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2K Admin Ron
May 7th, 2009, 05:15 PM
Please provide feedback using the following format -

PROS:


CONS:


SUGGESTIONS FOR IMPROVEMENT:

tiedyed
May 7th, 2009, 07:13 PM
PROS:Total control,Breakpoint aiming,release point,gesture recognition.

CONS: pitch meter to large
the cpu inability to hit the curve with IE in the game
fatigue needs to affect the pitchers velocity and control more
The Ball cursor needs to have the options to fade or totally remove its its way to easy to pitch with a ball cursor.

For me fixing the cons would be enough to make me happy

jeffy777
May 7th, 2009, 07:25 PM
PROS:

- Windup animations are pretty good, with some nice signature styles.

- Pitches seem to break realistically for the most part

CONS:

- The gestures are a good idea, but the problem is that once you get good at them, it becomes way to easy to throw the ball exactly where you want it. This is a borderline game killer for me. (See Suggestion Below)

- The gesture feedback after each pitch was nice in 2K8, but it's mysteriously gone in 2K9.

- The pitching meter is bulky and ugly.

- We should be able to turn off the colors that flash after each pitch are distracting and look a bit silly.

- There needs to be more variety in the pitcher animations after his delivery. Every pitcher waves their glove exactly the same way when waiting for the catcher to throw the pitch back. It just looks cheesy.

- The Classic pitching meter was MUCH better in 2K7 and 2K8. It looked better and was more user friendly.

- Can't adjust pitch type ratings.

- Pitch icon doesn't fade in 2 player games like it did in 2K8, 2K7, etc. This is another borderline game killer for me. Trying to fool your friend when pitching is a major part of the game. Yes, we can lock in the pitch location with the trigger, but when you are in the same room with your friend, you can hear when they pull the trigger and it just ruins it.

SUGGESTIONS FOR IMPROVEMENT:

- The accuracy of the pitches should be based more on the pitcher's control ratings for each pitch type and not tied so heavily to the accuracy of the gestures or how good you are with the meter if you use Classic pitching. Pitcher's that are more wild in real life should be more wild in this game, but the way it is now in 2K9, you can pitch with incredible accuracy even with the wildest of pitchers as long as you are good with the gestures.

- There also needs to be more variety when you mess up a gesture. Right now in 2K9, it seems like the ball almost always goes in the exact same spot if you mess up a certain pitch type and the AI will almost always hammer it (basically like a meat ball, which I know the developers wanted to get rid of, but they are essentially still here).

- The pitching meter needs to be at least more transparent, especially when pitching from the batter's view.

- We should be able to turn off the colors that flash after each pitch.

- For Classic Pitching, please go back to the meter that was used in 2K7 and 2K8.

- We really need the option to be able to adjust pitch type ratings.

- Pitch icon definitely needs to fade in 2 player games.

LtWeight
May 7th, 2009, 07:28 PM
Pros: How you pitch with the sticks, think its gesture recognition. How the pitches move. animations, windups.

Cons: Like said above, CPU can't hit curve. Most pitchers I've pitched with have a backdoor slider.

Suggestions:
-On the pitch meter, if its small enough, the pitch should be like a fastball, with very little to no movement, but with speed varying on the type of pitch.
-Try and nail down the major league pitchers pitches, doesn't matter with minors unless they are big names.

tiedyed
May 7th, 2009, 07:29 PM
I agree with the colors that flash luckily I have the pc version and did remove them.

aabar
May 7th, 2009, 09:02 PM
PROS:

- Windup animations are pretty good, with some nice signature styles.

- Pitches seem to break realistically for the most part

CONS:

- The gesture feedback after each pitch was nice in 2K8, but it's mysteriously gone in 2K9.

- There needs to be more variety in the pitcher animations after his delivery. Every pitcher waves their glove exactly the same way when waiting for the catcher to throw the pitch back. It just looks cheesy.

- Pitch icon doesn't fade in 2 player games like it did in 2K8, 2K7, etc.

SUGGESTIONS FOR IMPROVEMENT:

- The ability to see how much a pitch broke

-The accuracy of the pitches should be based more on the pitcher's control ratings for each pitch type and not tied so heavily to the accuracy of the gestures or how good you are with the meter if you use Classic pitching. Pitcher's that are more wild in real life should be more wild in this game, but the way it is now in 2K9, you can pitch with incredible accuracy even with the wildest of pitchers as long as you are good with the gestures.

- There also needs to be more variety when you mess up a gesture. Right now in 2K9, it seems like the ball almost always goes in the exact same spot if you mess up a certain pitch type and the AI will almost always hammer it (basically like a meat ball, which I know the developers wanted to get rid of, but they are essentially still here).

- We really need the option to be able to adjust pitch type ratings.

- Pitch icon definitely needs to fade in 2 player games.


(most of this copied from above, BTW, but i agree)

RedLine
May 7th, 2009, 10:44 PM
Pros:
-I like the overall feel of pitching this year, seems very responsive to the stick movements
Pitch movement is realistic enough


Cons:
-Pitching still a little too easy. Need more attribute influence
-Pitch meter could be improved and less obtrusive
-Pitch meter speed and release not tied to pitchers timing and motion
-No pitch gesture feedback
-No ball movement/break feedback

Suggestions:
- Use different size pitch target indicator depending on attributes that shows general area where a pitch could go (like Tiger Woods golf)
- Option to throw warmup pitches with pitcher at beginning of game and when coming in from bullpen so you can get used to their pitch motions, timing, etc.
- Bring back gesture feedback
- Option to remove pitch cursor (single and multiplayer)

BigBlue922
May 8th, 2009, 07:20 AM
Suggestion: Please allow us the ability to remove ALL indicators, ESPECIALLY for head to head games on the same console. I only want to see the strikezone fade.

