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  • jd369
    Banned
    • Sep 2008
    • 1341

    #136
    Re: Slow/incorrect animations...

    Originally posted by Pared
    I've done 3rd to first DP's before so saying it is impossible is wrong.

    And that example kurse shows does not indicate any attempt was made to second. That was a regular fielding animation.

    On a side note, let's note turn this into a bitch-fest. Keep the comments constructive because complaining isn't going to do anyone any good. There are some great points being raised - don't ruin that.
    I get what he is saying, the momentum was taking him behind the bag. the animation came to a complete stop. by the time the player came to the stop (taking 3 or 4 unnecessary steps) he was to close to the bag to make a throw. the correct play there was not for the fielder to come to a stop but to flip the ball to the SS while continuing his running motion behind the bag. Im looking for a video on mlb.com of what Im talking about, but havent found one yet.

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    • thaSLAB
      [Player 1]
      • Feb 2008
      • 4495

      #137
      Re: Slow/incorrect animations...

      Originally posted by jd369
      can you PLEASE post a video of that? I havent seen it one time in 3 years of this game now. and Im not talking about running towards 3rd and then doing a spin throw to get a guy that has a speed of 35. I assume that can be pulled off, Im talking about a fundamental side step to the bag and then a balanced throw to first.

      I have to somewhat disagree that complaining doesnt do any good lol. complaining is what usually gets people off their butts to do something about it. otherwise they fall into a lull cause they think everyone is happy with that they put out.
      I believe I have a video of a 5-3 DP, don't remember who the baserunner and batter was, but you can definitely pull it off. I'll check my vids after work and post.

      Also, I have a couple more replays of me fielding dribblers and using quick throw to get rid of the ball immediately, from my Franchise game vs. the Dodgers. As well as one where I fielded a hot shot at 3rd my momentum going into foul territory, quickly planted, threw and... committed a throwing error in the dirt (which I knew it was a bad throw as soon as I released it.)

      Edit:

      Going thru my videos looking for a 5-3 DP, I found this 5-4-3 DP that is similar to your "lob" DP that you posted earlier in the thread. This was definitely pre-loaded on both throws... granted it is Mauer going down the 1B line, but the lead throw was strong from 3rd (I was controlling Inge's side shuffle with the left stick, btw)

      Last edited by thaSLAB; 06-21-2011, 10:50 AM.
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      • jd369
        Banned
        • Sep 2008
        • 1341

        #138
        Re: Slow/incorrect animations...

        Originally posted by thaSLAB
        I believe I have a video of a 5-3 DP, don't remember who the baserunner and batter was, but you can definitely pull it off. I'll check my vids after work and post.

        Also, I have a couple more replays of me fielding dribblers and using quick throw to get rid of the ball immediately, from my Franchise game vs. the Dodgers. As well as one where I fielded a hot shot at 3rd my momentum going into foul territory, quickly planted, threw and... committed a throwing error in the dirt (which I knew it was a bad throw as soon as I released it.)
        hopefully you can find that Id love to see it. quick throw is good, but that does not mean we dont need fast/correct pre-load animations either. I get tired of having to do a "workaround" for so many things that should have been correct in the first place.

        Comment

        • Pared
          Legen - WAIT FOR IT
          • Feb 2003
          • 39337

          #139
          Re: Slow/incorrect animations...

          Originally posted by jd369
          can you PLEASE post a video of that? I havent seen it one time in 3 years of this game now. and Im not talking about running towards 3rd and then doing a spin throw to get a guy that has a speed of 35. I assume that can be pulled off, Im talking about a fundamental side step to the bag and then a balanced throw to first.

          I have to somewhat disagree that complaining doesnt do any good lol. complaining is what usually gets people off their butts to do something about it. otherwise they fall into a lull cause they think everyone is happy with that they put out.
          Well that isn't the case here so let's not go that route. Again, it doesn't do anyone any good.

          The next time I have one I'll post a video of it. It's not like it's the most common scenario in baseball but I'll make a mental note to do it. I would typically go 5-4-3 unless there are no outs.

          Lab - I'm so jealous of you. Wish I had the gung-ho to record my franchise efforts like that.
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          Comment

          • Woodweaver
            Developer
            • Apr 2006
            • 1145

            #140
            Re: Slow/incorrect animations...

            Originally posted by treyraq
            And that's a good thing. Do you guys reassign any?
            Because I think that's the only point guys are trying to get across, is that quite a bit of them trigger during unlikely/unrealistic situations. Or some just don't flat out exist. Hence me saying that new ones would be nice.

