out for us. And if you pull everything for an entire year it won't change.Favorites:
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Re: Do you Feel MLB uses enough ATTRIBUTES to DEFINE Players?
Lefty/righty splits for pitchers, and have all ratings actually impact played games, such as HR/9 that currently do not. :/
I also like the comments about catcher framing and tracking stats such as DRS.@MikeLowe47 | YouTube | Discord
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Re: Do you Feel MLB uses enough ATTRIBUTES to DEFINE Players?
Pitcher framing sounds interesting but how statistically would they calculate that?≡Comment
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Re: Do you Feel MLB uses enough ATTRIBUTES to DEFINE Players?
I think there need to be a lot more, but I don't think that makes their jobs any easier trying to determine how to define them for each player, much less how to make them affect the game the right way.Samsung PN60F8500 PDP / Anthem MRX 720 / Klipsch RC-62 II / Klipsch RF-82 II (x2) / Insignia NS-B2111 (x2) / SVS PC13-Ultra / SVS SB-2000 / Sony MDR-7506 Professional / Audio-Technica ATH-R70x / Sony PS3 & PS4 / DirecTV HR44-500 / DarbeeVision DVP-5000 / Panamax M5400-PM / Elgato HD60Comment
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Re: Do you Feel MLB uses enough ATTRIBUTES to DEFINE Players?
I think they have HR/9 exactly right. Home runs IRL depend more on the hitter than the pitcher. If a pitcher grooves a pitch for a line drive hitter he will hit a single or double. Same pitcher grooves the same pitch to a power hitter he might hit a home run.
Pitcher framing sounds interesting but how statistically would they calculate that?
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Re: Do you Feel MLB uses enough ATTRIBUTES to DEFINE Players?
This is definitely a huge thing for me. It's one of the biggest gripes I've had with Madden over the years and it's also why I continue to say that Fifa is the best sports game on the market, despite the gameplay being non-simulation.
In Fifa, I can feel the difference between a 88 and a 86 speed player or two players with the exact same agility but one player is 6'0 and has a "lumbering agility" and the other is 5'4'' and zips around like a mouse. Alot of this is the physics system they use in the game (miles better than any sports game on the market) which animations have trouble emulating.
I don't really notice 80 vs 90 fielding or many other ratings. The only thing it affects is that maybe out of 100 catches, the 80 fielding player will drop/error 1-2 more balls within the sample size. But there isn't an actual meaningful physical, gameplay difference between the two.
MLB The Show has the best animation in the business (except for maybe NBA 2k) so they can get away with this somewhat but I'd like to see improvements in that area. In terms of your question, no, more attitudes won't solve anything. It's a limitation of basing your gameplay on animations instead of physics on why players don't feel defined.Last edited by takki; 03-02-2017, 09:50 PM.Comment
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Re: Do you Feel MLB uses enough ATTRIBUTES to DEFINE Players?
I think they have HR/9 exactly right. Home runs IRL depend more on the hitter than the pitcher. If a pitcher grooves a pitch for a line drive hitter he will hit a single or double. Same pitcher grooves the same pitch to a power hitter he might hit a home run.
Pitcher framing sounds interesting but how statistically would they calculate that?
I'd like to have it though as well as something that would dictate stuff like the ability to call games (some people might hate me for this but, sort of like the badges the NBA 2K has) I feel that it would give catchers that can't hit good much more value. In quite a few MLB games I've had Yadier Molina out of the game in a year or two since he's an average hitter. Case in point, the Angels have 0 good hitting catchers BUT Maldenado and Perez are amazing at throwing guys out, framing pitches, and calling games so far from what I've seen in spring training.
On a side note, I think badges or whatever you'd wanna call them would give more personality to players on terms of what they do. MLB Power Pros/Jikkuou Powerful Pro Yakyuu do a good job of this I think having many different things to define a player. Like sparkplug, a guy who does a good job starting the offence. Then there's the clutch attribute, gold Glover, laser beam throw, etc. It gives a certain value to a player when normally, we'd maybe gloss over that player. I think it also would desperate two similarly skilled players. Like, for instance two lead off guys have roughly the same statistics but one is a sparkplug and gets the offence going whenever he gets on base because he gets in the pitchers mind (maybe even have a skill for pitchers that can negate that skill like "strong mind" or something I dunno).