Also, an animation suggestion: The pitcher is in his set position too quickly before the batter is even in the box (especially when there are runners on base). Please try to time this animation a bit better so that both are more closer to each other and the pitcher isn't frozen in this stance while the batter is going through his routine.

Thanks!

BigBlue922

Trevytrev11
May 8th, 2009, 09:02 AM
Pro's:

The three step pitching system is awsome.
The idea of the ability to shake off the catcher was a good idea.
The elimination of meatballs was a godsend.

Con's:

1st: Pitch location suggestions by catchers are just unrealistic. Pitchers should never try to throw offspeed pitches up in the zone, but they are called all the time. In real life these pitches flatten out and are extremely hittable. A curveball thrown at the letters won't have a sharp break and is the definition of a hangining pitch, in the game it's just as effective as one thrown down in the zone. This needs to change. PItches thrown up in the zone need to have less break on them.

2nd: Why get rid of the gesture feedback? With such a complicated system, a pitched needs to know what he is doing wrong? Just like in real life, so he can make an adjustment to his mechanics to correct the problem.

3rd: There needs to be a better way to shake off pitches. Often times I shake off pitches and either the catcher doesn't call another pitch or won't call anything but two or three of the five pitches my pitcher throws. A system needs to be put in place to allow the pitcher and the catcher to be on the same page, especially if there is any punishment for not doing so.

4th: There needs to be an option to both have the location icon fade or just be invisable. It makes it fair for a two player game and IMO more realistic even for a one player game. This has to be a standard for all pitching mechanics. I'm confused of how this was missed.

5th: Pitchers get rattled too easy and too often. These guys are major leaguers and many have been at it for years. There is no reason my pitchers should get scared because he gave up back to back singles in a three run game in the 7th inning in the middle of June.

6th: There needs to be a way to distinguish the Barry Zito's from the Greg Maddux's. More needs to go into the outcome of the pitch than just the execution of the gesture and timing. A control type pitcher should be able to throw his ball to a smaller spot more often than a wild guy when gestures and timing are equal. And a fastball should be able to be throw to a smaller spot for almost all pitchers than any other pitch. A 3-2 or 3-1 curve is a risk for many pitchers because it has a higher chance to be thrown for a ball, but in this game you can lay it in any time.

Because of this, there are no fastball counts in this game. 2-0, 2-1, 3-0, 3-1 are typically (definitely not always) fastball counts. The pitcher doesn't want to fall further behind or walk a guy so he goes with his best pitch, which for 95% of guys is a fastball of some sort. Im this game, it's as easy to throw a strike with a splitter or a curve, so the fastball count is non-existant.

Personally, I think that the initial ball marker should vary in size by pitcher and pitch type. A guy who throws a lot of strikes should be able to routinely hit a smaller area on a well executed pitch than a guy like Barry Zito, who even on a good day walks 3 or 4 guys.

One of the dev's said in one of the Q&A sessions that a perfectly gestured pitch would end up a perfect pitch. This shouldn't be the case. The pitchers abilities have to come into place to seperate an ace from non-ace. Greg Maddux had abilities that Zito didn't and it needs to be this way in the game.

On a fastball, a guy like Maddux should have a target the size of a softball and Zito, the size of a basket ball. This forces you to pitch with Zito like Zito. If you try and be to fine, all of a sudden you are behind 2-0 and have to decide to try and be fine again or give in and throw more to the middle of the plate. With a Maddux guy, you can make a minor adjustment and get that strike without as much risk.

7th: A sinker and a 2 seamer are the same pitch. Like every pitch, some pitchers are able to get more run and others more downward movement, but they are both the same pitch. Also, for a sinker/2-seamer from a righty, it will move down and in to a righty not down and away.

8th: THERE SHOULD BE NO ADDED BENEFIT GIVEN TO A HITTER FOR A POORLY EXECUTED PITCH. The pitch should be less effective ( a few MPH off of a fastball, less break on a curve, less bite on a slider, less dive on a splitter,etc.). This is the benefit the hitter gets. A hitter doesn't know if a pitcher makes a mistake or not, he just see's a hittable pitch. He still has to react appropriately, time his swing, locate the pitch and execute a swing. This is how it should be in the game. But it's obviously not. I throw a perfect curve on the corner and the guy hits a pop up. I mess up and still throw it to the same spot and it becomes HR derby. Hitters miss good pitches all the times....take it easy on the over the top reactions to mistakes in this game.

9th: Tone down the icon a little. It doesn't need to be so bright and colorful. A sublte, transparent icon that blends in to the back ground more would do wonders for the visuals of this game. I sometimes feel like I'm playing Street Fighter with all of the bright colors and things that pop up on the screen.

10th and Wishful thinking":
In NBA 2K8 (didn't play 2K9), the defense would start to adjust if a player got hot or you kept going to the same player over and over. They would tighten up the D or start double teaming on every possession if he touched the ball.

This logic could be taken and used for AI pitching:
-If a team or certain hitters always take the first pitch, the computer should be more aggressive with fastballs near the middle of the plate to steal a strike.
-If a team or certain hitters always swing at the first pitch, the computer should be more aggressive outside of the zone or with offspeed and breaking pitches in hopes again to get the hitter to chase a pitch and to steal a strike.
-If a hitter chases every pitch, the computer should start to expand the zone until thie hitter becomes more patient.
-Learn from tendancies. If a pitcher blows to fastballs by a hitter, he's only doing the hitter a favor by throwing him a slider. He's going to speed up the hitters bat and give him a pitch he can catch up with. The same goes for a hitter that's way ahead of a breaking ball. Why do him a favor and give him a pitch he can handle? These are basic guidelines pitchers use in every at bat of every game, it would be great if they could be applied.
-Use pitches to set up other pitches. Everything feels random and I rarely feel as if the pitcher is setting me up. There are several "combo's" or sequences pitchers use to set up hitters that could be implemented to improve the pitching system.
Ex: Soft away - Hard in or vice versa. You'll often see a pitcher throw a curve away to set up a fastball in or a cutter in to set up a changeup away. Or you'll see a pitcher throw fastballs low, medium and high (climbing the ladder) on hitters that are known to go after that pitch.

