Is Brian Jordan black this year??
Any questions?
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Re: Any questions?
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twin6112 said:
Why is is that espn,mvp, and asb all not have a multiplayer franchise mode? Does it have something to do with the amount of memory the game can hold?
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Frenchise mode was designed as a single player experience - there just aren't that many people who want to watch for an hour as their friends browse stat pages and flip through other teams' rosters. As a result, most of the various pages, the control scheme, the AI, etc. assume that only one team is under human control. It would take a pretty significant amount of time to fix this, which means less attention to other areas of the game.Comment
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Re: Any questions?
</font><blockquote><font class="small">Quote:</font><hr />
twin6112 said:
Why is is that espn,mvp, and asb all not have a multiplayer franchise mode? Does it have something to do with the amount of memory the game can hold?
<hr /></blockquote><font class="post">
Frenchise mode was designed as a single player experience - there just aren't that many people who want to watch for an hour as their friends browse stat pages and flip through other teams' rosters. As a result, most of the various pages, the control scheme, the AI, etc. assume that only one team is under human control. It would take a pretty significant amount of time to fix this, which means less attention to other areas of the game.Comment
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Re: Any questions?
</font><blockquote><font class="small">Quote:</font><hr />
twin6112 said:
Why is is that espn,mvp, and asb all not have a multiplayer franchise mode? Does it have something to do with the amount of memory the game can hold?
<hr /></blockquote><font class="post">
Frenchise mode was designed as a single player experience - there just aren't that many people who want to watch for an hour as their friends browse stat pages and flip through other teams' rosters. As a result, most of the various pages, the control scheme, the AI, etc. assume that only one team is under human control. It would take a pretty significant amount of time to fix this, which means less attention to other areas of the game.Comment
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Re: Any questions?
</font><blockquote><font class="small">Quote:</font><hr />
FootballForever said:
FatPitcher, I was just messing around with ya, you know that... I would like to know if they worked on the animations more, did they get rid of some of that herky jerky feel.
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Yeah, we actually spent a lot of time reducing the animation "jitter", though there are still a few that look a bit jerky.Comment
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Re: Any questions?
</font><blockquote><font class="small">Quote:</font><hr />
FootballForever said:
FatPitcher, I was just messing around with ya, you know that... I would like to know if they worked on the animations more, did they get rid of some of that herky jerky feel.
<hr /></blockquote><font class="post">
Yeah, we actually spent a lot of time reducing the animation "jitter", though there are still a few that look a bit jerky.Comment
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Re: Any questions?
</font><blockquote><font class="small">Quote:</font><hr />
FootballForever said:
FatPitcher, I was just messing around with ya, you know that... I would like to know if they worked on the animations more, did they get rid of some of that herky jerky feel.
<hr /></blockquote><font class="post">
Yeah, we actually spent a lot of time reducing the animation "jitter", though there are still a few that look a bit jerky.Comment
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Re: Any questions?
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Simmons51 said:
why is safeco still a dome...after three years?
this is just appalling.
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Apparently, it's rained in Seattle for 3 years straight.
Wouldn't want to live there.
<shrug>Comment
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Re: Any questions?
</font><blockquote><font class="small">Quote:</font><hr />
Simmons51 said:
why is safeco still a dome...after three years?
this is just appalling.
<hr /></blockquote><font class="post">
Apparently, it's rained in Seattle for 3 years straight.
Wouldn't want to live there.
<shrug>Comment
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Re: Any questions?
</font><blockquote><font class="small">Quote:</font><hr />
Simmons51 said:
why is safeco still a dome...after three years?
this is just appalling.
<hr /></blockquote><font class="post">
Apparently, it's rained in Seattle for 3 years straight.
Wouldn't want to live there.
<shrug>Comment
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Re: Any questions?
</font><blockquote><font class="small">Quote:</font><hr />
The "zone" hitting (it's not really, we call it "cursorless" around here for lack of a better term) works out pretty well. Since it's more intuitive (and therefore easier) than cursor, we sped up pitch speeds to compensate. On every difficulty level except Rookie, pitches come at actual speed (i.e. a 97MPH fastball is moving at 97 MPH). There's an option to slow it down if you want, though. Increasing difficulty (or using crappy hitters) will require you to aim more precisely to make good contact (or contact at all). Hit variety with this mechanism is better than last year, since we've also tweaked the batted ball physics (i.e. bridging the gap between contact and power swings so that they aren't as different from each other as they were last year).
<hr /></blockquote><font class="post">
How do you "aim" with a cursorless interface? I loved your no cursor approach last year, very similar to High Heat. Has it changed much?Comment
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Re: Any questions?
</font><blockquote><font class="small">Quote:</font><hr />
The "zone" hitting (it's not really, we call it "cursorless" around here for lack of a better term) works out pretty well. Since it's more intuitive (and therefore easier) than cursor, we sped up pitch speeds to compensate. On every difficulty level except Rookie, pitches come at actual speed (i.e. a 97MPH fastball is moving at 97 MPH). There's an option to slow it down if you want, though. Increasing difficulty (or using crappy hitters) will require you to aim more precisely to make good contact (or contact at all). Hit variety with this mechanism is better than last year, since we've also tweaked the batted ball physics (i.e. bridging the gap between contact and power swings so that they aren't as different from each other as they were last year).
<hr /></blockquote><font class="post">
How do you "aim" with a cursorless interface? I loved your no cursor approach last year, very similar to High Heat. Has it changed much?Comment
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