Something that drives me crazy is the fact that the game in general seems to "move" or "play" too slowly. Idk how to explain it, the animations and the way the players move in general NEEDS to be sped up a bit. Too slow acting and moving players. Anyone know what I'm talking about?
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Re: Gameplay/Presentation for MLB12
Something that drives me crazy is the fact that the game in general seems to "move" or "play" too slowly. Idk how to explain it, the animations and the way the players move in general NEEDS to be sped up a bit. Too slow acting and moving players. Anyone know what I'm talking about? -
Re: Gameplay/Presentation for MLB12
-Manual base-running options. I'm sure there are others that would LOVE an option to manually slide into a base, as well as decide how. On that same note, the foot-first slide animation needs changing, since the front foot DOESN'T touch the bag, resulting into an easy tag.
This is a BIG DEAL for me, it drives me crazy when me, or the CPU, has clearly beaten the throw, but the feet first slide has his foot dangling up in the air and he's out by a mile, even though he started his slide 5 minutes ago.JUUUUUUUST A BIT OUTSIDEComment
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Re: Gameplay/Presentation for MLB12
+1 for the foot-first slide thing, although there isn't any reason to just not slide head-first every time, if it isn't addressed next year.
Oh and one more big thing, I don't know if this counts as gameplay/presentation, but the Roster Management tool needs to be fixed so that you can do one-way transactions (ie, sign or release a player, without doing both). It is a hassle to manage my own rosters, since the game does not let you create one-way transactions. For example, I couldn't release Manny Ramirez from the Rays, without selecting some random free agent to sign to the team. K-Rod couldn't be traded without selecting a Brewer to trade back, and trades that are 3 players for 4 players, and things like that, are completely undoable.Comment
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Re: Gameplay/Presentation for MLB12
+1 for the foot-first slide thing, although there isn't any reason to just not slide head-first every time, if it isn't addressed next year.
Oh and one more big thing, I don't know if this counts as gameplay/presentation, but the Roster Management tool needs to be fixed so that you can do one-way transactions (ie, sign or release a player, without doing both). It is a hassle to manage my own rosters, since the game does not let you create one-way transactions. For example, I couldn't release Manny Ramirez from the Rays, without selecting some random free agent to sign to the team. K-Rod couldn't be traded without selecting a Brewer to trade back, and trades that are 3 players for 4 players, and things like that, are completely undoable.
The last part is for the game to remain roster integrity.
It's the same reason that when importing players onto rosters it has to be pitcher for pitcher and position player for position player.
They know the AI needs to see XX # of pitchers at each level....etc.
M.K.
Knight165All gave some. Some gave all. 343Comment
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Re: Gameplay/Presentation for MLB12
But a final check for roster-integrity could accomplish the same thing no? It's just such a hassle. I prefer building my own roster from the ground up, since I am big on doing player edits and stuff, and the lack of one-way transactions practically makes it unfeasible to do. Why not just have the game analyze your rosters after-the-fact, and just not allow you to leave the roster section until it is fixed?Comment
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Re: Gameplay/Presentation for MLB12
Roster management wouldn't fall under this category so let's try to avoid side-tracking the thread.
We don't want it to get too far off-topic or become a wishlist.
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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: Gameplay/Presentation for MLB12
Well they have it already(and let you AUTO fix it(shiver)...if you can't figure out what's wrong) ....butBut a final check for roster-integrity could accomplish the same thing no? It's just such a hassle. I prefer building my own roster from the ground up, since I am big on doing player edits and stuff, and the lack of one-way transactions practically makes it unfeasible to do. Why not just have the game analyze your rosters after-the-fact, and just not allow you to leave the roster section until it is fixed?
-the CPU needs to see 90 players in each organization as it stands now(perhaps if they add a full A and keep the 15 man "extra" slots this might alleviate the problem)
-the CPU needs to see 9 pitchers(minimum) at each playable level
Also, you can do lopsided trades(max of 3 players right now) and the game will allow YOU to go under the 90 or over the 90 in those situations.(it will handle that situation itself after starting)....so it's just in the building a roster situation and beginning a franchise that the total # comes into play.
I guess it freaks out the CPU AI too much when it makes it's initial decisions.
I've asked Kolbe about just what you are asking for and he said it causes more problems than it's worth.
Remember....not all gamers can handle what you are asking for either.....some guys just cannot wrap their head around getting some of this stuff together.(trust me.....the posts and pm's about the same things over and over and over prove it!)
This is really a franchise-editor question.....put it on my franchise thread and I'll bring it up again at the CD.
M.K.
Knight165All gave some. Some gave all. 343Comment
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Re: Gameplay/Presentation for MLB12
How about less difference in speed for the fastball & change up? Not everyone has a Bugs Bunny change up. The presentation, especially the announcing needs an upgrade. And just to nitpick further, the sound when the ball hits the bat could be improved.Comment
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Re: Gameplay/Presentation for MLB12
The fielders in general seem mostly the same in mlb 11 the show. Everyone catching line drive snags, running down catches, at a high rate. There is not the elusion that oh that was a golden glove player, or a star player that just fielded that ball. I would like to see less ozzie smith, willie mayes type plays from average players in mlb 12 the show so there is some sort of noticable difference between players fielding.
The commentary is lacking in dialouge and elusion of an actual game being seamlessly taking place so i usually turn off two of the commentary team members and leave only the play by play commentary on. If this setting could be allowed to save for online games i would not have to turn down the volume for the other two commentators before every online game.
There were certain fielding delays that would take place that people took advantage of rounded bases in mlb 11 the show. The first baseman would delay from throwing to homeplate on plays as well as 360 animations or uneeded pumps in general from fielders that did not call for that type of a animation to take place. If the fielders could be more decisive in throwing people out on quick plays when needed to for mlb 12 the show it would give the game a more realistic look and feel.