11) Pitcher fielding: Very few pitchers are great fielders. Most can snag a routine grounder, but few are in position to snag a line drive or a hot grounder up the middle or put them in position to chase a suprise bunt down the line. Many pitchers fall off to the glove hand side of the mound when they pitch. In this game, it seems like every pitcher is Greg Maddux and is ready to field any shot hit at them.

rixmith
May 8th, 2009, 09:23 AM
PROS:

The gesture system is very fun. Each pitch has a feel to it. Different pitchers have different feels.

Lots of good pitch variety.

CONS:

I have some gesture recognition problems on the PC which make throwing a fastball very difficult. It seems like when the gesture passes back through the neutral position on the stick it is sometimes recognized as a release of the stick. Pitches which have a motion around the edge tend to be recognized much better.

I'd like a better balance with walks and strikeouts which I think is a problem with the logic about how a pitcher misses with his pitches. For example good pitchers tend to miss out of the zone, so their mistakes are less likely to get clobbered. Bad pitchers miss right down the middle more and their mistakes hurt them more. It seems like you could get better walk numbers this way as well (Low walks, High ERA = misses in the zone a lot; High walks, Low ERA = misses out of the zone; High walks, High ERA = misses a lot everywhere, Low walks, low ERA = doesn't miss much).

Need some way to get feedback on how you are pitching. I can’t tell how close I am with my gesture so it is hard to improve it.

SUGGESTIONS:

Work on realistic walk and strikeout numbers

Option to turn off the pitch cursor

jeffy777
May 8th, 2009, 10:38 AM
You guys REALLY should consider hiring Trevytrev11. His suggestions are excellent and it's obvious he has the insights that are needed here in regards to improving this game. Quoting a portion for emphasis, but all of his suggestions were top notch:



6th: There needs to be a way to distinguish the Barry Zito's from the Greg Maddux's. More needs to go into the outcome of the pitch than just the execution of the gesture and timing. A control type pitcher should be able to throw his ball to a smaller spot more often than a wild guy when gestures and timing are equal. And a fastball should be able to be throw to a smaller spot for almost all pitchers than any other pitch. A 3-2 or 3-1 curve is a risk for many pitchers because it has a higher chance to be thrown for a ball, but in this game you can lay it in any time.

Because of this, there are no fastball counts in this game. 2-0, 2-1, 3-0, 3-1 are typically (definitely not always) fastball counts. The pitcher doesn't want to fall further behind or walk a guy so he goes with his best pitch, which for 95% of guys is a fastball of some sort. Im this game, it's as easy to throw a strike with a splitter or a curve, so the fastball count is non-existant.

Personally, I think that the initial ball marker should vary in size by pitcher and pitch type. A guy who throws a lot of strikes should be able to routinely hit a smaller area on a well executed pitch than a guy like Barry Zito, who even on a good day walks 3 or 4 guys.

One of the dev's said in one of the Q&A sessions that a perfectly gestured pitch would end up a perfect pitch. This shouldn't be the case. The pitchers abilities have to come into place to seperate an ace from non-ace. Greg Maddux had abilities that Zito didn't and it needs to be this way in the game.

On a fastball, a guy like Maddux should have a target the size of a softball and Zito, the size of a basket ball. This forces you to pitch with Zito like Zito. If you try and be to fine, all of a sudden you are behind 2-0 and have to decide to try and be fine again or give in and throw more to the middle of the plate. With a Maddux guy, you can make a minor adjustment and get that strike without as much risk.

8th: THERE SHOULD BE NO ADDED BENEFIT GIVEN TO A HITTER FOR A POORLY EXECUTED PITCH. The pitch should be less effective ( a few MPH off of a fastball, less break on a curve, less bite on a slider, less dive on a splitter,etc.). This is the benefit the hitter gets. A hitter doesn't know if a pitcher makes a mistake or not, he just see's a hittable pitch. He still has to react appropriately, time his swing, locate the pitch and execute a swing. This is how it should be in the game. But it's obviously not. I throw a perfect curve on the corner and the guy hits a pop up. I mess up and still throw it to the same spot and it becomes HR derby. Hitters miss good pitches all the times....take it easy on the over the top reactions to mistakes in this game.

9th: Tone down the icon a little. It doesn't need to be so bright and colorful. A sublte, transparent icon that blends in to the back ground more would do wonders for the visuals of this game. I sometimes feel like I'm playing Street Fighter with all of the bright colors and things that pop up on the screen.

shack1126
May 8th, 2009, 10:47 AM
Bring back 2K7/8's implementation of classic pitching.

LiMiiTzZ
May 8th, 2009, 02:09 PM
maybe we can a have an option to have wamup pitches between innings

joker1231233
May 8th, 2009, 05:09 PM
PROS: Good control

CONS: Hitters on other teams can't hit pitches down and away.
AI can't hit good curveballs

Nick15_19
May 8th, 2009, 05:21 PM
PROS: Pitching has been a lot more refined from 2K8.

CONS:
Can't really think of any except that the AI swings at too many first pitches.

Suggestions:
Knuckleballs should have random movement.
Sliders should have a sharper downward break, not so much side to side.

circlechange1112
May 9th, 2009, 08:43 AM
PROS:
3-step pitching is awesome. All aspects.


CONS:
Sliders break the wrong way. They tail back towards the hitter, when they should "slide" across the plate.
You guys removed the gesture rating from 2k8, why? We like feedback just like you guys do.
Catchers call for some dumb pitches, curveballs/changeups at the batter's letter/shoulders level? It seems ridiculously random.


