That might be enough for a text based sim, but I wouldn't be surprised if this game does a bit more sophisticated stuff.... especially given what Brian@SCEA has mentioned before (what seanjeezy wrote). However it's internally done, it's what we experience that matters though.
Community Day 2013 - Gameplay - Questions/Concerns/Inquiries
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Re: Community Day 2013 - Gameplay - Questions/Concerns/Inquiries
That might be enough for a text based sim, but I wouldn't be surprised if this game does a bit more sophisticated stuff.... especially given what Brian@SCEA has mentioned before (what seanjeezy wrote). However it's internally done, it's what we experience that matters though. -
Re: Community Day 2013 - Gameplay - Questions/Concerns/Inquiries
Dice roll based on all the variables such as difficulty level, your pitcher attributes, meter precision, batter attributes etc.
The result is calculated the second you set the pitch in motion. The CPU doesn't "see" your pitch and react to it. The PCI moves based on the attributes such as plate coverage.
Take a look at the Swing Analysis for the AI after a pitch. Whatever hit or miss resulted, it would have been the same for you had you made the same inputs. Keep in mind player attribute and the difficulty setting both play a role here as well in scaling how big or small your batting cursor is.
This means the AI is responsible for picking the right timing and right batting cursor aim, then deciding if he should swing or not. The way the AI does this, it doesn't know where the ball is exactly or what the result of his swing will be. The AI wears "beer goggles" so even if the pitch is inside the AI might think it's down the middle. This is exactly why the AI will take strikes or chase balls, and (less trivially) why pitch break fools the AI correctly. A slider that lands outside might get the AI to swing, whereas a backwards slider on the inside might get the AI to take the pitch. A canned system is incapable of getting this to work correctly and naturally in every aspect. And that in summary is exactly why the system is double-blind. The AI doesn't know where the ball is and what the hitting engine will spit out, and the hitting engine has no idea who's controlling the bat.Bakin' soda, I got bakin' sodaComment
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Re: Community Day 2013 - Gameplay - Questions/Concerns/Inquiries
I did some digging around and I found my franchise stats.
For this discussion, look solely at the top section. I highlighted the important line in purple. That represents me pitching against CPU opponents in franchise mode. Note that it's not just 8 games played... I combined the least recent games into the top row to save space. It's more like roughly 30 games
My franchise isn't played on default sliders, so not every statistic in there is pertinent (I used it primarily for analyzing my own slider decisions)... however, CPU Contact was never once brought above default, so the sliders would have only diminished the discrepancy, not enhanced it.
I checked the CPU vs CPU stats (what I linked to earlier)on my computer and it already matches the online version... so unfortunately that's all I have for that.Last edited by Bobhead; 01-21-2013, 10:13 AM.Comment
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Re: Community Day 2013 - Gameplay - Questions/Concerns/Inquiries
Good to know I'm wrong. Sounds like they reworked it. I still think the CPU "knows" more than you would think, because for example their outfielders place themselves perfectly as soon as you hit it because they know its going to bounce off the wall. Also the fact that they don't even flinch or bite on borderline 2 strike pitches pretty regularly.Comment
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Re: Community Day 2013 - Gameplay - Questions/Concerns/Inquiries
Good to know I'm wrong. Sounds like they reworked it. I still think the CPU "knows" more than you would think, because for example their outfielders place themselves perfectly as soon as you hit it because they know its going to bounce off the wall. Also the fact that they don't even flinch or bite on borderline 2 strike pitches pretty regularly.
It gives no indication of to why the AI can lay off of nearly all pitches in the dirt when the pitches start out as clear strikes, but their trajectory takes them down and out of the zone. It will swing once in a while, but not close to enough to be even close to realistic.
I'd be curious in doing so tests on breaking pitches and track them as Bobhead has done.
use the same pitcher, edit a team so all batters have the same attributes, same sliders each trial, use meter or classic, turn up accuracy of the slider and pitcher all the way and try to get the AI to chase breaking pitchers (backdoor, front door, and down in the dirt). Then adjust the breaking pitch to have more movement, speed, etc and see the results.
Theoretically the AI should swing more if the trajectory of the pitch is more severe. Since all the other attributes of the pitcher and batters will be unchanged the only variable is the pitch trajectory.
This seems like a lot of work and time though so I'd rather we'd hear some official description of how the batting AI works to clarify what we all think.Last edited by MrOldboy; 01-21-2013, 11:57 AM.Comment
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Re: Community Day 2013 - Gameplay - Questions/Concerns/Inquiries
I did some digging around and I found my franchise stats.
For this discussion, look solely at the top section. I highlighted the important line in purple. That represents me pitching against CPU opponents in franchise mode. Note that it's not just 8 games played... I combined the least recent games into the top row to save space. It's more like roughly 30 games
My franchise isn't played on default sliders, so not every statistic in there is pertinent (I used it primarily for analyzing my own slider decisions)... however, CPU Contact was never once brought above default, so the sliders would have only diminished the discrepancy, not enhanced it.
