Fielding flyballs should not be this hard
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Re: Fielding flyballs should not be this hard
Had a bad one in a ranked seasons game that probably directly cost me a game. The "throttling" that I mentioned in the other post kicked in while I was holding the stick fully in a direction, but the catch didn't trigger and my outfielder (Kaline) jogged right by the ball. That is, to this point, the first time I've seen that happen where I knew exactly what I was doing. It cost me because two batters later the opponent hit a go-ahead 2 run HR which was the difference in the ballgame.
Never said it isn't happening, or that it didn't need to be fixed. To this point though - it hasn't affected my experience with the game in a major way.Comment
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Re: Fielding flyballs should not be this hard
Those are from the most recent patch but they're not really the issue because they're mostly triggering on standard flyballs that you're gonna catch anyway, it just locks on early and throws off the indicator but doesn't cause negative outcomes (on the whole) -- just looks odd visually.I won't ask for Christmas or birthday gifts if you subscribe to the Operation Sports Newsletter (Not Just Another Roster Update). I write it, and it hits your inbox every Friday morning (for freeeeeee). We also have an official OS Discord you can now join.Comment
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Fielding flyballs should not be this hard
Here’s part of the problem, as I see it.
I have played four full games since the patch and have had zero outfielder-landing-spot issues. None. I even got a couple of The MLB Theme, Stat-Casts showing JBJ making a loooong run for a catch with a 99% route accuracy.
So, maybe I have figured out where to run my guys to and let the animation happen. Maybe.
This isn’t to elicit a response like “Good for you..., just because YOUR game isn’t broken...” blah blah blah.
It’s because while maybe I have figured out the outfielding issue, I am scared to death to turn on the throw meter with Pure Analog Fielding, as I know that there are 5+ errors coming my way, and four of them will be my gold-rated SS throwing the ball wide of first, and then flipping an easy double play ball over the head of my second baseman.
So, while I take to the soap box and lament the Pure Analog Throwing issues, someone will tell me they have played ten games with no errors.
I then don’t berate them, and act like I am ten years old, I just have to figure that person has “figured it out”.
Imagine being on an IT team with 100 computers on staff, and twenty people have issue A, fifty don’t have any at all, ten have both issue A and B, and ten have an entirely different problem that makes their computer “broken”.
Now, how do you fix it so that all groups are happy, AND, so that fifty that are having no issues, don’t come to you after you have “fixed” it, and go on a rant about how NOW, you’ve broken their computer, which prior to your “fix” was fine TO THEM.?
I imagine these problems are really frustrating for SDS and I am under the impression they want the game to run the same, and be perfect for everyone. Why wouldn’t that be the goal?
But just like sliders, with every tweak to Slider A, comes a reactive Effect on Sliders B-Z.
If they would leave MY game just as it is right now, and fix only the Pure Analog throwing meter problem, I’d be thrilled. That’s the only issue I am having. ME.
But, I realize that some morning when I fire up my game and patch 2.xxxxxx get loaded in there, and my outfielders are all messed up and can’t lock on to the ball and won’t pick up a grounder, or God forbid, start crow hopping, slapping their glove pre-throw, and allowing runners to score at will, I’ll be disappointed. But somebody else will have their outfielders camped under a flyball like they want them to be, and it will be MY game that is broken.
It is early in the cycle, I am sure they are working on it, and although right now, they are flat-out flailing at pitches out of the zone, their manager is pretty confident that they can string together some quality patches, and look to turn this around. *
~syf
Footnote-
* Heidi Watney. The Show 2019 Script. Lines 11-21. Copyright 2020.
Sent from my iPhone using Operation Sports"Ain't gonna learn what you don't wanna know"....GDComment
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Re: Fielding flyballs should not be this hard
It's because we all paid money for this game.
It's been a month since this game came out and this problem has not been fixed - if anything it seems to have gotten worse.
I understand having patience when it comes to problems like this, and I am confident that this will be fixed, but I totally get the frustration people are having with this.Here’s part of the problem, as I see it.
I have played four full games since the patch and have had zero outfielder-landing-spot issues. None. I even got a couple of The MLB Theme, Stat-Casts showing JBJ making a loooong run for a catch with a 99% route accuracy.
So, maybe I have figured out where to run my guys to and let the animation happen. Maybe.
This isn’t to elicit a response like “Good for you..., just because YOUR game isn’t broken...” blah blah blah.