SUGGESTIONS FOR IMPROVEMENT:[/QUOTE]

Have options to remove all visual aids.
Catcher suggestions should be based on [1] hitters strength/weakness, [2] pitcher's pitch ratings, [3] count, [4] what's been working that game/trends.

-Sonnenschein-
May 9th, 2009, 11:13 AM
PROs:
- easy to pick up
- to deny catcher's call is a good IDEA

CONs:
- never understood what lock in pitch did
- catcher only calls 3 different pitches the entire game in awfully stupid locations --> Catcher AI is horrible --> the whole denying thing is useless because he just calls another stupid pitch type and location
- in my opinion too easy to master
- umpires' calls are horrible (same goes for hitting): too many called strikes on clear left/right balls
- why are so many strike zones so small when a batter doesn't stand up straight? I thought the new rule was that a strike zone is determined when a batter stands straight instead of when he gets ready to hit and makes himself smaller?!
- curve balls (e.g. Josh Beckett's) seem to be waaaaaaaay too dominant

SUGGESTIONs:
- tell the catcher to shut up: I know it's not realistic but I want to dictate pitch types and locations w/o risking a ball in dirt because the catcher is on the other side of the plate and expects a high fastball when I know that a low curveball is a better choice since I just threw 5 fastballs in a row^^

- everything else I haven't mentioned: just look at Trevytrev11's post

ulose22
May 9th, 2009, 02:45 PM
Pros: Gesture system, breakpoint aiming, realistic movement, possible to read pitches and locations with practice

Cons: Too easy to pinpoint locations, users can go entire games without throwing a ball if they want do, which is completely unrealistic

Users should be given feedback on their gesture

Suggestions
Make spotting pitches on the edge of the strike zone by using a larger target for the pitcher's aim. Even with a perfect gesture, the pitch should end anywhere in the target and not just the middle. Let the ball end outside of the target with any gesture that isn't perfect. Also, the target size should vary based on a pitcher's control rating.

Remove the strike zone indicator on higher difficulties and online

Vary the locations where the ball ends up after a gesture that isn't perfect.

circlechange1112
May 10th, 2009, 01:31 AM
Guys,

You can change how much a ball breaks or its effectiveness by adjusting the pitch break slider.

The reports I have seen is that at 100, the ai does not hit cb's well, at 60 it kills em, and 80 seems to be a good mix.

A lot of stuff mentioned in these feedback threads by can be "fixed" by using the sliders and/or how one plays the game.

jeffy777
May 10th, 2009, 04:53 PM
A lot of stuff mentioned in these feedback threads by can be "fixed" by using the sliders and/or how one plays the game.

Unfortunately, there's no slider to "fix" the problem where you can pitch like Greg Maddux with every pitcher in the game as long as you are good at the gestures. I really hope 2K10 is more realistic in this regard. Once you master the gestures, you can nibble the corners all day long even with wild pitchers like Carlos Marmol, and there's never the fear of walks, which really waters down the pitching experience.

PGOODY
May 11th, 2009, 07:09 AM
PROS:

Signature styles, and deliveries are really nice


CONS:

No CPU mound visits



SUGGESTIONS FOR IMPROVEMENT:

Addition of seperate attributes for a pitchers stamina when Relieving and also Starting!!!

Addition of slider set which affects a pitchers stamina when Reliveing and also Starting!!!

Addition of slider set for CPU mound visits!!!

Nick15_19
May 11th, 2009, 11:58 AM
Suggestions:
Make a different position for relievers and starters maybe, because relievers seem really underrated.
Also, for people who have different control ratings, the pitch marker should be different sizes. The bigger the marker is, the ball should have a bigger accuracy range.

Greg7
May 11th, 2009, 12:48 PM
Pros:
*Advanced Controls
*Pitch Count With Balls and Strikes
*Sig Styles

Cons:
*No Gesture Feedback - I need to know what I did wrong.
*Release Timing - I can't tell when I'm supposed to release the ball.
*Colorful Pitch Meter - Especially when it hits "Max"
*Pinpoint Control - I can hit the black anytime I want to, which leads to 8 or 9 pitch innings.
*Only 5 Pitches Max - Some pitchers throw more than 5 different pitches
*Pitch Break Indicator - You never see where the ball started and then where it ended up, just where it ended up.
*Every Pitcher Is A Gold Glover - Not much variation in their fielding abilities
*No Pitch Count for Opposing Team (Single Player) - I'd like to know their pitch count.
*Shaky Cursor in Tight Situations - Why? My pitcher isn't drunk is he?
*Mound visits - Only one per game for the starter?
*No More Pay Off Pitch - Can't build a pitcher's confidence in different pitches.

Suggestions:

*Bring back most of 2k8's 3 step system (no meat balls). Hold part 1 of the gesture... controller vibrates as effectiveness grows... begin 2nd part of gesture, and then hit the release. A pitcher hitting his release is very important and the way it's set up in 2k9 is kind of stupid. I can't tell how good my gesture was, and I can't tell when I'm supposed to release the ball; whereas 2k8 I could. I'd like to see 2k8's 3 step system back and maybe build upon that (make it even better).

*2k9 feels a little "arcady" with the all the colors. I would suggest going for something more transparent. Try to keep the realistic presentation.

*Not every pitcher should have pinpoint control when pitching. A guy like Dice-K (in real life) will throw about 100 pitches in about 6 innings and walk a 2 or 3. Instead I paint the black all day with him which leads to CGs with about 60-70 pitches and no walks. I'm hardly in any type of trouble because I never walk anyone. My suggestion here would be to have a pitcher's effectiveness be more closely tied to his ratings rather than how well you did the pitch gesture. In theory you would want pitchers in the game to pitch like their real life counterparts. Your # 5 starter shouldn't always pitch as well as your # 1 starter because you have no problem hitting every gesture perfectly.

