I have been all-in with Pure Analog Throwing for defense since its inception, and now it is time for an explanation from somewhere as to how it actually works.
I have been here since 2003, so I know all about the "Hey Developer" rules, but as my posts have fallen on deaf ears with regards to collision detection and how this throwing method actually works, I would like someone to explain it.
First off, if the method of throwing is input-based, why does it not share the meter that the button-throwing uses? When you push the stick towards first base, when throwing from SS, you get green >>>> that ALWAYS have the same number of >>>>'s. How hard did I throw it? How close was I to the target to where I was meaning to push the stick? How accurate was my throw-input? You get NOTHING. You get green, yellow or red.
Green means the ball is going to be on target.
Yellow means you will pull the F****** first baseman up the line, off the bag, and the runner will be safe EVERY TIME.
Red means the ball is going full-Knoblauch, and will end up somewhere in the crowd or bouncing around near the fence.
How about a Golf Club 2019 feedback that shows the stick input when you airmail a throw?
How about one > for a nice, easy toss and five>'s for a bullet throw required to get a speedy runner?
How about when you choose a nice. easy throw, the target area of shich you are able to successfully make an accurate throw is larger, and therefore less likely to be offline?
How about when you need to really fire the ball across the diamond, or when you unleash fury from the outfield, or make an easy flip to second base, the Meter On indicator isn't exactly the same for three different throws?
Do I aim for first base at the 3 o'clock position as the target regardless of where my fielder is? Meaning, if I am at SS, and throwing from deep in the hole, is the 3 o'clock position still absolute first base, or is it contextual, and do I need to throw closer to the 4 o' clock position to adjust for the fielder's position when he goes to throw it?
If I am throwing from right field to first base, after perfectly executing the shift, and my second baseman fields an easy grounder to short right field, is the same cheese-proof filter that does not allow right fielders to throw guys out at first, kick in, and that is why the majority of my easy plays, made even easier by my perfect defensive placement, are yellow, and the runner is safe?
Do I need to throw that ball to a different position than 3 o'clock, as my fielder is standing in the outfield?
I want so badly to have some sort of input with regards to the Pure Analog Throwing, other than turning the meter to off, and just having the fielder make the throw he is going to throw. I want to see if that backhand from Devers, that takes him into foul ground behind third, turn into a seed across the diamond, and get the runner... but...
I have NO GD IDEA HOW THIS SYSTEM WORKS.
This is not a Hey Developer thread.
This is not a "Give me your opinion, but you really don't know the answer" thread.
I have read countless (Excellent) breakdowns on Classic Pitching, and not once has there been any corroboration from the folks who actually built that system, to come on and say "This part in your explanation is totally correct" or "You got this wrong, but you are close".
Why does an easy third-out flip from a gold-rated second baseman to the shortstop result in the ball going off target so often? Does the target you need to push the stick to change dynamically as the situation is different?
If we are talking about the target areas as pieces of pie, does a gold-rated infielder get a larger slice of pie (more error margin) than the rookie that just got called up?
Does that piece of pie shrink, even for a gold-glover, when the situation is more intense?
Is the Piece of Pie or Wedge of Influence (that's my term) even part of the equation?
Is the wedge changing based on the footwork, and position of the fielder?
If I move Devers to an Extreme Pull position for a power hitting righty, and the batter grounds the ball to my perfectly-positioned player, and he takes a nice easy step towards first, how the in flying fiddle does that throw turn yellow on a routine play?
Did I need to aim somewhere other than perfect 3 o'clock on the watch dial?
With the social distancing in place, and the programmers and designers probably reading some of these comments and having a few minutes extra time on their hands, in lieu of some major fly-ball issues that the core customers are going through, can we get someone in the know to swing by and give us a little insight as to... oh, I don't know, maybe how the game is supposed to work?
Anyone want to comment on why the Throwing Difficulty toggle was removed?
Seems to me that a player with awesome stick-skills (assuming the analog throwing works in some sort of fashion as I have outlined) could adjust his or her skill or difficulty level, and make the WOI smaller. Meaning, the piece of pie, that represents an accurate throw, could be made larger or smaller, by user definition.
My gosh, was there not enough slots in the Gameplay options screen to leave a difficulty slider on the Pure Analog Throwing option? Seriously?
But then maybe... just maybe, the Throwing Difficulty slider option was rendered useless by the implementation of the Analog Throwing... but we don't know that because no one actually knows how it works...
So, I am asking with all due respect, can we someday get a breakdown on how the Analog Throwing works, how the targeting works for accuracy, how stats and player-levels work for and against the system, do player-ratings matter in how exact the aiming has to be, is the throw dynamically influenced towards a different target area based on where the fielder is making the throw from, does pre-loading the throw too early or to late have an influence on accuracy, and if so, how...
You added this option, you gave us the ability to use this option in the game, you then took away any ability for the user to adjust how hard the system is, with the majority of the users having no idea how the system is supposed to actually work- that isn't working properly.
I've pledged my $50-$79 every year for this game on release day for more than ten years.
I'd hope that my $700 investment should get me some access as to how the game I buy every year actually works.
~syf
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