It’s because while maybe I have figured out the outfielding issue, I am scared to death to turn on the throw meter with Pure Analog Fielding, as I know that there are 5+ errors coming my way, and four of them will be my gold-rated SS throwing the ball wide of first, and then flipping an easy double play ball over the head of my second baseman.
So, while I take to the soap box and lament the Pure Analog Throwing issues, someone will tell me they have played ten games with no errors.
I then don’t berate them, and act like I am ten years old, I just have to figure that person has “figured it out”.
Imagine being on an IT team with 100 computers on staff, and twenty people have issue A, fifty don’t have any at all, ten have both issue A and B, and ten have an entirely different problem that makes their computer “broken”.
Now, how do you fix it so that all groups are happy, AND, so that fifty that are having no issues, don’t come to you after you have “fixed” it, and go on a rant about how NOW, you’ve broken their computer, which prior to your “fix” was fine TO THEM.?
I imagine these problems are really frustrating for SDS and I am under the impression they want the game to run the same, and be perfect for everyone. Why wouldn’t that be the goal?
But just like sliders, with every tweak to Slider A, comes a reactive Effect on Sliders B-Z.
If they would leave MY game just as it is right now, and fix only the Pure Analog throwing meter problem, I’d be thrilled. That’s the only issue I am having. ME.
But, I realize that some morning when I fire up my game and patch 2.xxxxxx get loaded in there, and my outfielders are all messed up and can’t lock on to the ball and won’t pick up a grounder, or God forbid, start crow hopping, slapping their glove pre-throw, and allowing runners to score at will, I’ll be disappointed. But somebody else will have their outfielders camped under a flyball like they want them to be, and it will be MY game that is broken.
It is early in the cycle, I am sure they are working on it, and although right now, they are flat-out flailing at pitches out of the zone, their manager is pretty confident that they can string together some quality patches, and look to turn this around. *
~syf
Footnote-
* Heidi Watney. The Show 2019 Script. Lines 11-21. Copyright 2020.
Sent from my iPhone using Operation SportsComment
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Re: Fielding flyballs should not be this hard
I think some of you all are taking a stance that doesn't really work here. The stance im talking about is how I've seen people in multiple pages of this thread say if something were wrong then everyone would see the issue. That is not how this works. Bugs and glitches are not something either all or none see. I completley believe there are plenty of people who have yet to experience the issues with fielding in the outfield. I doubt those people are shills or anything like that. They are fortunate people. But I know personally I've had issues and obviously others here have.
There have been major releases in the past that have had issues that make their games literally unplayable. I think New Vegas even had a big at one point that made it impossible to do a quest so you literally couldn't advance your game. I've played numerous games that have had bugs that made certain quests or missions broken in the same manner. The thing is, I never ran into those bugs and was able to complete those quests/games before they were patched. If I used the logic some have displayed here then I would have told all of those people that the game wasnt broken and they were at fault for their game not letting them beat the quests. Do you see how that isn't really accurate at all?“No one is more hated than he who speaks the truth.”
― PlatoComment
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Re: Fielding flyballs should not be this hard
I think the main difference is that, if two people were having the problem, you'd chalk it up as user error. If ten people were having the issue, you'd perhaps think something was up. If video upon video is posted showing basically the exact same issue, that's when you start to realize there's something seriously wrong.
Sent from my SM-G975U using TapatalkComment
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Re: Fielding flyballs should not be this hard
Here’s part of the problem, as I see it.
I have played four full games since the patch and have had zero outfielder-landing-spot issues. None. I even got a couple of The MLB Theme, Stat-Casts showing JBJ making a loooong run for a catch with a 99% route accuracy.
So, maybe I have figured out where to run my guys to and let the animation happen. Maybe.
This isn’t to elicit a response like “Good for you..., just because YOUR game isn’t broken...” blah blah blah.
It’s because while maybe I have figured out the outfielding issue, I am scared to death to turn on the throw meter with Pure Analog Fielding, as I know that there are 5+ errors coming my way, and four of them will be my gold-rated SS throwing the ball wide of first, and then flipping an easy double play ball over the head of my second baseman.
So, while I take to the soap box and lament the Pure Analog Throwing issues, someone will tell me they have played ten games with no errors.
I then don’t berate them, and act like I am ten years old, I just have to figure that person has “figured it out”.
Imagine being on an IT team with 100 computers on staff, and twenty people have issue A, fifty don’t have any at all, ten have both issue A and B, and ten have an entirely different problem that makes their computer “broken”.