*There are only a maximum of 5 pitches per pitcher. Some pitchers throw more than 5 and some might have just 3 or 4. Each pitch has it's own unique gesture so it should be possible to have more than 5 pitches per pitcher. The only issue I see with this is with the classic controls and not having enough buttons to match a pitcher who might have 6 or 7 pitches. (Again, for reference, I'll use Dice-K's arsenal: 4-seam, 2-seam/sinker, splitter, cutter, slider, curve, change up - 7 pitches)

*In 2k8 you could throw a 2 seamer and if the pitch was taken, you could see where the ball started and where it ended up. I'd like to see this reappear in the series and can be a helpful tool to know exactly how a pitcher's pitch is moving.

*I'd like to see more variation in a pitcher's fielding. It seems that every pitcher can make almost any play on a ball hit to them.

*Pitch count is huge in baseball these days. There's no reason why I shouldn't know what my opponents pitch count is at. I believe ball parks even have this on some score boards... so even the fans at the game know the pitch count.

In tight situations the ball cursor gets shaky and hard to locate. This will sometimes happen in a situation that isn't all that tight (runners on 2nd and 3rd with 2 outs early in the game - not that tight). I'd like to see the shaky cursor go and have the pitcher's abilities be affected by his composure rating and a little less on the pitch gesture. Some pitchers have great composure in tight situations (most closers) and can get out of trouble (Dice-K walks himself into jams but is able to get himself out of them due to his low batting average against - however this causes his pitch count to rise and is generally only a 6 inning pitcher), and some aren't very good at getting out of jams.

Fix the Mound Visit issue. It should follow the rules as well. I believe it's something like; one mound visit per pitcher per inning. A second mound visit to the same pitcher within the same inning would mean automatic substitution.

*Reintroduce the pay off pitch. It was a great idea to be able to build a pitcher's confidence in certain pitches. Some times (in real life) pitchers have trouble locating certain pitches and have to resort to other secondary pitches. In 2k9, the pitcher seems to have 100% confidence in any pitch you throw with him.

*Overall I feel like I have too much control over the pitches that I throw, and there doesn't seem to be much variation between a # 1 starter and a # 5 starter. I can pitch a Complete Game with any starter with relative ease. I force myself to use my bullpen. The pitch gesture should definitely mean something when it comes to pitching but I think the pitcher's ratings should tie in with the gesture as well. Maybe in 2k10 I'll be settling for a quality start of 6 innings because my pitcher has already hit the century mark in pitches thrown.. and maybe my bullpen will be of more use as well (wishful thinking).

*My final suggestion is to offer all types of controls (for pitching, as well as hitting and fielding). The classic controls seem ancient (to me) but I guess some people still like it. 2k9 "dumbed" down 2k8's advanced controls for the casual gamers at the expense of the people who loved 2k8's controls. I'm suggesting to have 3 different types of controls; Classic, 2k9 style, and the advanced 2k8 Version. This way (hopefully) you can please everyone. The advanced controls is what keeps me coming back to this series.

BigBlue922
May 13th, 2009, 07:11 PM
I have a CPU AI pitching issue that I feel needs major improvement.

There have been numerous instances where I'm playing against the CPU, the CPU pitcher is pitching a dominant game. The CPU team is ahead 5-0, for example, and the pitcher has only given up 4 hits over 6 innings and only thrown about 60 pitches. Guess what happens next! Right! CPU Relief pitcher running in from the bullpen (please improve the running style/animation).

I don't get it! The pitcher is clearly not tired as he's only avg'd about 10 pitches per inning. He should have been allowed to try for the complete game shutout.

It's happened alot! Please, fix this for 2K10!

Thanks!

BigBlue922

BigBlue922
May 15th, 2009, 09:13 PM
A few more suggestions:

A balk should be called whenever the CPU pitcher interrupts his delivery towards home to magically throw (pick off) the runner trying to steal 2nd base.

Another instance of poor CPU management - 3rd inning - CPU team down 3-0, CPU pitcher has only thrown 37 pitches and is due up to bat, only to be pinch-hit for. You don't see THAT too often in MLB games.

I thought that the pitch releasing from the pitcher's hand during the windup was better in 2K8. Need to get back to that. Also, I though that replays of strikeouts were better in 2K8, where you actually saw the spin of the pitch from 'dirt-cam'

BigBlue922

Paulten
May 16th, 2009, 11:44 AM
Seeing as everyone has some very great comments, I think Ill just toss out one suggestion thats important to me.

Con: In this game there is no variation between fast balls or hanging/dropping balls. Most pitchers who throw fastballs in real life in the high 90's show drastic change in the release of the ball when their throwing fastballs compared to dropping balls. In this game, when someone throws a 97 MPH fastball, then throws a 79 MPH 12-6 there is absolutely no difference in the arm speed or body gesture in the arm, wrist, or body. Most pitchers have some tells to what speed their pitch is going to be, and in this game when contact is everything it gets hard to determine when to swing when their 98 MPH fastball has much different timing for contact then almost all of their other pitches in the mid 80's or lower. It would be great to see that slight change when throwing fastballs over curves as a little tip.


Solution: Have the pitchers pitch giveaways and tells be attached to the pitching gestures. If their release timing on the pitch isnt perfect, there will be more of a tell if the ball will be a curve or a fastball (whether its the arm delivery speed, or the flick in the wrist). I think this would also add an element of realism to the game, because every pitching stance isnt the exact same throughout the entire game. (On a side note, as the pitcher gets more fatigued the differences in fastballs and curve will be more obvious, once again adding to the realism of the game).



