Really liked a lot of what I saw and heard in this stream. The whole discussion about the timing of the throwing mechanic start point brought back some memories of this discussion I had with Woodweaver during the '16 cycle (my first post is #8 and he responds a short while later):
https://forums.operationsports.com/f...throw-run.html
Basically, part of the issue back then is that the backhand animation queued before I could even start to preload my throw - I had no control of my player movement at all, and the batter/runner was safe because I had a bad animation. To their credit, this was improved in '17 and '18, to the point where long animations on simple plays like that rarely affected the outcome (though the user still had minimal control over the urgency of the throw they got).
But now, if I'm understanding this right, it's a whole new level of user control. If the player's catch/throw animation doesn't queue up until the user starts their throw input, then we aren't locked into pre-catch routines anymore. If that's how it is, that's absolutely huge and will be felt on every ball put into play. Pre-loading's still fine (and probably encouraged), but on plays where you want to be flexible and maybe have to react to runner movement, the user should be able to control the fielder's movement deeper into the play without being locked into an animation which might limit their ability to make a play.
I wish I could explain what I'm trying to say more clearly, but I really hope that's the case.
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