Pure Analog Throwing

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  • stealyerface
    MVP
    • Feb 2004
    • 1803

    #1

    Pure Analog Throwing

    Well...

    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
    "Ain't gonna learn what you don't wanna know"....GD
  • RunN1st
    MVP
    • Oct 2002
    • 2906

    #2
    Re: Pure Analog Throwing

    I’m trying to also use analog throwing. I thought my throws were wonky because I’m remote playing from my Vita but I guess that’s not the case.
    "The older I get, the faster I was!"
    PSN: RunN1st

    Comment

    • LastActionHero
      MVP
      • Feb 2009
      • 2453

      #3
      Re: Pure Analog Throwing

      I feel you man, when analog first got introduced I was pumped but after 2 years I let it go and switched to button accuracy.

      I totally agree analog needs the same sort of visual aid as button accuracy. We should see some sort of direction arrow above the player that you can still adjust on the fly. So when you see you are pushing the analog stick a little offline you can still adjust it.

      Now when you see it’s red you can do 2 things: let it fly and accept the imminent error or cancel the throw. Both of themm not ideal and not very real if you ask me.
      "When it's all set and done, reality is the best innovation."

      Comment

      • stealyerface
        MVP
        • Feb 2004
        • 1803

        #4
        Re: Pure Analog Throwing

        I play with throw cancelling off, as I d not want to have a chance to undo a bad throw.

        I would ideally want to play with the meter set to “No Feedback”. I don’t want to know before hand that there is an errant throw coming.

        I only recently have switched to the Throw Meter On, in an attempt to learn what I was doing wrong.

        However, all I have uncovered is the soft, underbelly of a system with no instructions, and seemingly devoid of any operational features that can be unearthed.

        It would be like a car manufacturer touting DSC. Dynamic Steering Control.

        Then when a customer buys the car and says, “Hey, what is DSC, and how does it work?”, the response from the manufacturer is, “However you think it does”.

        It’s frustrating, and not acceptable.
        ~syf


        Sent from my iPhone using Operation Sports
        "Ain't gonna learn what you don't wanna know"....GD

        Comment

        • nemesis04
          RIP Ty My Buddy
          • Feb 2004
          • 13530

          #5
          Re: Pure Analog Throwing

          I feel like most of the fielding mechanics have regressed through the years. In the link below I did a thread talking about how I felt button accuracy has become too basic when compared to when it was introduced.

          The same could be said for analog. When introduced you could see your throw strength and you could see the accuracy allowance when throwing to a base. Now they have all become basic functions with no ability to even adjust the difficulty for them.

          “The saddest part of life is when someone who gave you your best memories becomes a memory”

          Comment

          • jeffy777
            MVP
            • Jan 2009
            • 3325

            #6
            Re: Pure Analog Throwing

            Agreed with Nemesis.

            Hate to say it, but MLB 2K had much better throwing mechanics/meters 10 years ago...

            Comment

            • leafs nation
              Rookie
              • Nov 2005
              • 160

              #7
              Re: Pure Analog Throwing

              There are a lot of things 2k did better than the show. MLB 2k was terrible until mlb2k12 in my opinion. I bought a ps3 in 2010 to try the show because of how bad 2k was doing. I thought the show was good but very overated for what I had read about it here at operation sports.
              Fast forward to mlb2k13 I had heard mlb2k12 was good but I had kind of given up on it by then. I saw 2k13 for sale after it came out and gave it a shot. My god! In my opinion best baseball game ever made. The throwing better than the show. The hitting way better than the show. The pitching miles ahead of the show. Presentation is not even comparable, MLB 2k torches the show.
              I bought a PS4 as the prices have gone down and I miss MLB baseball video games so I picked up the show 20 and the only thing I like about it more is the retractable roof stadiums have both options. Other than that MLB 2k13 is so much better than any show including this year.
              Last edited by leafs nation; 04-18-2020, 04:53 PM.

              Comment

              • Padgoi
                Banned
                • Oct 2008
                • 1873

                #8
                Re: Pure Analog Throwing

                Unfortunately I don't think you're ever going to know the answers to these questions. Because, contrary to popular belief, I feel they do this intentionally so as to create the aura of being a realistic universe in which errors just happen. In other words, it might have nothing to do with your throw input, but the game has to generate a realistic number of errors so instead of telling you how it works, they simply stay mum so that when you do make an error, you chalk it up to user error rather than the game just deciding randomly that it was time to make an errant throw.