Also, I play online a bunch and you see people who refuse to learn how to pitch correct, and do nothing but depend on switching speeds from fastballs to a 12-6. Josh Becket off the Red Sox is a huge one I have seen, with a 98' fastball and a low 80's curve. Regardless of pitch count, they will only use the two pitches. I think if this was implemented into the game that would deter them from playing somewhat cheep in my mind, and force them to mix up their pitches and confuse the batter.... which is real baseball.

joshadam84
May 17th, 2009, 08:34 AM
Suggestions for improvement:

Consider making a "switch pitcher" an option for 2010's game. There is a pitcher in the Yankees Single-A team who is an ambidextrous pitcher, and he pitches right handed against righties and left-handed against lefties. When he faces a switch hitter, he pitches to their weakest side. His name is Pat Venditte, and if he continues to improve he will probably be in the MLB by the end of 2010 at the latest I would imagine. So, this will be a problem that you will have to be prepared to implement or else there will be some grumpy customers. Maybe do not make this a custom option when editing players, but make it that 2k10 developers can only implement. If you make it so you press a certain button or trigger to switch from RHP to LHP then the rest is programming it.

http://sports.espn.go.com/espnmag/story?id=4145564
http://www.sportingnews.com/yourturn/viewtopic.php?t=425903
http://www.charlestoncitypaper.com/charleston/ambidextrous-pitcher-pat-venditte-really-is-the-man-in-the-mirror/Content?oid=1186877

Nick15_19
May 17th, 2009, 09:20 AM
Suggestions for improvement:

Consider making a "switch pitcher" an option for 2010's game. There is a pitcher in the Yankees Single-A team who is an ambidextrous pitcher, and he pitches right handed against righties and left-handed against lefties. When he faces a switch hitter, he pitches to their weakest side. His name is Pat Venditte, and if he continues to improve he will probably be in the MLB by the end of 2010 at the latest I would imagine. So, this will be a problem that you will have to be prepared to implement or else there will be some grumpy customers. Maybe do not make this a custom option when editing players, but make it that 2k10 developers can only implement. If you make it so you press a certain button or trigger to switch from RHP to LHP then the rest is programming it.

http://sports.espn.go.com/espnmag/story?id=4145564
http://www.sportingnews.com/yourturn/viewtopic.php?t=425903
http://www.charlestoncitypaper.com/charleston/ambidextrous-pitcher-pat-venditte-really-is-the-man-in-the-mirror/Content?oid=1186877
If he is in single A this season, I doubt he will make it to the MLB next season unless the Yankees are expecting to call him up to AA sometime this season.

joshadam84
May 17th, 2009, 12:01 PM
Nick:

When reading about how quickly he is improving.. he will be AA by the end of this year, if not even AAA. Then, he may very well be part of their spring training roster for 2010, as some AA-- and even moreso AAA players -- get invited. You would think he'd be AAA at the start or middle of next year, and then would be a September call. That was my rationale in why he may make it to their roster by next year. Plus, the Yankees pitching staff is far from stable-- especially with injuries.

If you look at David Price for the Rays, he did not pitch in 2007 and started last year in Single A. He then went to AA, AAA, and was a September call up. If you remember, he was also a very key part of their deep playoff run.

It can happen, especially with high quality pitchers. Given the organization he is in, I do not see the Yankees being hesitant to promote him within the minor league affiliates if he continues to pitch extremely well. Given his ability, I think he may be on a fast track to the big leagues too.

RabidMongoose_Xbox360
May 18th, 2009, 05:44 PM
PROS: Fun to pitch

CONS: Hard to tell how youre screwing up when you screw up.

SUGGESTIONS FOR IMPROVEMENT: Bring back the feedback indicator. When a pitcher gets hurt as the last out of an inning is made, don't force us to replace them until the next time he has to actually pitch.

BigBlue922
June 5th, 2009, 12:05 PM
I'm playing against Tim Lincecum. Bottom of the 5th, Lincecum has a 4-2 lead (only thrown about 40ish pitches), AND THE CPU TAKES HIM OUT FOR A PINCH HITTER???????????????

C'MON!!!!!!!!! You have GOT to improve the CPU AI's Strategy. You can't take the pitcher out so soon! It's ridiculous. Please improve this.

BigBlue922

tsbraves
June 6th, 2009, 08:05 PM
I would like to see full control over the Disabled list by the gamer. That is, allow the gamer to put the players on the DL and take them off after the 15 day, 60 day, etc. time limit. For those of us who like to play our games and franchise trying to stick as close to what is happening in real life this would be great Plus, we could keep up with our minor leagues better to. As it is right now when someone in real life is placed on the DL we have to put them down.

Thanks.

rows24
June 9th, 2009, 08:24 PM
PROS: The pitching system is the best of the 2k series yet. Since you have eliminated the the meatball...GREAT. Pitches break and move just like real life.

CONS: Make pitched balls speed actual to a pitchers real life ability. Alot of pitchers seem like they are throwing under what they are capable off. Like CC Sabathia should be well in the mid 90's. In the game he only reaches 90.

Nick15_19
June 17th, 2009, 07:25 PM
Changeups should be able to be thrown at 89-90 mph. A lot of people nowadays throw their changeups that hard.
Also, I'm not sure how fast you can throw sliders, but people throw them up to 92mph now as well.

BigBlue922
June 22nd, 2009, 05:12 AM
AI pitchers need to be less accurate with their pitches and throw more balls. I'm pretty patient as a hitter, but when a #4 constantly gets to 0-2 on each of my batters, something is not right. In all of my games, I can't seem to get the CPU AI pitchers to throw over 90 pitches (s/b over 100.

My suggestion is to add a pitch-count slider and a foul ball slider. I believe that these two sliders will increase the overall number of pitches thrown by the CPU AI.

Also, please improve the AI logic so that pitchers are not taken out too soon when leading significantly in a game, simply because their pitch count is slightly high from the 5th inning on.

A CPU pitcher leading 4-0 should not be lifted for a pinch-hitter in the 6th because he has thrown over 60 pitches.

Thanks!