            I'm not a developer; I have no idea if 30,000 is 'a lot' or not. I mean, it's relative. Take the railroading-the-catcher animation, for instance. Does the catcher ALWAYS do that sort of roll-backwards-twice kind of thing (when he holds on)??
            (3 year old video from '08 but still the same animation in '11)


            Because that is the only home plate collision animation I ever see (Again, when he holds on. I believe there's one for when the ball is dropped, also?) Maybe there is more? Because if not...new ones would be nice.



            My point exactly. But couldn't they?

            That way, could different types of fielder models, based on different athletic/agility abilities, "own" certain animations?
            Perhaps based off of age, attributes, and even height/weight. Is something like that possible?

            Take the same home-plate collision animation example from above; It would be nice to see someone like David Eckstein not even put a dent into a burly catcher and get stopped dead in his tracks.

            I had a game where Ryan Howard (CPU) made these crazy, athletic plays and cross-body throws and virtually looked like a SS. It was very frustrating to watch because not only should a guy of his stature not have been making those plays (animations), other fielders should be able to that don't.

            (If I didn't save the videos I will frantically play some games against PHI to try to reproduce them!)

            Hey, just trying to help.
            The short answer to your question is "yes" possibly at some point. There are many technological, resource, and temporal limitations that developers face that you are just not aware which make implementation of ideas (even great ones) not viable at any given moment. Trust me, ideas like this one and many, many others are considered every year. As developers, we must weigh the benefits and limitations and prioritize. But, that means there is always room for improvement!

            It's always good to hear suggestions, but keep in mind that just because things seem simple in concept does not always make them easy or practical to implement.
            Last edited by Woodweaver; 06-21-2011, 11:26 AM.
            "Yeah, well, you know, that's just, like, your opinion, man"

            Comment

            • thaSLAB
              [Player 1]
              • Feb 2008
              • 4495

              #141
              Re: Slow/incorrect animations...

              Originally posted by jd369
              hopefully you can find that Id love to see it. quick throw is good, but that does not mean we dont need fast/correct pre-load animations either. I get tired of having to do a "workaround" for so many things that should have been correct in the first place.
              That's the thing tho, it's not a workaround, and it works with preloading too (see the video in my edit) Basically, hold button/stick = hard throw with less accuracy; tap button/stick = quick release; hold button/stick (within vicinity of the base) = run to bag. It's the same for quick throws (after you already have the ball) or preloaded, trust me it works.

              And I'm not against still adding more animations, the more the better, in my opinion. It just seems like you're not allowing yourself to enjoy the game, over something minor. That's what I meant about people wanting a more arcade game, but this isn't it... sometimes (like in real life) you have to take the sure out, eat a throw, or use your cut-off man. And the game allows for all of this control.

              I think the controls and animations make very good baseball sense, once you figure them out. And it usually punishes you if you don't use good baseball sense when playing (i.e. going for a 5-3 DP when a 5-4-3 probably makes more sense.)


              Originally posted by Pared
              Well that isn't the case here so let's not go that route. Again, it doesn't do anyone any good.

              The next time I have one I'll post a video of it. It's not like it's the most common scenario in baseball but I'll make a mental note to do it. I would typically go 5-4-3 unless there are no outs.

              Lab - I'm so jealous of you. Wish I had the gung-ho to record my franchise efforts like that.
              LOL, is that a heart smiley?!

              Yeah, I've been recording my franchise games since '08... not all have been pretty on my end. I'm a baseball geek like that
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              Comment

              • jd369
                Banned
                • Sep 2008
                • 1341

                #142
                Re: Slow/incorrect animations...

                Originally posted by thaSLAB
                That's the thing tho, it's not a workaround, and it works with preloading too (see the video in my edit) Basically, hold button/stick = hard throw with less accuracy; tap button/stick = quick release; hold button/stick (within vicinity of the base) = run to bag. It's the same for quick throws (after you already have the ball) or preloaded, trust me it works.

                And I'm not against still adding more animations, the more the better, in my opinion. It just seems like you're not allowing yourself to enjoy the game, over something minor. That's what I meant about people wanting a more arcade game, but this isn't it... sometimes (like in real life) you have to take the sure out, eat a throw, or use your cut-off man. And the game allows for all of this control.

