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Re: Slow/incorrect animations...
Just take any USB stick and in the XMB (main interface) find the video under Videos. Press triangle and copy to the drive.
Then take the drive put it in any computer and upload it to YouTube.<!--[if gte mso 9]><xml> <o:OfficeDocumentSettings> <o:RelyOnVML/> <o:AllowPNG/> </o:OfficeDocumentSettings> </xml><![endif]--><!--[if gte mso 9]><xml> <w:WordDocument> <w:View>Normal</w:View> <w:Zoom>0</w:Zoom> <w:TrackMoves/> <w:TrackFormatting/> <w:PunctuationKerning/> <w:ValidateAgainstSchemas/> <w:SaveIfXMLInvalid>false</w:SaveIfXMLInvalid> <w:IgnoreMixedContent>false</w:IgnoreMixedContent> <w:AlwaysShowPlaceholderText>false</w:AlwaysShowPlaceholderText> <w:DoNotPromoteQF/> <w:LidThemeOther>EN-US</w:LidThemeOther> <w:LidThemeAsian>X-NONE</w:LidThemeAsian> <w:LidThemeComplexScript>X-NONE</w:LidThemeComplexScript> <w:Compatibility> <w:BreakWrappedTables/> <w:SnapToGridInCell/> <w:WrapTextWithPunct/> <w:UseAsianBreakRules/> <w:DontGrowAutofit/> <w:SplitPgBreakAndParaMark/> <w:EnableOpenTypeKerning/> <w:DontFlipMirrorIndents/> <w:OverrideTableStyleHps/> </w:Compatibility> <m:mathPr> <m:mathFont m:val="Cambria Math"/> 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Operation Sports is NOT a website for you to bitch and moan about sports gaming.
That's not the meaning of constructive criticism.
*Official Miami Heat Haters Club Member #1*Comment
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Re: Slow/incorrect animations...
I haven't read this whole thread, so I don't know if this has been stated already, but...
My last game I turned off the throw meter (you can set it to On, No Feedback, or Off) and the animations seemed to be a lot smoother and realistic. Basically you just select the base to throw to and the game seems to choose a more suitable animation.
I only tried this for about half a game, but I liked what I saw... For both outfield and infield... It was an immediate improvement.
Far too often I see animations by fielders that don't fit the situation. With the throw meter on, or set to no feedback, the game seems to punish you too much if you don't have the timing just right... Seems to me they need to make it less about user timing and more about situation and context.
edit:
And I'm not talking about branching vs. non-branching... I'm talking about fielders going into a "routine play" animation when they should be getting rid of the ball a lot quicker... And animations on double plays... And animations by outfielders setting up to throw...
Having the throw meter off seems to give you more proper animations... Animations more suited to the situation at hand.Last edited by spit_bubble; 05-27-2011, 02:32 PM.All ties severed...Comment
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Re: Slow/incorrect animations...
Okay... So you actually already have the throw meter off?
I don't know then... It's pretty clear the fielding animations in this game need to be tightened up a bit... Including a better recognition of context so that the proper animation is triggered.
In the meantime... I was actually getting pretty good at fielding with the throw meter set to no feedback, but would still occasionally see animations not suited for the situation... Which prompted me to turn off the throw meter. I think one thing to keep in mind is that a lot of the animations are pretty long, and so the sooner you make a decision on where to throw, I think the better off you're going to be. Because I know that after turning off the throw meter, not having to concern myself with the strength of the throw, allowed me to enter the commands sooner... And perhaps led to animations that look a lot smoother and realistic.
Last edited by spit_bubble; 05-27-2011, 02:51 PM.All ties severed...Comment
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Re: Slow/incorrect animations...
I haven't read this whole thread, so I don't know if this has been stated already, but...
My last game I turned off the throw meter (you can set it to On, No Feedback, or Off) and the animations seemed to be a lot smoother and realistic. Basically you just select the base to throw to and the game seems to choose a more suitable animation.
I only tried this for about half a game, but I liked what I saw... For both outfield and infield... It was an immediate improvement.