Now, how do you fix it so that all groups are happy, AND, so that fifty that are having no issues, don’t come to you after you have “fixed” it, and go on a rant about how NOW, you’ve broken their computer, which prior to your “fix” was fine TO THEM.?
I imagine these problems are really frustrating for SDS and I am under the impression they want the game to run the same, and be perfect for everyone. Why wouldn’t that be the goal?
But just like sliders, with every tweak to Slider A, comes a reactive Effect on Sliders B-Z.
If they would leave MY game just as it is right now, and fix only the Pure Analog throwing meter problem, I’d be thrilled. That’s the only issue I am having. ME.
But, I realize that some morning when I fire up my game and patch 2.xxxxxx get loaded in there, and my outfielders are all messed up and can’t lock on to the ball and won’t pick up a grounder, or God forbid, start crow hopping, slapping their glove pre-throw, and allowing runners to score at will, I’ll be disappointed. But somebody else will have their outfielders camped under a flyball like they want them to be, and it will be MY game that is broken.
It is early in the cycle, I am sure they are working on it, and although right now, they are flat-out flailing at pitches out of the zone, their manager is pretty confident that they can string together some quality patches, and look to turn this around. *
~syf
Footnote-
* Heidi Watney. The Show 2019 Script. Lines 11-21. Copyright 2020.
Sent from my iPhone using Operation Sports
In your soliloquy you conveniently forgot a detail. The throw meter has a difficulty level, fielding does not.
I will quote my original post: "My question is why does there need to be a huge learning curve to fielding easy flyballs? It ain't fun.
If they are going to make it more difficult than it should, please create a fielding difficulty."PSN: Dalton1985
Steam: Failure To CommunicateComment
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Re: Fielding flyballs should not be this hard
I have secondary PS4 that’s “not connected to the internet” so I installed ‘20 on it - no patches. Surprisingly, the outfield plays wonderfully well! Now I need to figure out how to bring updated rosters over with a USB.
I’m sure they will fix the issue but until then, I will create an offline franchise on my offline PS4 and play that."The older I get, the faster I was!"
PSN: RunN1stComment
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Re: Fielding flyballs should not be this hard
I might have an idea about what's causing this, and perhaps a way to mitigate it. After the event that caused my previous post in the thread, I spent Wednesday night in custom practice feeding the CPU fastballs to hit (hopefully in the air and in the park). In that time I had several more plays like that, capped off by this beauty.
<iframe width="560" height="315" src="https://www.youtube.com/embed/DeC3gcG9N-Y" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
So I started thinking about what happened here. One thing is clear about halfway through - I took a bad angle, from the very start. I knew I was off-line and tried to correct, at which point the game throttled my speed, but then failed to activate a catch. Let's be clear - this should have been a catch, and nothing else I say in this post is going to change that. Even though I took a bad initial angle I corrected it to where even the game thought I was in good position (the auto-slowdown/throttle). So there's definitely an issue here that needs the devs attention.
Going back to the very beginning, that bad line I started out on was my fault - the reaction rating can cause slow jumps, but it's not going to start the user off in the wrong direction unless they override it. That's something that's a little new this year - being able to steer that initial jump a bit. I jammed on the stick with that bad angle almost right off the bat, not allowing the CPU to get me off to the proper jump.
So, after I noticed this I started purposely holding off on my input until the CPU took its jump, and then matching my angle as closely as I could to the initial jump. So far at least, it's making a big difference - I've had several plays similar to that since then, and caught them all. The timing to start your stick input during the jump and before your fielder comes to a dead stop is pretty tight, especially on balls hit to the shallow OF because the jump animation is quicker on those. But making the input as late as you can is the best way to ensure you're on the correct line.
So here's my theory: It's only a possibility, but I feel like the user's initial "steering" input might be breaking whatever logic the game uses to decide whether a ball is catchable on difficult plays. This is in no way the user's (mine or anyone else this happens to) fault, especially if they can correct the line before the catch needs to be made. It would be a serious bug that needs fixing ASAP. Letting the CPU take its initial jump without user input - and then following that line with the L-stick - might keep this from happening or at least cause it to happen less. The fact that the user jump steering is new this year would put this issue squarely in the "new feature breaks old gameplay" category if true, which is not all that uncommon in game development.
