Well, I made my decision

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  • BaldEaglePride
    Rookie
    • Mar 2003
    • 339

    #31
    Re: Well, I made my decision

    </font><blockquote><font class="small">Quote:</font><hr />
    Nokona said:
    </font><blockquote><font class="small">Quote:</font><hr />
    ChicagoSparty said:
    [

    <hr /></blockquote><font class="post">
    Cubs. Grew up in southwestern Michigan and watched them on WGN all the time, back in the day when WGN carried most of the games.

    <hr /></blockquote><font class="post">

    Die.

    <hr /></blockquote><font class="post">

    Could this response be more rude and/or less necessary?

    ChicagoSparty ... Fellow Cubs fan here ... glad you found your game.

    Comment

    • GCrusher23
      MVP
      • Dec 2002
      • 1170

      #32
      Re: Well, I made my decision

      Ok, here are my gripes with the pitching model. First of all, I think it should have MVP's system. Now here are the things that would make this game the best ever, well, pitching wise:

      1. There is one fastball. And guess what? When you increase the movement, it increases its sink? What about guys like Maddux who have a tailing fastball?

      2. A pitch's movement is based on ratings and basically randomness.

      There are other little things, but here is how they should fix it.

      First, there would not be 27 pitches like High Heat. 3DO should be ashamed of taking the quick way out. These are the pitches the game should have:

      4-seam fastball, 2-seam fastball, cut-fastball, splitter, curve, slider, knuckleball, sinker, screwball, and forkball.

      Now, I've already created a system (and a game) that does pitching as realistic as I can think of. However, it may be too complicated for a game like this. So instead of using my 5 step pitch system, I'll just be general.

      Instead of a pitcher selecting the pitch, the catcher will select the pitch he thinks, based on his ratings, what pitch to throw. The pitcher can then shake it off and select his own pitch. Like in High Heat, the user will move the analog in the direction of where he wants to throw. He will then use a meter like in MVP Baseball, except much more twitchy and harder to use.

      Ok, now lets say we have Mike Mussina, Barry Zito, and Kerry Wood. They all have a curveball, but they do different things. However, there will be 3 variables: sink, cut, and velocity. Mike Mussina's curve would have 0 cut, 80 sink, and 70 velocity. Barry Zito's curve would have 50 cut, 70 sink, and 72 velocity. Kerry Wood would have 10 cut, 50 sink, and 80 velocity. However, these are the numbers if they hit their zone in the meter. If they don't, the sink, cut, and velocity will be off creating a meat ball.

      In the meter, the longer you hold down, the faster the pitch. So even if you hit your zone, if you tried to throw it as fast as possible, you will get less sink and cut but more velocity. If you don't hold down as long, the sink and cut will be at their max, but the velocity will be less.

      This just for the curveball, but you get the idea. Unfortunately, I have to wait until next year for any of these games to implement this. Luckily I've already created a 3d game that does this so

      Comment

      • GCrusher23
        MVP
        • Dec 2002
        • 1170

        #33
        Re: Well, I made my decision

        Ok, here are my gripes with the pitching model. First of all, I think it should have MVP's system. Now here are the things that would make this game the best ever, well, pitching wise:

        1. There is one fastball. And guess what? When you increase the movement, it increases its sink? What about guys like Maddux who have a tailing fastball?

        2. A pitch's movement is based on ratings and basically randomness.

        There are other little things, but here is how they should fix it.

        First, there would not be 27 pitches like High Heat. 3DO should be ashamed of taking the quick way out. These are the pitches the game should have:

        4-seam fastball, 2-seam fastball, cut-fastball, splitter, curve, slider, knuckleball, sinker, screwball, and forkball.

        Now, I've already created a system (and a game) that does pitching as realistic as I can think of. However, it may be too complicated for a game like this. So instead of using my 5 step pitch system, I'll just be general.

        Instead of a pitcher selecting the pitch, the catcher will select the pitch he thinks, based on his ratings, what pitch to throw. The pitcher can then shake it off and select his own pitch. Like in High Heat, the user will move the analog in the direction of where he wants to throw. He will then use a meter like in MVP Baseball, except much more twitchy and harder to use.

        Ok, now lets say we have Mike Mussina, Barry Zito, and Kerry Wood. They all have a curveball, but they do different things. However, there will be 3 variables: sink, cut, and velocity. Mike Mussina's curve would have 0 cut, 80 sink, and 70 velocity. Barry Zito's curve would have 50 cut, 70 sink, and 72 velocity. Kerry Wood would have 10 cut, 50 sink, and 80 velocity. However, these are the numbers if they hit their zone in the meter. If they don't, the sink, cut, and velocity will be off creating a meat ball.

        In the meter, the longer you hold down, the faster the pitch. So even if you hit your zone, if you tried to throw it as fast as possible, you will get less sink and cut but more velocity. If you don't hold down as long, the sink and cut will be at their max, but the velocity will be less.