BigBlue922

mumfordzero17
June 22nd, 2009, 04:36 PM
PROS
signature styles

CONS
no pitching feedback
advanced pitching dumbed down from 2k8

SUGGESTIONS
Try to bring back the old pitching system from 2k8. Why try fixing something that's not broken? The advanced pitching controls from 2k8 used to be great.

yanks26ngoin
June 22nd, 2009, 06:06 PM
PROS
signature styles

CONS
no pitching feedback
advanced pitching dumbed down from 2k8

SUGGESTIONS
Try to bring back the old pitching system from 2k8. Why try fixing something that's not broken? The advanced pitching controls from 2k8 used to be great.

I like the pitching stick just fine. 2k8 was horrendous since all you threw was meatballs.

Nick15_19
June 23rd, 2009, 10:35 AM
When I played 2k8 and tried to throw a fastball, it keep saying I push the stick slightly toward the right. Maybe its just because I'm left handed, IDK if other people have this problem. There should be an option to switch the pitching controls between the sticks, so u can do the gesture with the left stick instead of the right.

soxfan667
June 28th, 2009, 09:23 AM
i really like the way you pitch this year but sometimes ill find my self trying to throw a curve and its a circle change. i dont know what hapend. i also like the signature styles.

Melt16
July 7th, 2009, 01:44 PM
PROS :

I Like the pitching system and it gives me a lot of satisfaction, although could do with a few improvements.

CONS :

Please make the gesture key suggestions for the PC more keyboard friendly, I often throw a bad pitch because I'm not sure if I'm supposed to end up pressing "up and right" or just "up".

Pitching is too easy and accurate. There need to be more wild pitches and more pitches that end up in the dirt like you see on TV. There also need to be more foul balls.

When playing against the CPU, too much warning is given that the CPU is about to pick you off. I have never been picked off by the CPU in my life - which is unrealistic. It should be as quick as in real life i.e the camera should only change once the pitcher begins his pick-off motion.

SAINT Wick
July 8th, 2009, 11:53 AM
Pros: None


Cons: All


Suggestions for improvement: Please review 2k7 for notes on improvements

2kcubbies
July 10th, 2009, 09:53 AM
pros: was decent pitching

cons: cant stand the edge strikes that he computer throws i mean it would be ok 25% of the time but its just annoying
2. make the pitcher mix up there pitches.
3. please... let the cpu throw balls its okay if they throw a lot of strikes to some batters but i want 2-2 pitches 3-1 pitches 1-1 pitches 0-2 pitches, just mix up the strikezone make it more realistic with the pitch counts

suggestions: cons: cant stand the edge strikes that he computer throws i mean it would be ok 25% of the time but its just annoying
2. make the pitcher mix up there pitches.
3. please... let the cpu throw balls its okay if they throw a lot of strikes to some batters but i want 2-2 pitches 3-1 pitches 1-1 pitches 0-2 pitches, just mix up the strikezone make it more realistic with the pitch counts

PointShaver13
July 12th, 2009, 03:25 PM
Okay this is the main thing that drives me nuts about pitching. When there is a man or men on base, why doesn't the pitcher have a motion from the stretch. He just pitches the ball. If there was actually a motion, where you HAD TO COME SET, you couldn't constantly quick pitch every hitter.

In online play the cheesiest part of the game is when guys quick pitch. It is so unrealistic that the pitcher can still hit his spot perfectly and not lose any velocity.

Greg7
July 13th, 2009, 06:33 PM
Cons:
*The gesture is not timed to the pitcher's windup.. therefore, there's no variation between pitchers when it comes to their gestures.

Suggestions for improvement.
Every pitcher pitches the same.. the gesture isn't tied to the pitcher's windup. Every single 12 to 6 curveball that I throw is exactly the same with every pitcher. I remember in 2k8 that I'd have to hold the first part of the gesture in for a long time with Dice-K because of his ridiculously long windup. Then the second part of the gesture would be very quick, and lastly you'd have to hit the release. This was a much better system. 2k9 has it so that you just do the gesture and hit the release (I use 3 step pitching) but it's the same for every pitcher regardless of the pitcher's wind up (or stretch) speed. Fastballs are down-up-(release). There's no variation in pitchers when it comes to their actual signature style (or generic style). It mainly comes down to their ratings and how well you can do each gesture, and that gesture will be exactly the same speed and release for every pitcher. The gesture needs to be tied to the pitcher's movement; whether it's coming from the windup or it's from the stretch; you need to be able to do the gestures at different speeds and be effective at both to be a good pitcher (as well as hit your release). In 2k9 I throw a fastball with Dice-K from the windup and I hit down-up-(release) and then watch him go through his windup. I should have to do the gesture throughout the entire windup or stretch. I feel like I'm repeating myself but I'm not sure how to clearly explain it (it's been a long day). I guess an easier way to say it would be to say to make the pitching system like 2k8 (minus the meatballs - the hitter should have to recognize mistakes on their own without it being given away).

Another suggestion I have is that every pitcher should have their own release rating. I feel as if every pitcher has the same release in 2k9 (that is if you use the release). Think of it like shooting free throws in nba 2k9. Every shooter has a "window of opportunity" to release the ball in order to make the shot. A shooter like Ray Allen has a bigger window while a shooter like Shaq has a much smaller window to release the ball. Consistent pitchers who can locate their pitches should have a larger window to release the ball, and wild pitchers should have a smaller window of opportunity. The release point "window" should decrease as pitch counts rise and fatigue sets in.

Overview: I said in earlier post that a #1 and a #5 starter pitch similar, and that it wasn't hard to throw a CG with a #5 starter, and that I literally had to force myself to use my bullpen. So, I'm thinking that 2k8's pitch system with the gesture tied to the pitcher's windup/stretch and each pitcher with their own release rating, the game can have a little more variety between pitchers. With that said, you may need to bring back the option to pause the game and go into the pitching tutorial with your pitcher to get their timing down.. kind of like warming up. Add in some more foul balls and hopefully this will lead to higher pitch counts and less complete games and me actually having to utilize my bullpen.