I'm going to go on playing some actual games like this and see if the initial testing holds up. Would love to get some feedback if anyone else wants to give it a shot. Also, switching to another fielder (L2) would probably have a similar effect, on plays where two fielders should be able to reach the ball. If you do want to try it out and report back, please be objective about what you see. You see, there's no way for anyone but me to know I started the player off on a bad angle, even with a video - the only reason I know that is because I know the CPU doesn't take badly aimed jumps for the user. I trust myself to make judgements about my own experiences, but I can't validate or disprove anyone else's in this case. I'm doing this more in the interest of hopefully narrowing down an issue to send to the devs, but I also just want to still enjoy fielding in this game. So objective feedback would be really helpful.
I have a couple videos of catches I made to post from the first conquest game I tried after starting this approach. Will post them soon.Comment
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Re: Fielding flyballs should not be this hard
I will again stress small sample size and possible confirmation bias here before showing these. There's no guarantee that letting the CPU control the jump allowed me to catch these, but these are exactly the type of plays that weren't triggering catches before at times(including the one that cost me the RS game). And these are the kinds of plays I want to see much more of. It looks more like last year's fielding, and years prior to that.
<iframe width="560" height="315" src="https://www.youtube.com/embed/Ih6DI26d3xY" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
Honestly, this is the one I feel like I have the least chance of catching if I try to interfere with the jump here. Because I tend to cut inward too much (like the video in the last post) and realize I'm not on the right line. There's no way I take an angle to this ball that starts that far back unless the CPU is putting me on it.
<iframe width="560" height="315" src="https://www.youtube.com/embed/Kngh-mm5wfw" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
Not a routine catch, but I've seen a lot of balls like this go by people without triggering a catch. This one is throttled down automatically as soon as I start my input - I am holding the stick full tilt all through the route after the initial jump puts me on-line
<iframe width="560" height="315" src="https://www.youtube.com/embed/Wc0KAPnfFvA" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
This is the most awkward one, and I was sure it wasn't going to play a catch. It's full speed initially, but then throttles just before triggering the catch animation. We take those...lol.Last edited by bcruise; 04-16-2020, 03:33 AM.Comment
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Re: Fielding flyballs should not be this hard
In your soliloquy you conveniently forgot a detail. The throw meter has a difficulty level, fielding does not.
I will quote my original post: "My question is why does there need to be a huge learning curve to fielding easy flyballs? It ain't fun.
If they are going to make it more difficult than it should, please create a fielding difficulty."
Well, this explains everything.
Could you direct me as to where I can find the Throwing Difficulty setting/slider?
Talk about a broken game... You still have the ability to toggle the throwing difficulty on your 20’ version, and my game doesn’t even come with that option ...
Where do I find it?
And, it was more diatribe than soliloquy.
~syf
Sent from my iPhone using Operation Sports"Ain't gonna learn what you don't wanna know"....GDComment
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Re: Fielding flyballs should not be this hard
Gotta agree with you chaseB. That play Canes IRL your centerfielder would have 100% collided with the wall. That was straight turn and sprint. No way in he** anybody other than a speed god or elite fielder would avoid the wall.
The hit was a rope as well. If a player makes a catch like that irl they would likely be on MLB top 100 plays of the year. Because a jump & collide or sprinting collide was guaranteed
You ran straight back at a dead sprint for at least 100 feet on a catch that's not easy to make with a meh fielder. It's an animation issue in that instance more than it's super bad he didn't make a catch right at the wall where in real life he wouldn't be going full speed and then dead stop once he hits the warning track because he'd already be scared he's gonna crash into that wall. It's video game logic mixing with real life logic in a bad way, but I do agree it's an animation-triggering issue in that there should be a head-tracking moment where it transitions into a catch/non-catch not just smacking ya in the dome.Catch Madden 15/ NBA 2k15 Footage on my Twitch Channel
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Re: Fielding flyballs should not be this hard
Had my LF playing in Toronto actually go through the wall in foul territory and make a catch 5 rows deep in the stands.
Fielding has gotten worse. Between the balls hitting OFs to them not even picking balls up that are right next to them on the ground.Comment
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Re: Fielding flyballs should not be this hard
Well, this explains everything.
Could you direct me as to where I can find the Throwing Difficulty setting/slider?
Talk about a broken game... You still have the ability to toggle the throwing difficulty on your 20’ version, and my game doesn’t even come with that option ...
Where do I find it?
And, it was more diatribe than soliloquy.
~syf
Sent from my iPhone using Operation SportsComment
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