Far too often I see animations by fielders that don't fit the situation. With the throw meter on, or set to no feedback, the game seems to punish you too much if you don't have the timing just right... Seems to me they need to make it less about user timing and more about situation and context.
edit:
And I'm not talking about branching vs. non-branching... I'm talking about fielders going into a "routine play" animation when they should be getting rid of the ball a lot quicker... And animations on double plays... And animations by outfielders setting up to throw...
Having the throw meter off seems to give you more proper animations... Animations more suited to the situation at hand.
You can't have it both ways you want super smooth animations and transitions you must give up some user control. You want more control well your going to give up some of those super smooth animations and transitions.
This will not change not next year or in MLB 13. It will always be like this for everything you get you must give something up for it.
The community wanted more user control in fielding well that's what we gave you in MLB 11 with Pure analog throwing. In addition we re-wrote all the fielding ratings in the game to produce more variation in on field play. We also lessened the "suction" area for catch's. Fielding will receive another update 12, but you shouldn't expect a wholesale change in the future.Comment
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Re: Slow/incorrect animations...
You can't have it both ways you want super smooth animations and transitions you must give up some user control. You want more control well your going to give up some of those super smooth animations and transitions.
This will not change not next year or in MLB 13. It will always be like this for everything you get you must give something up for it.
The community wanted more user control in fielding well that's what we gave you in MLB 11 with Pure analog throwing. In addition we re-wrote all the fielding ratings in the game to produce more variation in on field play. We also lessened the "suction" area for catch's. Fielding will receive another update 12, but you shouldn't expect a wholesale change in the future.
The one example that seems to come up most often when I play is the infielder who decides to double clutch before he throws, as if it were a routine play where he had a lot of time... When in reality it is a play where he needs to get rid of it in a hurry because it's not a routine play.
As the original poster has alluded to, this issue seems to come up quite a bit...
Double plays are another situation that comes to mind... Often times the urgency just isn't there in the animation, when it really should be.
It's hard for me to tell if this type of thing is user controlled, but as I noted above it seems that if you enter the throw command earlier, you'll get an animation that has the fielder releasing the ball with more urgency...
Maybe I'm wrong on that...
Whatever the case, overall there just seems to be too great a frequency of animations where a fielder looks like he has no sense of the play he is trying to make, and will hold the ball far too long.All ties severed...Comment
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Re: Slow/incorrect animations...
No you're not wrong, I get that a lot, and I completely agree with everything you said.
I've learned to live with it, but there is no way it cannot be improved, because I've played other baseball games in the past, and I've seen alternatives. Nothing is more frustrating than losing a play or double play because the CPU decides its a routine play, when it takes over for an animation, or decides to lollipop my throw, or underarm it, etc... even though I'm holding the button down for a maxed out throw.
I have even seen times where the CPU will take over on ground balls, and the fielder will stay back and field it nonchalantly, regardless of the situation (It was a ball hit by Carl Crawford, ugh...), and I had no control of my fielder until he fielded the ball, so I was forced to watch as he just slowly trotted around like if it was a foul ball or something.
Another user put it perfectly in another thread. There just isn't any sense of urgency demonstrated by the fielders. Turning off the throw meter helps the issue for sure, but I don't like how the game feels without the throw meter system. In the outfield it isn't so bad (other than the "suction"), but I see poor infield animation choices at least a couple of times a game.Comment
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Re: Slow/incorrect animations...
I wasn't asking for more control... Just animations that fit the situation better.
The one example that seems to come up most often when I play is the infielder who decides to double clutch before he throws, as if it were a routine play where he had a lot of time... When in reality it is a play where he needs to get rid of it in a hurry because it's not a routine play.
As the original poster has alluded to, this issue seems to come up quite a bit...
Double plays are another situation that comes to mind... Often times the urgency just isn't there in the animation, when it really should be.
It's hard for me to tell if this type of thing is user controlled, but as I noted above it seems that if you enter the throw command earlier, you'll get an animation that has the fielder releasing the ball with more urgency...