Phillies Phan
July 23rd, 2009, 09:01 PM
Pros: Decent pitching style

Cons: there are a couple but one i notice that stamina how can a STARTING pitcher be tired after throwing 51 pitches???? and is his stamina was rated 80 it makes no sense

glockwork007
July 24th, 2009, 06:40 AM
pitching game is fine i just think you guys should give pitchers the pitches they really have thought cuz santana , liriano DO NOT HAVE CURVE BALLS! and the why are some of the lowest rated pitches the best pitches in the game? if a guys change up is bad it should look like a below average fastball not a 50 mph change up by making bad pitches slower you make them better . guys with good curve balls should have more break and slower speed to thier pitches and guys with bad curves should be in the mid 80's with less break other than that and all the hrs the game is great

rybak0412
July 27th, 2009, 08:15 AM
It would be a great if you had the ability to have your catcher to also come out and calm down your pitchers when their composure gets shaky.

nld23012
August 5th, 2009, 02:22 PM
Pros: Use of the right stick makes this a unique game and gives a realistic feel to pitching.

Cons:

1. The strike zone is too large. Curves that land in the dirt are rarely strikes, even if they catch the front of the plate. Borderline pitches always go to the hitter.

2. Pitching is too easy to pinpoint location. I can paint the corners with every pitch, which leads to ZERO walks.

3. Pitching is too easy in general. A poorly pitched game, under the current settings, is when you allow more than 1 run. Far too easy to throw a shutout.

Solution? Make it harder to locate pitches. Make it so a perfect gesture still has a variable location. Missed locations result in more walks, more hittable pitches for the CPU, and a tougher game. And shrink the strike zone.

josephgianna
August 8th, 2009, 12:37 PM
Like to see more pitchying motions, most seem to be the same.

nyyph65
August 11th, 2009, 07:26 PM
Pros: breakpoint aiming, total control

Cons: Pitching is just too easy, a good combination of fastballs and breaking balls can almost always lead to a strikeout or an easy out. Also it is too easy to pinpoint your pitches wherever you want.

If a pitcher has a specific pitch hit hard by one or two batters in a row, it becomes almost impossible to throw that pitch without it being crushed. For example if you throw a changeup with CC Sabathia and a guy hits a home run and then you throw a changeup to the next batter and he gets a base hit you can no longer throw that pitch for the rest of the inning without it resulting in a base hit.

SnipeUdown2112
September 13th, 2009, 04:11 PM
Pros: The analog stick is used nicely for pitching, most pitching windups are done pretty good.

Cons: 1. When using the pitch meter, you are unable to control your speed of your pitch unless you want to get cracked. For example say if I'm using Adam Wainwright and I want to his fastball and get it to about 96 MPH, that's easy, all i have to do is max out the meter, however if I want to change his speed of his fastball to mess up the hitters timing, say I want him to throw his fastball at 92 MPH , I'm unable to do so.
2. Every pitch needs to be effective in the game. I'm really tired of seeing pitchers who are rated 85 and higher who are terrible on the game. For example Cliff Lee is a 90 in the game but he is absolutely awful. His fastball gets crushed and it's innefective, his slider gets hit hard, and his change-up and His KNuckle curve is basically a meatball. Pitchers that are rated high are supposed to be good in the game. The Knuckle curve is obviously the worst pitch in the game because it's gets crushed and it kills pitchers who have them. another good example of a high rated pitcher who sucks is John Lackey, K-rod, Mariano Riveria, Josh Johnson, Carlos Marmol, C.C. Sabathia, Felix Hernandez, Heath Bell, Francisco Cordero, Bobby Jenks.

3. The Gesture Icon in Mlb 2k8 was a very nice add- on , I always like to know how effective my gesture was on certain pitches, and if I was doing one wrong, it told me how to fix it.

4. Pitching Gestures need to be changed, many of the gestures closely resemble other pitch gestures and in result it is very easy to throw the wrong pitch. For example, some times I want to throw a slider, but I end up throwing a curve ball because the gestures are very identical. another example is the cutter and circle change. Forkball and 12-6 curveball. slurve and 12-6 curveball.

NateJamesC3
October 7th, 2009, 01:11 AM
I think 2k needs to implement a whole new pitching system imo the system they have now with using the analog is an awful system. No need to be fancy on how to throw a curveball by twirling the analog stick in any certain direction. A more simple pitching system makes more sense it saves memory and if you think about it there's not much to pitching than the pitch location and mixing up your arsenal to try and fool the hitter. I say they implement some sort of meter like the bigs 2 has, if you think about it, it works great and many other baseball titles go with the same approach. MVP, The Show, The Bigs.

TaxiTodd
October 8th, 2009, 09:22 AM
They need to leave the pitching system just as it is, other wise you're stuck pushing buttons which takes any challenge away from the pitching. If people insist on being just button pushers they might as well just play "The Show" if simple is what they need.

BigBlue922
October 23rd, 2009, 06:36 AM
I can't stress enough how unrealistic it is to see the CPU take a starter out of the game in the 5th inning of a low-scoring game (1-0; 1-1; 2-1) while having a low pitch count. I can see if he's getting shelled, but not a low scoring game.

Also, please include a slider for pitch count. I would LOVE to have an inning where a pitcher (human or cpu) is forced to throw more than 20 pitches in it. We need to have realistic pitcher/batter confrontations. Foul some balls off, make the pitcher work.

I would love to see a pitcher throw as many as 119 pitches in a nine-inning game. THAT'S REALISM!

BigBlue922

JQUALITY
October 30th, 2009, 02:10 PM
lolololollo.

KING JAFFE JOFA
November 2nd, 2009, 11:29 PM
pro: windups and deliveries

con: everything else