                Sent from my SM-G975U using Tapatalk

                Comment

                • cjoubert
                  Rookie
                  • Jan 2016
                  • 15

                  #9
                  Re: Pure Analog Throwing

                  Great post. Mashing buttons just doesn't appeal to me. Analog just seems so natural for throwing (and hitting for that matter but i gave up on analog hitting when they dumbed it down to where stride timing doesnt matter anymore)

                  Comment

                  • natejelinek
                    Rookie
                    • Sep 2011
                    • 57

                    #10
                    Re: Pure Analog Throwing

                    This doesn't pertain directly to analog throwing but I believe I read somewhere a few years ago that the ps4 controller doesn't have pressure sensors on the main buttons.. meaning that the current game can't use the button accuracy throwing engine that was used before.. Originally, we could push the button down at various strengths/pressure?? to increase/decrease throw power.

                    Overall, both throwing engines could use some improvement

                    Comment

                    • RockPowderDownLoL
                      Rookie
                      • Nov 2015
                      • 219

                      #11
                      Re: Pure Analog Throwing

                      tl;dr but im gonna like it just cause i get the sentiment.

                      Comment

                      • FairCatchMANIA
                        Rookie
                        • Apr 2014
                        • 59

                        #12
                        Re: Pure Analog Throwing

                        Just commenting to say I completely agree with this post. I've been faithful to Pure Analog Fielding since its introduction, mainly because it just feels so natural to use the analog sticks to throw, but the total lack of feedback as to how the system works is really trying my patience. I can't articulate how frustrating it is to have a gold-fielding second baseman not be able to initiate a double-play with a simple throw to the shortstop because I'm not sure if I should be directing the right stick at "straight twelve o'clock" or "slightly 'off' twelve o'clock" depending on the angle at which the 2B is making the throw. And it seems like when I try either way there's as much of a chance of the arrrow-meter turning yellow each time, and the SS is pulled off of second base.

                        I try to keep analog fielding on when I play franchise games, I guess to allow for realistic "freak" errors, but I've had to switch to button throwing for when I'm doing Diamond Dynasty "moments" or any game that's a means to gaining some kind of DD objective as opposed to just playing for pleasure.

                        I would just like an explanation from someone in the know as to how Pure Analog throwing is intended to work -- how we're supposed to correctly register inputs. I don't even care if the system is flawed and needs tweaking with a patch (or even with the next edition of the game in '21), I just want to know HOW it's supposed to be working, because if it turns out that I'm inputting commands incorrectly, than I'm totally fine when my gold-ranked 3B can't accurately make a routine throw across the diamond.

                        PLEASE SOMEONE HELP!!!

                        Comment

                        • nemesis04
                          RIP Ty My Buddy
                          • Feb 2004
                          • 13530

                          #13
                          Re: Pure Analog Throwing

                          Originally posted by FairCatchMANIA
                          Just commenting to say I completely agree with this post. I've been faithful to Pure Analog Fielding since its introduction, mainly because it just feels so natural to use the analog sticks to throw, but the total lack of feedback as to how the system works is really trying my patience. I can't articulate how frustrating it is to have a gold-fielding second baseman not be able to initiate a double-play with a simple throw to the shortstop because I'm not sure if I should be directing the right stick at "straight twelve o'clock" or "slightly 'off' twelve o'clock" depending on the angle at which the 2B is making the throw. And it seems like when I try either way there's as much of a chance of the arrrow-meter turning yellow each time, and the SS is pulled off of second base.

                          I try to keep analog fielding on when I play franchise games, I guess to allow for realistic "freak" errors, but I've had to switch to button throwing for when I'm doing Diamond Dynasty "moments" or any game that's a means to gaining some kind of DD objective as opposed to just playing for pleasure.

                          I would just like an explanation from someone in the know as to how Pure Analog throwing is intended to work -- how we're supposed to correctly register inputs. I don't even care if the system is flawed and needs tweaking with a patch (or even with the next edition of the game in '21), I just want to know HOW it's supposed to be working, because if it turns out that I'm inputting commands incorrectly, than I'm totally fine when my gold-ranked 3B can't accurately make a routine throw across the diamond.

                          PLEASE SOMEONE HELP!!!
                          I don’t feel that it’s original premise has changed. What has changed is its feedback system is not prominent anymore. In the past you could see the accuracy allowance at all the bases which was represented under the player. The player’s ratings and the play difficulty determined the size of those icons. Anything outside those ranges based on how far off you were resulted in your yellow and red throws. The system to me has always been flawed where a yellow throw always pulled the player away from the play instead of it being a percentage type play. I have not investigated and taken the time to snap a pic and zoom in to see if those icons are there but in reality you should not have to do that because they should be prominent when playing.

                          Throw strength is also absent, originally it showed up under the player then it moved to the chevrons and now the chevrons offer no such feedback anymore. Full throttle throws also increased your chances of over throws as well.

                          Unfortunately all of these throwing mechanics have become a shell of what they once were, which is a shame because fielding was one of my favorite tasks with the earlier mechanics.
                          “The saddest part of life is when someone who gave you your best memories becomes a memory”

                          Comment

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