I doubt that they'd really wanna spend time on this kind of thing at least at the moment because what they have certainly isn't broken by any means, but I think it'll make CAP's after 20 years or so maybe a little more interesting. Maybe that's just me.
Also one last thing: I think something like trajectory would help with the gap vs homerun problem people have mentioned. Guys can hit the ball hard but they don't hit homeruns because one reason or another, so a trajectory rating of sorts would help. Some guys hit towering drives and some guys hit liners that are mostly flat with no lift to them per say. I bring the game up again but Power Pros had that as well on a scale of 1 to 4, 1 being the low line drive hitters and 4 being Stanton, lol.
There are multiple ways to implement a fix to the homerun/gap hitters, just depends on what would work better for SCEALast edited by douggoud; 03-04-2017, 12:42 AM.R.I.P. Rory Markas, Nick Adenhart and Tyler Skaggs
"All Angels Go To Heaven"Comment
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Re: Do you Feel MLB uses enough ATTRIBUTES to DEFINE Players?
I'm betting that it could be doable in the sense that it would be based off a percentage. Pitches maybe just off the corner with a catcher that has a high framing skill has a higher percentage of it being called a strike than a ball, or something like that. But when I think of it that way it feels more and more like the umpire personalities in a weird way.
I'd like to have it though as well as something that would dictate stuff like the ability to call games (some people might hate me for this but, sort of like the badges the NBA 2K has) I feel that it would give catchers that can't hit good much more value. In quite a few MLB games I've had Yadier Molina out of the game in a year or two since he's an average hitter. Case in point, the Angels have 0 good hitting catchers BUT Maldenado and Perez are amazing at throwing guys out, framing pitches, and calling games so far from what I've seen in spring training.
On a side note, I think badges or whatever you'd wanna call them would give more personality to players on terms of what they do. MLB Power Pros/Jikkuou Powerful Pro Yakyuu do a good job of this I think having many different things to define a player. Like sparkplug, a guy who does a good job starting the offence. Then there's the clutch attribute, gold Glover, laser beam throw, etc. It gives a certain value to a player when normally, we'd maybe gloss over that player. I think it also would desperate two similarly skilled players. Like, for instance two lead off guys have roughly the same statistics but one is a sparkplug and gets the offence going whenever he gets on base because he gets in the pitchers mind (maybe even have a skill for pitchers that can negate that skill like "strong mind" or something I dunno).
I doubt that they'd really wanna spend time on this kind of thing at least at the moment because what they have certainly isn't broken by any means, but I think it'll make CAP's after 20 years or so maybe a little more interesting. Maybe that's just me.
Also one last thing: I think something like trajectory would help with the gap vs homerun problem people have mentioned. Guys can hit the ball hard but they don't hit homeruns because one reason or another, so a trajectory rating of sorts would help. Some guys hit towering drives and some guys hit liners that are mostly flat with no lift to them per say. I bring the game up again but Power Pros had that as well on a scale of 1 to 4, 1 being the low line drive hitters and 4 being Stanton, lol.
There are multiple ways to implement a fix to the homerun/gap hitters, just depends on what would work better for SCEA
It all boils down to giving an attribute to the intangibles in sports.
These traits should also translate into Franchise and should be earned throughout the life of a player in RTTS and Franchise.
It is really endless the amount of traits that could potentially effect the game and it should all show in different animations and player styles to really drive it home.
An example would be an IF who is a "an on field coach" (made up trait) would be more likely to visit mound in a tough situation and give a confidence boost to pitcher. I think of a Derek Jeter.
You can also have "mentor" trait for some Veterans where anyone who has less than 2 yrs of MLB service time gets a ratings boost in that Vets speciality (power for power hitters, fielding for slick fielder's, contact for good hitters, etc...) But only if that Vet is on the team's 25 man roster and his overall moral is good....You would have to balance out somehow.
