1) Overall Difficulty -
I'm glad you asked this, Brian. The improvements made to overall difficulty have been simply the most important refinement to me in this series' progression. Not a back-of-the-box feature, no doubt, but the one that gives me the most joy.
BABIP: This is a crucial stat for me, and has gotten better (coming down) year after year since '09 (my first version). '12 is no exception. Wonderful job.
I'm a Timing Only hitter. It's beautifully implemented. It balances user input and player ratings incredibly.
Overall Hitting Difficulty: I will say that hitting seems harder this year. Not specifically as it refers to making contact, but in relation to how difficulty level impacts overall Human team batting average. Again, BABIP. Last year (and in previous years) I generally played on HOF Default; a level that felt comfortable but statistically sound.
This year I'm on All-Star (though there's no complaints from me there). The two levels (this year's All-Star and last year's HOF) feel very similar, so I'm happy (minus a few nuances which I'll go into shortly). Again, before I move on; I'm not advocating for hitting to be made easier. This is just an observation on my part and was easily corrected by finding an appropriate difficulty level for myself. All-Star hitting is well balanced.
All-Star Hitting Difficulty in Relation to Walks: It's becoming apparent on All-Star this year how consistenly the CPU seems to be willing to pound the heart of the strike zone when behind in the count. And to a lesser extent, paint the black in the same scenarios, and usually, it's offspeed. I understand that the AI is programmed to recognize my hitting patterns/tendencies, so I very well could be taking too often in order to coax a walk out of the CPU. But, that said and even though I don't believe that to be the case, drawing a walk from a pitcher with a low BB/9 shouldn't make me sweat as much as it's doing this year. I'm averaging 3 BB's per game exactly, which is a good thing, but it's how I earn them that's frustrating.
1. Walks almost always come on 3-2 (meaning they rarely are of the 4-5 pitch variety).
2. Walks don't seem to vary much on a game to game basis (meaning I usually walk 3 times per game, every game. Never more than 5 which has happened to me once, and never less than twice which has happened to a handful of times).
It would be nice if walks were more dynamic. Example: When I pitch (AS, Classic), I'll walk 2 people one day, 7 the next, 1 on the third, etc. User hitting would benefit from this kind of walk diversity. Less CPU issued walks when a pitcher is dominating, and more CPU issued walks when a pitcher is really struggling or has a low BB/9 rating (and in turn, less meatballs...which are happening too frequently when a pitcher gets rattled).
Though I do realize, without watching me play, it would be impossible to tell whether I become "swing-happy" once I've reached the 3 BB threshold. I don't believe this to be true either, but am aware that these types of tendencies occur subconsciously.
Pitch Recognition in Relation to Difficulty: I'm able to recognize pitches very well thanks to the improved Default and Custom cameras. And as a result, I chase between 12-16 pitches per game on average. Kudos! But, I still have a hard time recognizing the changeup (and to a lesser extend, low sliders). If possible, I'd like to be able to spot poorly rated changeups with greater ease (as well as be able to recognize breaking pitches thrown low in the zone), but I also understand the limits of 2-D and how difficult hitting changeups in real life must be. Guess Pitch does help alleviate this to a degree. So, it's not as if changeups are indistinguishable from the fastball, they're just really hard to see when there's a shadow of a doubt lingering.
2. Game Log
I don't use the Game Log very often, unless it's absolutely necessary for stat verification purposes, because it's written more like a novel than an actual play-by-play log. And it seems to show the most current inning first by default. Scrolling to the top to get to the breakdown of the first inning is a mild annoyance. Nothing huge; just mildly so.
3. Strategy Guide
Having played the series for four years now, I honestly never even give the strategy guide a second thought. I briefly skimmed through it last year but haven't even looked at 12's.
4. Pitcher/Batter Analysis
Brian, I would LOVE if somehow every pitch could be included. I analyze the heck out of these screens both mid-game and post-game. 25 pitches isn't necessarily representative of AI or Human patterns, so I tend to spend more time navigating the Situation/Result options than I'd ideally like to. Even 50 of the most recent pitches would be a wonderful addition and I feel would make me a more informed player. And, as a result, a better player.
5. Pitching Interfaces
Classic Pitching is one of my all-time video game loves. I've spent a great deal of time using all four interfaces over the years (including at least 50 games with each of the three interfaces last year, and about 30 games with Pulse this year) but always find myself going back to Classic; for a myriad of reasons.
1. I like player ratings to dominate my experience over my timing skills.
2. The other three interfaces are much too accurate without handicapping myself via lower Human sliders (though, to be fair, I've only used Pulse and Classic this year).