Maybe I'm wrong on that...
Whatever the case, overall there just seems to be too great a frequency of animations where a fielder looks like he has no sense of the play he is trying to make, and will hold the ball far too long.Comment
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Re: Slow/incorrect animations...
Yes, and they can be yours for only $19.95.
Seriously though, don't really have time to test this stuff out, but you don't have to play the game for very long to see what I am talking about.
Like I said above I haven't figured out what they are tied to... I'm starting to think that maybe I'm wasn't holding the throw meter button down long enough, so that an "accurate" throw triggered the "routine play" animation...
Or maybe it is in fact timing... Like the earlier you enter the command the quicker you get rid of the throw...
Or maybe it's some other factor like a player's ratings...
Whatever the case you rarely see a major league infielder take his time getting rid of the ball, unless it's hit hard right at him... And the baserunner's name isn't Ichiro.All ties severed...Comment
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Re: Slow/incorrect animations...
I agree. There are slow animations, players not hustling when they need too, mainly the canned animation of the outfielders taking a slow arc coming into a ball.
The double plays aren't that bad, that I've noticed, but yes there have been times when they are too slow.
Russell I'm not bashing the game or you guys, I love the game it's the only thing I own it' keeps me so entertained I don't worry about other games, but there are some instances, not prevalent enough to say it screws with the game. But I have seen what these guys are talking about, it has cost me a few games, but it's baseball and anything can happen.Comment
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Re: Slow/incorrect animations...
If you see them, post videos. It's the only way to know if you did something as a user to screw up the play and that's the INTENDED PURPOSE or it's something that actually needs to be addressed.<!--[if gte mso 9]><xml> <o:OfficeDocumentSettings> <o:RelyOnVML/> <o:AllowPNG/> </o:OfficeDocumentSettings> </xml><![endif]--><!--[if gte mso 9]><xml> <w:WordDocument> <w:View>Normal</w:View> <w:Zoom>0</w:Zoom> <w:TrackMoves/> <w:TrackFormatting/> <w:PunctuationKerning/> <w:ValidateAgainstSchemas/> <w:SaveIfXMLInvalid>false</w:SaveIfXMLInvalid> <w:IgnoreMixedContent>false</w:IgnoreMixedContent> <w:AlwaysShowPlaceholderText>false</w:AlwaysShowPlaceholderText> <w:DoNotPromoteQF/> <w:LidThemeOther>EN-US</w:LidThemeOther> <w:LidThemeAsian>X-NONE</w:LidThemeAsian> <w:LidThemeComplexScript>X-NONE</w:LidThemeComplexScript> <w:Compatibility> <w:BreakWrappedTables/> <w:SnapToGridInCell/> <w:WrapTextWithPunct/> <w:UseAsianBreakRules/> <w:DontGrowAutofit/> <w:SplitPgBreakAndParaMark/> <w:EnableOpenTypeKerning/> 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mso-style-priority:99; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin-top:0in; mso-para-margin-right:0in; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0in; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} </style> <![endif]-->[OS Vets NBA 2k7 Champion]
Now Playing: TLOU: Remastered
Operation Sports is NOT a website for you to bitch and moan about sports gaming.
That's not the meaning of constructive criticism.
*Official Miami Heat Haters Club Member #1*Comment
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Re: Slow/incorrect animations...
So how long exactly do you have to play the game before this becomes noticeable (the double play problem)? Just wondering because I've had it since launch and haven't seen it. You really should post video and maybe someone can help because turning two is not a problem.
Yes, and they can be yours for only $19.95.
Seriously though, don't really have time to test this stuff out, but you don't have to play the game for very long to see what I am talking about.
Like I said above I haven't figured out what they are tied to... I'm starting to think that maybe I'm wasn't holding the throw meter button down long enough, so that an "accurate" throw triggered the "routine play" animation...
Or maybe it is in fact timing... Like the earlier you enter the command the quicker you get rid of the throw...
Or maybe it's some other factor like a player's ratings...