This would add tremendous depth to Franchise when deciding who to sign....Would be cool.Comment
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Re: Do you Feel MLB uses enough ATTRIBUTES to DEFINE Players?
I like the idea of "badges" or personality traits that effect gameplay.
It all boils down to giving an attribute to the intangibles in sports.
These traits should also translate into Franchise and should be earned throughout the life of a player in RTTS and Franchise.
It is really endless the amount of traits that could potentially effect the game and it should all show in different animations and player styles to really drive it home.
An example would be an IF who is a "an on field coach" (made up trait) would be more likely to visit mound in a tough situation and give a confidence boost to pitcher. I think of a Derek Jeter.
You can also have "mentor" trait for some Veterans where anyone who has less than 2 yrs of MLB service time gets a ratings boost in that Vets speciality (power for power hitters, fielding for slick fielder's, contact for good hitters, etc...) But only if that Vet is on the team's 25 man roster and his overall moral is good....You would have to balance out somehow.
This would add tremendous depth to Franchise when deciding who to sign....Would be cool.
I figure SOMEDAY they may start something like this (I mean they kind of have with the skills for RTTS, they just need to make them more personal, more so than "meatball" which if I remember forced the pitcher to throw one and you'd know it's coming. Don't hold me to that I never got that one but I think that was the gist of it)R.I.P. Rory Markas, Nick Adenhart and Tyler Skaggs
"All Angels Go To Heaven"Comment
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Re: Do you Feel MLB uses enough ATTRIBUTES to DEFINE Players?
I have to agree somewhat with this poster, In all the years I have playing the Show, I never really feel like the game did a great job of showing off the defensive ranges of regular players vs superstars......A guy like Ozzie Smith should be an absolute blanket in the infield while a guy like (insert any below avg range player) should really struggle to make web jems and even be able to get to the ball
Sent from my SM-G900V using TapatalkComment
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Re: Do you Feel MLB uses enough ATTRIBUTES to DEFINE Players?
I'm betting that it could be doable in the sense that it would be based off a percentage. Pitches maybe just off the corner with a catcher that has a high framing skill has a higher percentage of it being called a strike than a ball, or something like that. But when I think of it that way it feels more and more like the umpire personalities in a weird way.
I'd like to have it though as well as something that would dictate stuff like the ability to call games (some people might hate me for this but, sort of like the badges the NBA 2K has) I feel that it would give catchers that can't hit good much more value. In quite a few MLB games I've had Yadier Molina out of the game in a year or two since he's an average hitter. Case in point, the Angels have 0 good hitting catchers BUT Maldenado and Perez are amazing at throwing guys out, framing pitches, and calling games so far from what I've seen in spring training.
On a side note, I think badges or whatever you'd wanna call them would give more personality to players on terms of what they do. MLB Power Pros/Jikkuou Powerful Pro Yakyuu do a good job of this I think having many different things to define a player. Like sparkplug, a guy who does a good job starting the offence. Then there's the clutch attribute, gold Glover, laser beam throw, etc. It gives a certain value to a player when normally, we'd maybe gloss over that player. I think it also would desperate two similarly skilled players. Like, for instance two lead off guys have roughly the same statistics but one is a sparkplug and gets the offence going whenever he gets on base because he gets in the pitchers mind (maybe even have a skill for pitchers that can negate that skill like "strong mind" or something I dunno).
I doubt that they'd really wanna spend time on this kind of thing at least at the moment because what they have certainly isn't broken by any means, but I think it'll make CAP's after 20 years or so maybe a little more interesting. Maybe that's just me.
Also one last thing: I think something like trajectory would help with the gap vs homerun problem people have mentioned. Guys can hit the ball hard but they don't hit homeruns because one reason or another, so a trajectory rating of sorts would help. Some guys hit towering drives and some guys hit liners that are mostly flat with no lift to them per say. I bring the game up again but Power Pros had that as well on a scale of 1 to 4, 1 being the low line drive hitters and 4 being Stanton, lol.
There are multiple ways to implement a fix to the homerun/gap hitters, just depends on what would work better for SCEA≡Comment
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