                I think the controls and animations make very good baseball sense, once you figure them out. And it usually punishes you if you don't use good baseball sense when playing (i.e. going for a 5-3 DP when a 5-4-3 probably makes more sense.)




                LOL, is that a heart smiley?!

                Yeah, I've been recording my franchise games since '08... not all have been pretty on my end. I'm a baseball geek like that
                I think you are missing my point. Its not that I think you should do a 5-3 DP (I know when to turn 5-3 or a 5-4-3, or even attempt a 5-4-3 TP) its that I want to be able to if the situation calls for it. using the stick to run is not a good option when you are going to the bag because you run through the bag. the slide step is absolutely not there and it needs to be. the problem with using the button to go to the base is that if you are close enough to where all you really need to do is stick your foot out and tag the base the game still turns the fielders entire body towards the bag, actually the stick or the button turns the entire body. this removes the ability to turn those DP's Im talking about. It is causing me not to enjoy the game, but it is far from minor. 3 games in a row I have been cost runs due to incorrect or slow animations. thats a 100% failure rate so far. If I end up playing all 162 I will try to keep track of how many games something occurred that should never be in the game in the first place. the game is causing you to take only one out, or eat a throw when you should have been able to get 2 outs or make the throw.
                Last edited by jd369; 06-21-2011, 11:38 AM.

                Comment

                • Joey
                  Pr*
                  • Mar 2004
                  • 1836

                  #143
                  Re: Slow/incorrect animations...

                  Here are a couple videos I recently recorded. One was just last night when my pitcher fielded a dribbler by just picking up the ball, planting, and throwing. Just giving proof that it can be done.

                  <object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/VA5HFDB1QFk?hl=en&fs=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/VA5HFDB1QFk?hl=en&fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>

                  The other is one of my RF fielding a ball at rest on the ground near the wall. I know some say that wall suction draws them to it every time and it's not possible to make a play such as this. While I didn't throw the runner out on this one, I have on a slower runner.

                  <object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/dAiquh356YI?hl=en&fs=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/dAiquh356YI?hl=en&fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>

                  Comment

                  • Bahnzo
                    Can't spell antetokounmpo
                    • Jun 2003
                    • 2809

                    #144
                    Re: Slow/incorrect animations...

                    Originally posted by Joey
                    Here are a couple videos I recently recorded. One was just last night when my pitcher fielded a dribbler by just picking up the ball, planting, and throwing. Just giving proof that it can be done.

                    The other is one of my RF fielding a ball at rest on the ground near the wall. I know some say that wall suction draws them to it every time and it's not possible to make a play such as this. While I didn't throw the runner out on this one, I have on a slower runner.
                    I wonder if there's something going on with the bunt vs dribbler? I've never really had any issues with fielding dribblers (either catcher or pitcher), but it's on bunts where they always seem to double clutch before throwing.

                    Wall suction: it's all a matter of learning to play it correctly. There does seem to be some sort of arbitrary distance that triggers the wall suction animation, but if you learn to control your outfielder you'll rarely see it. It used to be a bane of mine, but I've since learned how to control it and it's no longer an issue.
                    Last edited by Bahnzo; 06-21-2011, 12:16 PM.
                    Steam: Bahnzo

                    Comment

                    • Bahnzo
                      Can't spell antetokounmpo
                      • Jun 2003
                      • 2809

                      #145
                      Re: Slow/incorrect animations...

                      Originally posted by jd369
                      I think you are missing my point. Its not that I think you should do a 5-3 DP (I know when to turn 5-3 or a 5-4-3, or even attempt a 5-4-3 TP) its that I want to be able to if the situation calls for it. using the stick to run is not a good option when you are going to the bag because you run through the bag. the slide step is absolutely not there and it needs to be. the problem with using the button to go to the base is that if you are close enough to where all you really need to do is stick your foot out and tag the base the game still turns the fielders entire body towards the bag, actually the stick or the button turns the entire body. this removes the ability to turn those DP's Im talking about.
                      I totally agree here. This is an instance where the game needs to realize what is happening and trigger an animation to correspond to the situation. Easier said than done, of course...but it's something that I'd very much like to see as well.
                      Steam: Bahnzo

                      Comment

                      • Woodweaver
                        Developer
                        • Apr 2006
                        • 1145

                        #146
                        Re: Slow/incorrect animations...

