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Old 08-26-2022, 10:20 AM   #21
Ren The Conqueror
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Re: Dowie's HOF Set: Clean Screen, Directional, Classic,

Quote:
Originally Posted by dowie
Game #5 of day #1 of the MLB season
Tigers at Mariners (me)
Mize vs Gilbert

DET 12 runs, 15 hits, 0 errors
SEA 11 runs, 14 hits, 2 errors

DET: 6 2b, 3 hr, 5bb, 10k .349 batting avg.
SEA: 5 2B, 2 hr, 3 bb, 14k, 1 hbp .341 batting avg.

DET: 176 pitches thrown, 62% strikes, 58% 1st pitch strikes
SEA: 170 pitches thrown, 64% strikes, 60% 1st pitch strikes

DET: 16% fouls, 20% swing and miss
SEA: 14% fouls, 40% swing and miss

Thoughts:
I played this game w/ some tweaks to the sliders "changed them on OP": (increased solid hits to 5 for both sides, increased control and consistency to 6 for both sides and increased all errors to 6. Stats aside, the goal is to have fun....well, this game wasn't fun -I like pitcher duels! Obviously, increasing solid hits back to default yielded a ton of balls in the gaps for 2b's and plenty more over the fence. 7 of 12 runs by Tigers were via the HR (grrrr), 3 of 11 runs for Mariners were via the long ball (great!). I like the increase to the control and consistency sliders. Ball movement seemed more "realistic", as pitches weren't "floating" all over the place. BB's were still had by both sides, and strike %'s were right at MLB avg (great!). Both errors were IF throwing errors, and at least I finally saw some. Cpu bullpen mgt was good yet gain. With the lead they brought in top su guy in the 8th and cp in the 9th. Maybe I am chasing a purple unicorn w/ this "project". Though some things looked good (stat and gameplay wise), I hated how many balls were smoked to the gap. I need more singles!!!!! But I also need those singles to turn into runs that aren't because a guy launched one into orbit. However, what do we see every night on MLB Network.....exactly that and it sucks. Next game will be Col (me) traveling to Dodger Stadium. Marquez vs Buehler. I am going to use the same slider set up as this game to see if the offensive explosion happens for the 2nd straight game. Not everything is bad....I like how the pitching is shaking out for both sides in terms of control, I like the fielding, the arm strength, the base running speed, the sb's, caught stealings, pitcher stamina, control and strikeouts. I just need to see better distribution of hits, and not so many. I believe the cpu isn't affected by pitch speed, but after 3 more games with this slider set up, I might increase all pitch speeds to 6. I may just be having a tad too long to read pitches and it's resulting in a lot of hits and bb's, but I am striking out a lot so it's still hard for me. One thing I have noticed in these 4 games, is the cpu seems to mirror me, If I hit, so do they...if I don't hit, they don't either.....thats probably programming ,and if it is - that be very problematic.

Dowie
This is a very sound assessment on the state of MLB 22. After playing it straight for 4 1/2 months, I finally walked away from my keeper franchise, 67 games deep, just a week ago; I've probably played 125+ games during this cycle. The root of the problem from this game comes in two areas, which are both correlated:

1. The lack of punch by the CPU at default. Play a game at default HOF and I can almost guaranteee the outcome. A 3-1 win with 6-7 hits apiece. A couple of months back, I played 20 consecutive games at default HOF, with different teams - the outcomes were consistent. In 16 of those games, I scored 3 runs with the CPU scoring no more than 2. Think about that for a minute. The other 4 had me scoring 4-5 runs with the CPU somewhre between 0-5. Not once did they score more than 5. The only time they beat me during that stretch, I intentionally left my SP out until he was literally out of gas. Where is the variety? Where is that 11-run inning? Where is the 5-4 score after the first inning?

2. The bandwidth of outcomes and game variety are limited, which is highlighted by my first point. This title simply doesn't hold the RPG aspect that it once did, which is largely an intentional move by SDS. After leaving behind MLB 22 for good, I went back to a personal favorite of mine - MLB 19. What a difference. I started a brand new franchise and immediately became immersed in it. My games are competitive simulation style games (like professional sports games should be), but you truly never know what you're going to get. This is much the opposite of 22, which is predicable and stale after a few games.

Interestingly, you strike a very good point, which culminates both of my points. There is definitely a mirror reaction in play between the HUM and the CPU, and this is noticeable when you adjust the sliders. For instance, play a few innings at default HOF. Then play that same few innings, only bumping up contact and/or power from 5 to 7, for the CPU only. Guess what? Not only does the CPU have more pop off the bat, but the human user does as well. This is not hyperbole. The sliders are no longer linear in The Show, which makes tuning this game a bear. It's the end of August, and many diehards of this series are still searching, tweaking, or have simply walked away. I also know that a few popular Twitch-OSers, have stated they would play the game more if it was better. They simply are not finding the enjoyment that they once did.

We all know that SDS has taken this title in a different direction. The idea was to move to the COD, quick hit style, online game. And I get it - that's what the younger generations like to play. My son is 12... he and his friends don't sit down to play every pitch / 162-game franchises. They are about the quick 3-inning online game, where you see 5 homers and 5 strikeouts to ultimately determine which online profile will become more decorative. That's what the appeal is now, and thus is where the money is. Since there is only one core engine for the game, it cannot truly function as both the competitive, load out, quick strike and a simulation style when playing offline. They can label different modes however they want to, but at the end of the day, the core is the same.

I cannot blame SDS for going this route. Unfortunately, this paradigm shift has left behind an entire community that has been all about creating a true RPG experience and simulation of the sport with MLB The Show.

"Play it your way, step up to new game modes, customize your team and player and control a deep RPG experience" -- this is on the back of the box on MLB The Show 19. The "deep RPG experience" is what The Show was all about. Was is the operative word.

Like you, I have tried many different combinations of setups to get the game to play it like it used to in past years. I have not found the secret sauce. But as we know, sliders and settings can only do so much. A game is what it is via it's DNA (it's code). A good slider set will only enhance an already good game.

It was hard for me to finally admit defeat. MLB 22 has done a phenomenal job at emulating the in-the-park experience. The visuals are stunning, the sounds are truly impressive - every little player detail stands out... from Zack Grenkie's quickly pitching motion to Chris Taylor's bat wobble. SDS nailed it. Not only did they nail sounds and visuals, they also nailed physics. The feel of the bat, the weight of the bat, the bounce of the ball - there hasn't been another sports game that has gotten close.

With all of that said, I knew from early on this game was going to be a problem. Because of the sex appeal, I couldn't let go until recently, even though I had long realized that the game itself is a snooze.

I give MLB The Show 22 a 9.8 rating for visuals and aesthetics, but only a 5.3 for gameplay, making the final rating a 7.5 for me. In contrast, I give MLB 20 a 9.3 and MLB 19 a 9.1, despite me preferring the latter.

Dowie: I wish you all the best, and I hope you can come up with something. Hell, I may even give it another go if you find a nice balance.
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