Throwing Errors

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  • green94
    MVP
    • Feb 2004
    • 3131

    #16
    Re: Throwing Errors

    Chiming in here... I’ve played 2 games post patch:

    Have not seen one throwing error but have seen 2 instances of OF’s not being able to lock on the ball (which was supposedly fixed).

    So to this point, throwing errors seem greatly reduced albeit small sample size. Will update after a few more games.

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    • tabarnes19_SDS
      Game Designer
      • Feb 2003
      • 3084

      #17
      Re: Throwing Errors

      I have yet to see throwing error in 40 games with button throwing and meter on. I may try meter off.

      Sent from my SM-N960U using Tapatalk

      Comment

      • stealyerface
        MVP
        • Feb 2004
        • 1803

        #18
        Re: Throwing Errors

        Analog Throwing seems to have a major maladjustment when it comes to playing with the throwing meter On or No Feedback.

        With the Throwing Errors slider set at Zero, there is no way there should be 5-7 errors a game on throws where the fielder has set himself perfectly, and throws to the bag. No way.

        Now, is it possible that after so many years, my controller is "loose" on the R-stick? Maybe (insert awesome joke here)

        Is it possible that so many rounds of boxing and UFC and Golf have destroyed the "feel" of the stick, and I cannot get it to the corresponding throw area for non-error type situations? Possible.

        But until we get some sort of feedback on what in the name of all things holy is going on with the stick and the obnoxious errors that pulls the first baseman off the base... I'll be switching to "Off" and letting the ratings decide the coin flip of the throw.

        An easy grounder to an 88 rated second baseman, does not result in a yellow throw, which in this game, a yellow throw to first means "Always an error". No way.

        So, while I love analog throwing, and prefer to have some input into what happens on the play, I'll be bowing out for now.

        The WOI (Wedge of Infulence) needs to be user based, as well as ratings based, and situational. An easy groundball to shortstop, pickup up cleanly, and with a mid-range speed runner, should have a 3 o'clock wedge that is about the size of 1:30 pm to 4:30 pm. Lots of time, nice easy pickup, results in a less-risky throw, thereby the equation gives a large WOI.

        A backhand play at short, coupled with a speedy runner, turns the wedge zone from 2:30 to 3:30. That throw needs to be on the money, and accurate, and hard. Add a 90+ rated fielder, and the zone moves to a 2pm-4pm wedge.

        Have a low-rated fielder, and a fast runner, and an off-balance throw, and you have to drop that R-stick exactly at 3pm to have a shot at the runner.

        THIS is how the analog fielding should be handled. And have a Defensive Skill Level for ****** sake. We can choose the skill level for batting and pitching, but nothing for playing defense? Makes no sense.

        I LOVE analog throwing, and with my WOI (which I have expanded on for five years) this woudl make playing defense so fun, so dynamic, and so much more immersive- that it would become a large part of the decision making when it came to fielders, and who is on the field in high-stress situations. Swap the big bat for your steady glove late in the game, and that 1st base wedge moves to an exponentially bigger wedge.

        Until they address this, or I swap controllers and see if this is self inflicted, I am back to Throw Meter OFF.

        Which is a shame.

        ~syf
        "Ain't gonna learn what you don't wanna know"....GD

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