Pulse pitching is actually my favorite of the four. It's rhythmic, it's difficult to time, and most importantly; it's fun. However, I believe there's too much of an emphasis on Human timing in relation to CPU hitting ability (at least on All-Star Default). Example: If I time a fastball right down broadway "perfect(ly)," the CPU seems less likely to capitalize on it than if I were to throw the same pitch in the same spot on accident with "late" timing.
I'd like Pulse pitching to be more like Classic pitching, where only accuracy was determined by the human's timing. I'm not sure whether or not the human is rewarded/penalized for pulse timing (though it APPEARS to be the case), but if so, I'd like for that aspect to be toned back or eliminated entirely.
6. Classic Pitching
Here's a perfect example of how much I love this interface:
When I read your suggestion above about altering the max effort indicator based on wind-up animations, I shook my head (literally! LOL) in disapproval!

The beauty of this interface is how the user is almost entirely removed from the outcome of the pitch. I don't want anything other than confidence, pitch confidence, ratings, stamina, wind, and a little luck (etc) involved. Adding nuances as to which pitcher reaches max effort when would undermine the appeal for me. I shouldn't make mistakes with Mariano Rivera because he takes forever to lean over before setting and delivering (confusing me as to when to release to deliver his heat!). I want it to be because the game factors dictated so.
As far as to how to go about inproving the interface, I would like to see two things:
1. Top-tier pitchers are still a tad too wild on Default without raising the Consistency slider (meaning top-tier and good control pitchers could stand to have a bit more command, but mid to bottom-tier pitchers as well as pitchers with low control seem fine to me currently).
2. Adding a Classic pitching tutorial to the pitching video tutorial section. Maybe it's just me, but I never really feel 100% certain that I'm doing it right.

7. Hitting Modes
I use Timing Only hitting exclusively. It's a great interface and extremely well balanced. Like Classic pitching, I tend to use interfaces that weigh heavier on the player ratings side of things, rather than user skill.
8. Stealing Balance
During offline single player games, I find the stealing to be very realistic this year (compared to years prior). I feel at no greater of an advantage or disadvantage than my CPU opponent. The success to caught ratio is wonderful on Default. Some notes though:
1. Based on mine and other's CPU versus CPU stat tracking, the CPU doesn't steal frequently enough (based on the MLB averages from between '09-'11) on Default.
2. I'd like to see Auto stealing reintroduced to Auto Baserunning.
9. Guess Pitch Modes
I use the Default Guess Pitch mode for the All-Star difficulty level. I like to use it not necessarily for the hitting bonuses, but to help me eliminate pitches to reduce my strikeout totals and increase my walk totals.
I generally use it situationally when the CPU pitcher is running a high Pitch Confidence on multiple pitches. Especially when they're continually using the changeup and splitter. These pitches are very difficult to for me to recognize and Guess Pitch helps me with the process of elimination. I'd say I guess pitch and/or location between half a dozen and a dozen times during an average outing.
The penalties and bonuses are very well done and never do I feel like I'm getting unfair advantages or unfair disadvantages by guessing.
10. Pitch Speed and Ball/Strike
Note: For a complete synopsis on my opinions on this subject, please read this post in tandem with my answers to question number one.
I'm using Timing Only hitting on All-Star but have had to reduce the Pitch Speed for a few reasons:
1. The CPU is constantly in and around the strikezone. And rarely does a CPU pitcher go through unrectifiable bouts of wildness (and even when they do, pitchers with low BB/9 ratings throw more meatballs versus "obvious" balls. The latter I'd like to see more of in the future).
I don't chase very many pitches, and calling ball/strike isn't unrealistically difficult for me (unless we're talking low changeups and low sliders. Those are really tough). What's frustrating is how often the CPU paints the black, especially when behind in the count - and very often it's offspeed - forcing me to swing in situations that are too risky to take in. And inversely, I take a lot of called strike three's because of again, how close to the strike zone all CPU pitchers seem to consistently throw in.
Dropping the pitch speed seems to help in these situations, giving me more time to determine how on or off the plate the ball is. But, generally speaking, CPU pitchers locate consistently too close for comfort. Which wouldn't be a problem if wild pitchers were more of an exception to this. And they are sometimes, but in my opinion, they're not obviously wild often enough.
2. On a standard definition television, I feel very comfortable on the Default pitch speed. Meaning, I'm late when looking offspeed and getting fastball, I'm early when looking fastball and getting offspeed, and generally on when getting what I'm looking for. And, generally my timing is also good when I'm looking fastball and get a hanging breaking ball.
However, on my high definition Vizio, with minimal input lag, I've had to drop the Pitch Speed two clicks in order to compensate for my television's response time. And even though it has benefited me to do this, I think this series would benefit greatly from a lag calibration system (if at all possible).
Comment