Slow/incorrect animations...
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"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
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Re: Slow/incorrect animations...
^^^thats your fault. the better choice would be to use a quick throw, slightly longer than a tap, to try and complete a double play like that.
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.
Even if I wanted to throw with full strength and the throw meter maxed out, it shouldn't equate to him taking two full unnecessary extra steps. There's nothing in the laws of physics that say that animation should occur. Unless the developers took into account players having low back pain when they did their animations, you should never see that in that situation.
I have not only said the emperor is not wearing any clothes, I have provided video evidence... And still some people just don't believe me.
Using accurate throws will lead to this type of thing to. A few games before this one I had another double play situation where my third baseman went to his left a few steps... I preloaded an accurate throw because it was a short throw... And what does he do but shuffle his feet a bit instead of getting rid of it immediately... Runners safe all around.
The choice of an accurate throw or a strong throw should not equate to bad footwork by an infielder.Instead there should be different animations for each, with an accurate throw leading to a quick release animation, and a strong throw leading to more of a windup that takes a split second longer... But in no case should it lead to sloppy play that looks like it came out of an old man's softball league.
All ties severed...Comment
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Re: Slow/incorrect animations...
I knew someone was going to say that...
Even if I wanted to throw with full strength and the throw meter maxed out, it shouldn't equate to him taking two full unnecessary extra steps. There's nothing in the laws of physics that say that animation should occur. Unless the developers took into account players having low back pain when they did their animations, you should never see that in that situation.
I have not only said the emperor is not wearing any clothes, I have provided video evidence... And still some people just don't believe me.
Using accurate throws will lead to this type of thing to. A few games before this one I had another double play situation where my third baseman went to his left a few steps... I preloaded an accurate throw because it was a short throw... And what does he do but shuffle his feet a bit instead of getting rid of it immediately... Runners safe all around.
The choice of an accurate throw or a strong throw should not equate to bad footwork by an infielder.Instead there should be different animations for each, with an accurate throw leading to a quick release animation, and a strong throw leading to more of a windup that takes a split second longer... But in no case should it lead to sloppy play that looks like it came out of an old man's softball league.
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Here ya go... Only took five innings in the first game played since I posted here last...
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.
Here is a similar situation where I preloaded on a semi-chopper to 1st, but realized it was too slow to turn two (and I hadn't charged the ball) so I had to cut my losses and get the sure out:
http://www.youtube.com/watch?v=QIQx9boX10g
Sent from my PC36100 using TapatalkLast edited by thaSLAB; 05-28-2011, 03:03 PM.Comment
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Re: Slow/incorrect animations...
And you know, if the flaw doesn't effect the outcomes of games then it wouldn't be a big deal, wouldn't even be any sort of an issue.....but when the flaw directly effects me losing then it's a huge problem.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.Originally posted by banned memberMy [RTTS] goals are to improve my bunting and drag bunting. You stupid !@#$, I'm almost leading the league in bombs; !@#$ you!Comment
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Re: Slow/incorrect animations...
...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...
Plus, the middle infielder throwing the ball to 1B. Why would you even think you had a chance of making that out? Wow, both infielders are gonna hear it in Kangaroo court after that game. Re-post that video from the middle infielders POV in normal speed, and you will see how impossible that play is for any first baseman.
The hitter was safe at 1B before the middle infielder even released the ball; weak!
This is the kind of feedback that makes game developers create a game in which every defensive player is super man; makes sim players create giant websites and discussions on how to adjust the sliders to fix the game. This is a classic example of why sports games should have a "sim style" and "arcade style" of gameplay. Some of us don't want our 6' 4" first basemen making plays like Ozzie Smith. A Shortstops glove is about 1/3 the size of a firstbasemen's mit; plus shortstops never have to turn an fire 90' away to start a DP! SCEA; great job! Keep up the great work!Last edited by Black59Razr; 05-28-2011, 11:31 PM.Originally posted by banned memberMy [RTTS] goals are to improve my bunting and drag bunting. You stupid !@#$, I'm almost leading the league in bombs; !@#$ you!Comment
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Re: Slow/incorrect animations...