                        Originally posted by jd369
                        I think you are missing my point. Its not that I think you should do a 5-3 DP (I know when to turn 5-3 or a 5-4-3, or even attempt a 5-4-3 TP) its that I want to be able to if the situation calls for it. using the stick to run is not a good option when you are going to the bag because you run through the bag. the slide step is absolutely not there and it needs to be. the problem with using the button to go to the base is that if you are close enough to where all you really need to do is stick your foot out and tag the base the game still turns the fielders entire body towards the bag, actually the stick or the button turns the entire body. this removes the ability to turn those DP's Im talking about. It is causing me not to enjoy the game, but it is far from minor. 3 games in a row I have been cost runs due to incorrect or slow animations. thats a 100% failure rate so far. If I end up playing all 162 I will try to keep track of how many games something occurred that should never be in the game in the first place. the game is causing you to take only one out, or eat a throw when you should have been able to get 2 outs or make the throw.
                        Using the button or the analog stick to run the SS to 2B...if you cue a throw to 1B as the SS nears the bag (~1-3ft), he will use a slide-step throw. If you do it too early though, he will just throw over to 1B possibly not tagging 2B.
                        "Yeah, well, you know, that's just, like, your opinion, man"

                        Comment

                        • jd369
                          Banned
                          • Sep 2008
                          • 1341

                          #147
                          Re: Slow/incorrect animations...

                          Originally posted by Woodweaver
                          Using the button or the analog stick to run the SS to 2B...if you cue a throw to 1B as the SS nears the bag (~1-3ft), he will use a slide-step throw. If you do it too early though, he will just throw over to 1B possibly not tagging 2B.

                          Ill test this out, but thats not really what Im talking about. also it may be a good idea to put in some video tutorials in of the tougher stick/button combo things that you may not see if you dont know they are there.

                          Comment

                          • Woodweaver
                            Developer
                            • Apr 2006
                            • 1145

                            #148
                            Re: Slow/incorrect animations...

                            Originally posted by Bahnzo
                            I wonder if there's something going on with the bunt vs dribbler? I've never really had any issues with fielding dribblers (either catcher or pitcher), but it's on bunts where they always seem to double clutch before throwing.
                            There is no difference between the two types of hits. I mentioned earlier in the thread that there just needs to be few more faster throw animations from the pick up catches.

                            Originally posted by Bahnzo
                            Wall suction: it's all a matter of learning to play it correctly. There does seem to be some sort of arbitrary distance that triggers the wall suction animation, but if you learn to control your outfielder you'll rarely see it. It used to be a bane of mine, but I've since learned how to control it and it's no longer an issue.
                            The "wall suction" to which you refer is a function of the catch the outfielder makes near the wall. If you approach the wall at a run and/or steep angle, whether the ball is on the ground or on the fly, you have a much greater chance of triggering a catch animation whose momentum would carry the fielder into the wall by the time the branch point (these branch points vary depending on the catch) for a throw or a run is encountered. The animation that runs up to the wall and braces the fielders hands is meant to accomplish two things:

                            1) Prevent odd collision/interpenetration with the wall
                            2) Convey the momentum of the fielder's run to the catch
                            Last edited by Woodweaver; 06-21-2011, 02:11 PM.
                            "Yeah, well, you know, that's just, like, your opinion, man"

                            Comment

                            • Pared
                              Legen - WAIT FOR IT
                              • Feb 2003
                              • 39337

                              #149
                              Re: Slow/incorrect animations...

                              I knew that was in there, woody. I know I've done it.

                              The only thing to really take from this is to perhaps eliminate the exaggerated "set" animations that occur from the lack of the game getting input from the player at the right time to pre-load. Cut the animations shorter and also include some fail animations, such as a bobble or error. Give the user more control in those situations where when the user messes up they KNOW they mess up. I see a lot of claims of bad animations but it is what happens when you miss your pre-load window - the currently one plays out and you're stuck.

                              I'm sure while this is a lot of work (sorry Chris!) it would also add to the control players want over the game.
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                              • jd369
                                Banned
                                • Sep 2008
                                • 1341

                                #150
                                Re: Slow/incorrect animations...

                                Originally posted by jd369
                                Ill test this out, but thats not really what Im talking about. also it may be a good idea to put in some video tutorials in of the tougher stick/button combo things that you may not see if you dont know they are there.

                                also an even better idea I just thought of would be to let us set up scenarios in practice mode. intead of having 15 random plays, if I wanna practice 3b defense with men on first and 2nd with one out I could do that 15 times in a row etc etc.

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