I checked the CPU vs CPU stats (what I linked to earlier)on my computer and it already matches the online version... so unfortunately that's all I have for that.
Thx very much... very helpful.
Sent from MamaTalk.Comment
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Re: Community Day 2013 - Gameplay - Questions/Concerns/Inquiries
Questions concerning the new hitting engine:
"Good" Timing: I recently read that "good" timing actually has a use his year. This is good news. One thing I'd like to know about this; does the location of the pitch have anything to do with good timing? For example:
Let's say a player is mostly an opposite field hitter. If the pitch is on the inner third of the plate, will said player try to hit to the opposite field (and most likely get jammed)? In this situation, I feel as though the player should be trying to pull or at least go back up the middle. If the pitch were over the middle or on the outer third, it would make sense to take the opposite field approach. I really don't like seeing rockets hit to the opposite field on inside pitches.
Perfect Timing: This kinda piggybacks my last question. Is perfect timing different for different parts of the
strike zone? Perfect timing on a pitch on the inner third should be "just early," whereas a pitch on the outer
third should be "just late".
Questions concerning Tru-Ball Physics 2.0:
Resistance on different surfaces: Does the ball react appropriately with different surfaces (grass/dirt/padded wall/hard wall)? A great example of this is in Fenway Park. In MLB12TS, a line drive hit down the right feild
line ends up dying out on the warning track a little after Pesky's Pole. In real life, if this ball is not cut off be the fielder and gets by, the ball almost always rolls all the way around the bowl in right field and head toward the bullpen. Many inside the park homeruns have been hit this way in Fenway Park.
Questions concerning Pitching:
Pitch Confidence: Has the pitch confidence been tweaked at all? I feel confidence lets the pitcher get away with too much in The Show. Ever smash a few change ups foul, only to see the pitcher's confidence go up? I
hated this and was the reason why I turned the option off. In my opinion, if you hang a change up, you hang a change up. The result of the batted ball should have nothing to do with confidence in that pitcher's change up.
Granted, it should help the pitcher better locate that pitch if he's confident. Pitch confidence allowed some pitchers to throw their 4th or 5th pitch for a higher total than usual. I've been dominated by a pitcher's 5th best pitch; a pitch they normally only thow 5% of the time has been thrown to me more than 30%. I believe that the pitcher confidence has also allowed pitchers to be effective even when completely out of gas. They keep making outs regardless of pitch location. In theory, I like pitch/pitcher confidence, but I feel that there are still some wrinkles to iron out.
Pitch Speed: A 95 MPH fastball feels like 95 to me. An 80 MPH change up feels like it's about 70 MPH. A 74 MPH curveball feels like it's 60 MPH. Maybe it's just me, but fastballs seem accurate and offspeed pitches seem way too slow. I guess my question is, has anything been worked on in terms of pitch speed?
Questions Concerning Fielding:
Defensive shifts: Have the defensive shifts been changed? I'm specifically referring to the type of shift you'd see hardwired for someone like David Ortiz. The infield is shifted correctly (every team does it a little
differently) but the outfield usually plays a few steps back and straight up. The left fielder shades a little toward the gap but not much. Most defensive shifts that I see in the MLB usually only involve the infield. In The Show it has the outfield shifted as well.
Outfield Alignment: Are outfielders positioned deeper than MLB12TS? "Normal" depth felt too shallow to me last year. Have they been positioned further from the foul line?
Indecision and Route Running: Are there more scenarios when it comes to the CPU running routes? Is there any indecision when a fielder plays a ball off the wall?
Fielder Reactions: Outfielders seemed to react very quickly in The Show. Not only did they react quickly but they also charged the ball very hard. Part of the reason why I think right fielders could easily throw out
runners at first base (that and being positioned too shallow).
Cut Off on Plays at the plate: Can we manually cut the ball off on a play at the plate or do we still have the two options (throw to cut off or throw to home)? I would like to be able to do this in real time, especially if
the baserunner AI has improved (runner advances to 2nd on throw to home).
Questions Concerning Baserunning:
(I think I read in the fact sheet that the baserunner AI has been tweaked so that they act more human-like).
Throw Behind Runners: I believe you can do this in RTTS as a catcher now? Is it possible outside of RTTS, and is it limited to only catchers or do baserunners occasionally round a bag too far?
Strike 'em Out, Throw 'em Out: I have yet to see the CPU attempt a steal with 2 strikes (not 3-2 with 2 outs) on a hitter. Will the CPU attempt a steal in this situation?
Doubling Off Runners on Line Drive: Another play I have yet to see in The Show. A hard line drive right at a fielder can sometimes result in a baserunner being doubled off. It's usually the middle infielders that team up for a play like this, but sometimes a hard line drive to the first baseman who's holding a runner on can turn into a quick double play as well. Are either of these scenarios possible?
Does CPU Take More Chances?: This pertains more toward a hit and run scenario where the ball appears to be heading for extra bases. I guess, a hard shot to the warning track that ends up getting caught. Will the CPU keep running, thinking that if it drops they will score, only to be doubled at first?