This may seem like a stupid question but what does "branch" mean in this context?Comment
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Re: Slow/incorrect animations...
How do you guys feel about this one?
Personally, I hate seeing outfielders scoop up the ball and have momentum carry them AWAY from the infield; I never see that in real life.Comment
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Re: Slow/incorrect animations...
I hope nobody takes this post seriously. Are you seriously expecting a firstbaseman to plant and throw immediatley after he fields the ball, after ranging hard away from the play?
This is the kind of feedback that makes game developers create a game in which every defensive player is super man;
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Re: Slow/incorrect animations...
I hope nobody takes this post seriously. Are you seriously expecting a firstbaseman to plant and throw immediatley after he fields the ball, after ranging hard away from the play? 99% of the time, the first baseman will just step on 1B for the out. He doesnt have the range, accuracy, strength, flexibility, or practice time doing that.
Plus, the middle infielder throwing the ball to 1B. Why would you even think you had a chance of making that out? Wow, both infielders are gonna hear it in Kangaroo court after that game. Re-post that video from the middle infielders POV in normal speed, and you will see how impossible that play is for any first baseman.
The hitter was safe at 1B before the middle infielder even released the ball; weak!
This is the kind of feedback that makes game developers create a game in which every defensive player is super man; makes sim players create giant websites and discussions on how to adjust the sliders to fix the game. This is a classic example of why sports games should have a "sim style" and "arcade style" of gameplay. Some of us don't want our 6' 4" first basemen making plays like Ozzie Smith. A Shortstops glove is about 1/3 the size of a firstbasemen's mit; plus shortstops never have to turn an fire 90' away to start a DP! SCEA; great job! Keep up the great work!
If the first baseman has to go to his left then I agree, that would be an arcade style double play, but the play I speak of is routine in the MLB.Comment
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Re: Slow/incorrect animations...
I was commenting on another members's posted video of the firstbaseman going to his left. I too agree that play is impossible. I'm afraid I have no comment on the play you speak of, as I have not seen it.Originally posted by banned memberMy [RTTS] goals are to improve my bunting and drag bunting. You stupid !@#$, I'm almost leading the league in bombs; !@#$ you!Comment
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Re: Slow/incorrect animations...
I only have a few qualms with the game's animations.
- running an extra 5 steps to hug the wall
- animations that for some reason go into slow motion every now and again
- running full speed into the wall and catching the ball being routine
- Insta-deceleration allowing players to catch a ball full speed on the warning track and then in one step be perfectly fine running into the wall.
- the full speed change from sprint to backpedal
Don't get me wrong I love the game but some of these are a tad bit weird to watch.
Another huge issue is that for some reason the Mets have a winning record. This needs to be fixed immediatly!Thanks to LBzrules: So these threads won't be forever lost.
Tiered Play Calling
Outs and Curls (Bracketing Receivers)
If anybody is interested in a "spiritual successor to the socom franchise, check out this thread.Comment
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Re: Slow/incorrect animations...
I perfectly understand animation is an ongoing process and we are more and more demanding. Every game iterations they add and tweaks some of them.
This game is so fluid but there is a little one thing that we see maybe 10 times a game and I would like a tweak next year :
On the last out of the inning when executed by the 1st baseman (1st base tag or infield throw to 1st), he almost always hesitate like 1 second, not moving, and then suddenly he understands he have to head to the dugout. Maybe if they can add a few more inning ending moves and more specifically quick reaction after the last out.
MarkComment
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Re: Slow/incorrect animations...
One of the big things I've noticed in outfield animations is an extreme lack of animations for playing balls off of the wall, or even bare handing balls in general. I haven't seen one player barehand a ball at all, even slow rollers where I have a throw fully pre-loaded.Comment
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