        This just for the curveball, but you get the idea. Unfortunately, I have to wait until next year for any of these games to implement this. Luckily I've already created a 3d game that does this so

        Comment

        • GCrusher23
          MVP
          • Dec 2002
          • 1170

          #34
          Re: Well, I made my decision

          Ok, here are my gripes with the pitching model. First of all, I think it should have MVP's system. Now here are the things that would make this game the best ever, well, pitching wise:

          1. There is one fastball. And guess what? When you increase the movement, it increases its sink? What about guys like Maddux who have a tailing fastball?

          2. A pitch's movement is based on ratings and basically randomness.

          There are other little things, but here is how they should fix it.

          First, there would not be 27 pitches like High Heat. 3DO should be ashamed of taking the quick way out. These are the pitches the game should have:

          4-seam fastball, 2-seam fastball, cut-fastball, splitter, curve, slider, knuckleball, sinker, screwball, and forkball.

          Now, I've already created a system (and a game) that does pitching as realistic as I can think of. However, it may be too complicated for a game like this. So instead of using my 5 step pitch system, I'll just be general.

          Instead of a pitcher selecting the pitch, the catcher will select the pitch he thinks, based on his ratings, what pitch to throw. The pitcher can then shake it off and select his own pitch. Like in High Heat, the user will move the analog in the direction of where he wants to throw. He will then use a meter like in MVP Baseball, except much more twitchy and harder to use.

          Ok, now lets say we have Mike Mussina, Barry Zito, and Kerry Wood. They all have a curveball, but they do different things. However, there will be 3 variables: sink, cut, and velocity. Mike Mussina's curve would have 0 cut, 80 sink, and 70 velocity. Barry Zito's curve would have 50 cut, 70 sink, and 72 velocity. Kerry Wood would have 10 cut, 50 sink, and 80 velocity. However, these are the numbers if they hit their zone in the meter. If they don't, the sink, cut, and velocity will be off creating a meat ball.

          In the meter, the longer you hold down, the faster the pitch. So even if you hit your zone, if you tried to throw it as fast as possible, you will get less sink and cut but more velocity. If you don't hold down as long, the sink and cut will be at their max, but the velocity will be less.

          This just for the curveball, but you get the idea. Unfortunately, I have to wait until next year for any of these games to implement this. Luckily I've already created a 3d game that does this so

          Comment

          • ChicagoSparty
            MVP
            • Jun 2003
            • 1358

            #35
            Re: Well, I made my decision

            </font><blockquote><font class="small">Quote:</font><hr />
            GCrusher23 said:
            Ok, here are my gripes with the pitching model. First of all, I think it should have MVP's system. Now here are the things that would make this game the best ever, well, pitching wise:

            1. There is one fastball. And guess what? When you increase the movement, it increases its sink? What about guys like Maddux who have a tailing fastball?

            2. A pitch's movement is based on ratings and basically randomness.

            There are other little things, but here is how they should fix it.

            First, there would not be 27 pitches like High Heat. 3DO should be ashamed of taking the quick way out. These are the pitches the game should have:

            4-seam fastball, 2-seam fastball, cut-fastball, splitter, curve, slider, knuckleball, sinker, screwball, and forkball.

            Now, I've already created a system (and a game) that does pitching as realistic as I can think of. However, it may be too complicated for a game like this. So instead of using my 5 step pitch system, I'll just be general.

            Instead of a pitcher selecting the pitch, the catcher will select the pitch he thinks, based on his ratings, what pitch to throw. The pitcher can then shake it off and select his own pitch. Like in High Heat, the user will move the analog in the direction of where he wants to throw. He will then use a meter like in MVP Baseball, except much more twitchy and harder to use.

            Ok, now lets say we have Mike Mussina, Barry Zito, and Kerry Wood. They all have a curveball, but they do different things. However, there will be 3 variables: sink, cut, and velocity. Mike Mussina's curve would have 0 cut, 80 sink, and 70 velocity. Barry Zito's curve would have 50 cut, 70 sink, and 72 velocity. Kerry Wood would have 10 cut, 50 sink, and 80 velocity. However, these are the numbers if they hit their zone in the meter. If they don't, the sink, cut, and velocity will be off creating a meat ball.

            In the meter, the longer you hold down, the faster the pitch. So even if you hit your zone, if you tried to throw it as fast as possible, you will get less sink and cut but more velocity. If you don't hold down as long, the sink and cut will be at their max, but the velocity will be less.

            This just for the curveball, but you get the idea. Unfortunately, I have to wait until next year for any of these games to implement this. Luckily I've already created a 3d game that does this so

            <hr /></blockquote><font class="post">
            I like your ideas. What are you talking about when you say you "created a game that does this"?
            Quit making your stupid YouTube videos and start playing the game.

            Comment

            • ChicagoSparty
              MVP
              • Jun 2003
              • 1358

              #36
              Re: Well, I made my decision

              </font><blockquote><font class="small">Quote:</font><hr />
              GCrusher23 said:
              Ok, here are my gripes with the pitching model. First of all, I think it should have MVP's system. Now here are the things that would make this game the best ever, well, pitching wise:

              1. There is one fastball. And guess what? When you increase the movement, it increases its sink? What about guys like Maddux who have a tailing fastball?