Sliding Control: Do we have more control over sliding?
Questions concerning Animations:
First baseman: Are there any new "stretch" animations in '13? MVP '05 had a great first baseman stretch animation. The player would almost go into the splits stretching for the ball. It really made those bang-bang plays look awesome. I notice sometimes in The Show where the first baseman doesn't stretch at all on close plays and catches the ball awkwardly. Also, are there any new scoop/dig animations?
Diving: Are there any new diving animations? Has the diving system been tweaked at all? The dives in The Show seem a little clunky (outfield dives). There are times where I think I'm going to get to a ball and my outfielder makes an awkward dive only to have the ball get by him. I feel like the dive doesn't carry much momentum from the player running full speed and it seems like you have to dive at the very last second. Anyone who has ever
played outfield before could probably tell you that a dive beings to happen a few strides before the actual dive. Whenever I see an outfield dive in The Show, I always get the feeling that the player was tripped by some imaginary
string.
1B/3B Give Up Animation: It was very hard to field with the corner infielders because they seemed to go into the "give up" animation too quickly. Has this been squashed (I assumed it was a bug similar to the ball morphing
through the 1b/3b's glove from MLB10TS)?
Note: If you need any further clarification on any of these, just ask and i'll edit my post. I've been keeping notes on the gameplay since the game came out, so this got pretty lengthy. Thanks in advance.Comment
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Re: Community Day 2013 - Gameplay - Questions/Concerns/Inquiries
My big qustion for this year: has the outfielder catch animations been improved at all? I hate seeing the outfielder running under the ball in slow motion.Comment
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Re: Community Day 2013 - Gameplay - Questions/Concerns/Inquiries
In 12, fairly often the post-swing graphic shows the contact circle completely covering where the ball is, but it says "Contact: weak". Other times, the ball will be just at the edge of the circle or even not in it at all, and it will say "Contact: perfect." This drives me crazy. Has this been fixed so that it's accurate?
Similarly, despite a "Superb, Perfect, Perfect" post-hit review, the hit just is a weak fly ball or ground out, which doesn't make sense to me, especially when it's with an excellent hitter. Has this been fixed as well?
Thanks.Comment
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Re: Community Day 2013 - Gameplay - Questions/Concerns/Inquiries
In 12, fairly often the post-swing graphic shows the contact circle completely covering where the ball is, but it says "Contact: weak". Other times, the ball will be just at the edge of the circle or even not in it at all, and it will say "Contact: perfect." This drives me crazy. Has this been fixed so that it's accurate?
Similarly, despite a "Superb, Perfect, Perfect" post-hit review, the hit just is a weak fly ball or ground out, which doesn't make sense to me, especially when it's with an excellent hitter. Has this been fixed as well?
Thanks.
The wording and presentation of the hitting feedback in the game has always been crazy. I never pay attention to it since sometimes I hit a 450 ft blast with the ball well out of the PCI, or hit a pop up when its dead center. Superb contact means nothing in MLB 12.Comment
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Re: Community Day 2013 - Gameplay - Questions/Concerns/Inquiries
Have any changes been made to Marco Scutaro's stance? His stance in MLB 12 is different from his actual stance in real life. I've looked at all the generic stances and there are a few that are similar, but I can't find any that look exactly like his actual stance. Hope his stance is updated in MLB 13.Comment
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Re: Community Day 2013 - Gameplay - Questions/Concerns/Inquiries
Can one of you guys at CD elaborate as to what exactly is involved with the custom batting stances? I've heard about the custom step type, but I'd like to know exactly what other components are involved in it.Comment
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Re: Community Day 2013 - Gameplay - Questions/Concerns/Inquiries
All I'm looking for is smoother swings, varied throwing animations, and more running animations (they don't look very athletic at all right now).NBA
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1) Hornets win a playoff game
2) Panthers win a Super Bowl
3) Tar Heels win another championship (Completed: 4/3/2017)
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Re: Community Day 2013 - Gameplay - Questions/Concerns/Inquiries
Just a couple questions.
1) How does the new fielding feel? Does it feel forced or does it feel smooth?
2) Have they fixed the outfielders? In 12 they always seemed to get a perfect jump on a ball hit sharply right at them and they missed too many lazy flyballs near the wall to give up triples. I always felt like the camera angles were the problem. If the camera was low, the player would take the same amount of steps, but move twice as far compared to when the camera was up higher, if that makes sense. Hopefully they were able to get the ratios right this year.
3) Do teams play the field properly? By this I mean, when I have Pujols up and pull a line drive over 3rd base, is the outfielder deep like he should be or is he right behind the shortstop like it seemed like in 12. It felt like fielders had no idea who was batting and it kind of sucked because a powerful pull hitter could never get a bloop(even though it happens lots in the Majors) because the outfielders were playing deep infield.
4) How does fielder speed feel this year? More natural or still rushed? I mean they seemed to always have 2 speeds in 12, they would go really fast to start and then slow down when they got to the ball, or they started slow and then kind of warped to the ball to make a play.
Thanks for any information you can get us.Comment
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