The pitcher was hit frequently with the ball from hits. If this could be reduced from happening often would be greatly appreciated.Last edited by videobastard; 10-06-2011, 04:17 PM.Comment
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Re: Gameplay/Presentation for MLB12
The last of the things I can think of:
Batting
I don't know how others feel, since this isn't something I've seen discussed often, and I've never really mentioned it, but in my opinion foul balls need to be tweaked.
- In terms of timing, too many early/late swings result in foul balls
- In terms of location, too few swings result in foul balls (and instead end up easy pop ups and fly balls and stuff).
The consequence is that all your hits seem to be directly up the middle, and all your at-bats seem to last 1-3 pitches on average.
And to clarify something else in my last post, about the strike zone, since I realized it was really awkwardly worded, I just think the zone needs to be shifted downward slightly, and horizontally expanded.
General
The L3 Button thing (Pitch/Swing History, I don't know what the feature is actually called) doesn't work on the last pitch of the inning, which basically means 33% of the outs (and their respective swinsg) for each team remain shrouded in mystery.
I mentioned the ticker in my other post, but overall I really, really miss the ticker from 2010's installment. I loved getting instant feedback on how a borderline play was called (error vs. hit), and other things. As it stands there really is no way to know how a play was called without pausing the game and checking the box score, or hoping the commentators mention it.Comment
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Re: Gameplay/Presentation for MLB12
The bolded part of this quote could help somewhat with making contact on pitches high in the zone, inside or outside which currently is almost IMPOSSIBLE to achieve using zone hitting, especially on fastballs. It might also be useful if we could customize the batting views a bit more, being able to zoom and shift the perspective the same way as the pitching view. I still think each view offered is drawn too close to the pitcher, making pitch speed hard to deal with even at 0 sometimes.The last of the things I can think of:
Batting
I don't know how others feel, since this isn't something I've seen discussed often, and I've never really mentioned it, but in my opinion foul balls need to be tweaked.
- In terms of timing, too many early/late swings result in foul balls
- In terms of location, too few swings result in foul balls (and instead end up easy pop ups and fly balls and stuff).
The consequence is that all your hits seem to be directly up the middle, and all your at-bats seem to last 1-3 pitches on average.
And to clarify something else in my last post, about the strike zone, since I realized it was really awkwardly worded, I just think the zone needs to be shifted downward slightly, and horizontally expanded.
General
The L3 Button thing (Pitch/Swing History, I don't know what the feature is actually called) doesn't work on the last pitch of the inning, which basically means 33% of the outs (and their respective swinsg) for each team remain shrouded in mystery.
I mentioned the ticker in my other post, but overall I really, really miss the ticker from 2010's installment. I loved getting instant feedback on how a borderline play was called (error vs. hit), and other things. As it stands there really is no way to know how a play was called without pausing the game and checking the box score, or hoping the commentators mention it.The Signature of New YorkComment
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Re: Gameplay/Presentation for MLB12
STATS OVERLAYS, NEED MORE STATS BABY
Make it harder to throw strikes. I still find walks are low
Beef up presentation.Comment
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Re: Gameplay/Presentation for MLB12
Cubs grey shoes needs to be fixed
having no batting gloves for default setting this year is a little weird. Makes for lots of gloveless hitters in RTTS.
Pine tar on bat needs work. every bat looks like it is drowning in brown paint.I dont remember there names but they were allot of fun....Comment
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Re: Gameplay/Presentation for MLB12
Presentation
I'm going off this thread I created about instant replay alterations:
http://www.operationsports.com/forum...oved-them.html
Anyway, the biggest thing about this I wanted to talk about was how the replays slow down the audio as well as the video. If you watch any MLB game, the only time they seem to capture the sound of the audio of an instant replay is if it is playing at regular speed. Otherwise, a slow-motion replay will omit the sound of it, and instead you will hear the stadium sounds and the commentary. I don't really know how to explain it, but if you just watch a real life game, you would understand what I mean.
Gameplay
Ground and wall physics can still use some improvement in terms of differentiation between grass/dirt and pads/brick, etc. This is the true reason why balls hit down the line can end up being doubles, because they get hard top spin on the dirt down the line, and slow up into the corner of the walls.
Also, the hitting system might need to be tweaked a bit more to allow us to hit balls with some form of solidity on the corners and off the plate. Not that we should be cranking home runs left and right with this, but as it stands, it gets pretty wonky to try and hit anything when pitchers get high confidence.
Going off that, the strike zone might need some re-envisioning. If we expand the hitting model, then we can expand the width of the strike zone as well (going over the black should earn you a few more strikes than it currently does). Also, the top and bottom of the zone are still based off the player's height, not the player's stance. It makes guys like Pujols have a seemingly large zone for an otherwise unknown reason, and he could perhaps draw more walks if we implored his real strike zone.Last edited by Blzer; 10-06-2011, 09:34 PM.Samsung PN60F8500 PDP / Anthem MRX 720 / Klipsch RC-62 II / Klipsch RF-82 II (x2) / Insignia NS-B2111 (x2) / SVS PC13-Ultra / SVS SB-2000 / Sony MDR-7506 Professional / Audio-Technica ATH-R70x / Sony PS3 & PS4 / DirecTV HR44-500 / DarbeeVision DVP-5000 / Panamax M5400-PM / Elgato HD60Comment
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Re: Gameplay/Presentation for MLB12
How about showing career stats in Franchise year for year and not just the last couple?
Not like other games haven't been doing that for years now...Comment

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