              2. A pitch's movement is based on ratings and basically randomness.

              There are other little things, but here is how they should fix it.

              First, there would not be 27 pitches like High Heat. 3DO should be ashamed of taking the quick way out. These are the pitches the game should have:

              4-seam fastball, 2-seam fastball, cut-fastball, splitter, curve, slider, knuckleball, sinker, screwball, and forkball.

              Now, I've already created a system (and a game) that does pitching as realistic as I can think of. However, it may be too complicated for a game like this. So instead of using my 5 step pitch system, I'll just be general.

              Instead of a pitcher selecting the pitch, the catcher will select the pitch he thinks, based on his ratings, what pitch to throw. The pitcher can then shake it off and select his own pitch. Like in High Heat, the user will move the analog in the direction of where he wants to throw. He will then use a meter like in MVP Baseball, except much more twitchy and harder to use.

              Ok, now lets say we have Mike Mussina, Barry Zito, and Kerry Wood. They all have a curveball, but they do different things. However, there will be 3 variables: sink, cut, and velocity. Mike Mussina's curve would have 0 cut, 80 sink, and 70 velocity. Barry Zito's curve would have 50 cut, 70 sink, and 72 velocity. Kerry Wood would have 10 cut, 50 sink, and 80 velocity. However, these are the numbers if they hit their zone in the meter. If they don't, the sink, cut, and velocity will be off creating a meat ball.

              In the meter, the longer you hold down, the faster the pitch. So even if you hit your zone, if you tried to throw it as fast as possible, you will get less sink and cut but more velocity. If you don't hold down as long, the sink and cut will be at their max, but the velocity will be less.

              This just for the curveball, but you get the idea. Unfortunately, I have to wait until next year for any of these games to implement this. Luckily I've already created a 3d game that does this so

              <hr /></blockquote><font class="post">
              I like your ideas. What are you talking about when you say you "created a game that does this"?
              Quit making your stupid YouTube videos and start playing the game.

              Comment

              • ChicagoSparty
                MVP
                • Jun 2003
                • 1358

                #37
                Re: Well, I made my decision

                </font><blockquote><font class="small">Quote:</font><hr />
                GCrusher23 said:
                Ok, here are my gripes with the pitching model. First of all, I think it should have MVP's system. Now here are the things that would make this game the best ever, well, pitching wise:

                1. There is one fastball. And guess what? When you increase the movement, it increases its sink? What about guys like Maddux who have a tailing fastball?

                2. A pitch's movement is based on ratings and basically randomness.

                There are other little things, but here is how they should fix it.

                First, there would not be 27 pitches like High Heat. 3DO should be ashamed of taking the quick way out. These are the pitches the game should have:

                4-seam fastball, 2-seam fastball, cut-fastball, splitter, curve, slider, knuckleball, sinker, screwball, and forkball.

                Now, I've already created a system (and a game) that does pitching as realistic as I can think of. However, it may be too complicated for a game like this. So instead of using my 5 step pitch system, I'll just be general.

                Instead of a pitcher selecting the pitch, the catcher will select the pitch he thinks, based on his ratings, what pitch to throw. The pitcher can then shake it off and select his own pitch. Like in High Heat, the user will move the analog in the direction of where he wants to throw. He will then use a meter like in MVP Baseball, except much more twitchy and harder to use.

                Ok, now lets say we have Mike Mussina, Barry Zito, and Kerry Wood. They all have a curveball, but they do different things. However, there will be 3 variables: sink, cut, and velocity. Mike Mussina's curve would have 0 cut, 80 sink, and 70 velocity. Barry Zito's curve would have 50 cut, 70 sink, and 72 velocity. Kerry Wood would have 10 cut, 50 sink, and 80 velocity. However, these are the numbers if they hit their zone in the meter. If they don't, the sink, cut, and velocity will be off creating a meat ball.

                In the meter, the longer you hold down, the faster the pitch. So even if you hit your zone, if you tried to throw it as fast as possible, you will get less sink and cut but more velocity. If you don't hold down as long, the sink and cut will be at their max, but the velocity will be less.

                This just for the curveball, but you get the idea. Unfortunately, I have to wait until next year for any of these games to implement this. Luckily I've already created a 3d game that does this so

                <hr /></blockquote><font class="post">
                I like your ideas. What are you talking about when you say you "created a game that does this"?
                Quit making your stupid YouTube videos and start playing the game.

                Comment

                • DonkeyJote
                  All Star
                  • Jul 2003
                  • 9189

                  #38
                  Re: Well, I made my decision

                  I would also go with the circle change, palm ball, slurve, and the knuckle curve.

                  Comment

                  • DonkeyJote
                    All Star
                    • Jul 2003
                    • 9189

                    #39
                    Re: Well, I made my decision

                    I would also go with the circle change, palm ball, slurve, and the knuckle curve.

                    Comment

                    • DonkeyJote
                      All Star
                      • Jul 2003
                      • 9189

                      #40
                      Re: Well, I made my decision

                      I would also go with the circle change, palm ball, slurve, and the knuckle curve.

                      Comment

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