Whatever the case you rarely see a major league infielder take his time getting rid of the ball, unless it's hit hard right at him... And the baserunner's name isn't Ichiro.Comment
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Re: Slow/incorrect animations...
Here ya go... Only took five innings in the first game played since I posted here last...
<embed src="http://img864.imageshack.us/flvplayer.swf?f=Poma" width="640" height="388" allowFullScreen="true" wmode="transparent" type="application/x-shockwave-flash"/>
This is with the throw meter on... A preloaded strong throw, though the meter wasn't all the way full... Instead of planting his right foot after he fields the ball and turning to throw to start the double play, the 1st baseman takes two extra steps... Runners safe all around...
It's just a bad animation... Way out of context... Looks like he's taking infield practice...
Don't know really what I should have done different... Preloaded earlier??? How early do you have to preload?
I know some might say his momentum carried him, but please... He only took two steps to his left, and even a mediocre high school player would have made a better play than this.
edit:
Really he should already be turning when he fields the ball... And this is what I mean when I say there doesn't seem to be any real awareness of the play that needs to be made... Way too many of the animations don't seem to be relevant to the play at hand.
I realize adding all the necessary animations is asking too much, but asking for basic fundamentals isn't. The basic fundamental that's missing here is a quick release.
For now I'm going to play with the throw meter off, because in the limited time I had it set that way it seemed to make a significant difference.All ties severed...Comment
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Re: Slow/incorrect animations...
You know the OP of this thread is correct. I've been a long time lover of this game, defended it's flaws to a fault on this site for so many years and each year the same issues are brought up and of course every year I would defend it with the basis of my argument being that the game is so good otherwise these issues are easily overlooked.
Well, I can't do it anymore. The game seems to be a little bit harder this year and with the game being harder(which is a good thing) these little issues are magnified by 1000. For example, like the OP says, the slow down animations result in not being able to turn a 1-6-3 double play, the outfielders hugging the wall to allow the runners to go an extra base, the propensity of the CpU to turn it on in the 6th inning or later and the biggest of all, my hitters swinging and hitting a weak pop up or chopper only to see timing and contact was "perfect". These are all things that make the game unnecessarily harder than it is which results in frustration which results in losing interest in the game.
The game is beautiful overall. I can't think of another game(sports games is all I play) that's as pleasing to the eye, but these little issues should have been addressed years ago. It's not like these are new issues, all of these things I mentioned have been problems in the game since 2008. Should gave been fixed by 2011.Comment
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Re: Slow/incorrect animations...
Here ya go... Only took five innings in the first game played since I posted here last...
<embed src="http://img864.imageshack.us/flvplayer.swf?f=Poma" allowfullscreen="true" wmode="transparent" type="application/x-shockwave-flash" height="388" width="640">
This is with the throw meter on... A preloaded strong throw, though the meter wasn't all the way full... Instead of planting his right foot after he fields the ball and turning to throw to start the double play, the 1st baseman takes two extra steps... Runners safe all around...
It's just a bad animation... Way out of context... Looks like he's taking infield practice...
Don't know really what I should have done different... Preloaded earlier??? How early do you have to preload?
I know some might say his momentum carried him, but please... He only took two steps to his left, and even a mediocre high school player would have made a better play than this.
edit:
Really he should already be turning when he fields the ball... And this is what I mean when I say there doesn't seem to be any real awareness of the play that needs to be made... Way too many of the animations don't seem to be relevant to the play at hand.
I realize adding all the necessary animations is asking too much, but asking for basic fundamentals isn't. The basic fundamental that's missing here is a quick release.
For now I'm going to play with the throw meter off, because in the limited time I had it set that way it seemed to make a significant difference.
his momentum was already taking him to his left. by choosing a strong throw he has to regain his footing, plant, wind-up and then throw the ball. you want a quicker release in that situation, not a longer one."on hoping there is a PSN flash sale before Valentine's Day"
Man there are no flashers... now what are we going to do for vd
yea but will they take psn cards
lolComment
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