View Full Version : Fielding/Throwing Feedback
2K Admin Ron
May 7th, 2009, 05:17 PM
Please provide feedback using the following format -
PROS:
CONS:
SUGGESTIONS FOR IMPROVEMENT:
Cava256
May 7th, 2009, 06:38 PM
There are way too many errors in this game. Also, there are some ugly plays in the outfield made, like the people don't even look human, they look like spaghetti. I think this is the most important thing that needs to be fixed with the upcoming game, the realism of the plays in the infield.
Wookie481512
May 7th, 2009, 06:55 PM
PROS: Feels organic and adds a sense of skill to the game.
CONS: No sense of urgency what so ever and errors are happening way to often. Also the head tracking looks awkward. running aniamtions look robotic and awkward in the field and with the batters also. Running speed needs to be in line with the pressure we put on the left stick. Its too herky jerky now.
SUGGESTIONS FOR IMPROVEMENT: There HAS to be more urgency in the fielding. Like when a player dives for the ball he needs to snap up and whip the ball to 1st for the out. Not like it is now where it takes 2 mins for the SS to get up, and throw the ball. Also there needs to be more IF motion capture animations for fielding. For exaple 1B needs to have more animations on the bag in regards to scoops, wide throws and overall fieldwork on the bag, IF'ers need to have their mocaps redone to capture more fielding variety animations and diving animations. Head tracking needs to look more realistic and not robotic. ALSO the running animations need to be redone. It looks robotic, make it look more natural and allow us to control the speed output for fielders in regards to the left stick. If we gently pus the stick to the left the fielder should be literally walkiing to the direction we push it and if its all the way to the left then he sprints. Its too herky jerky as it is now.
tiedyed
May 7th, 2009, 07:39 PM
player collision needs to be in the game.
jeffy777
May 7th, 2009, 07:53 PM
PROS:
- Throwing meter is a good idea, but it needs improved.
CONS:
- The throwing meter is way more of a gimmick than it was in 2K8. In 2K8, the accuracy of the direction you pushed affected the accuracy of the thow. That aspect seems non existent in 2K9.
- We can't change the fielding camera :(
- Lack of animations in catches, double plays, general throws, etc.
- Fielders will sometimes look in a different direction then they are actually throwing
- No collisions.
- Fielders don't apply tags intelligently.
- After an out, if the fielder is close to the pitcher, the animation where the fielder throws back to the pitcher looks really bad.
- It's sometimes awkward to charge balls in the infield.
SUGGESTIONS FOR IMPROVEMENT:
- Bring back the directional accuracy aspect of the throwing meter as it was in 2K8.
- We really need to be able to adjust the fielding camera like we could in 2K8 and 2K7.
- We need MORE variety in fielding animations all around.
- We need collisions on double plays especially.
- Tagging needs improved.
- Control when charging grounders in the infield needs improved.
aabar
May 7th, 2009, 08:57 PM
Pros: umm, none
Cons: fielding camera angle is AWFUL
fielders are slowing down when they get inside the gray circle, causing numerous balls past them / hitting them
"Press X for wall climb" actually needs to be for a wall climb, not the guy diving headfirst into the wall...leading to more injuries
fielders slowing down during double plays make it almost impossible to double up players unless the ball is hit directly at them
rixmith
May 8th, 2009, 09:02 AM
PROS:
Seems to be an okay mix of having fielding be possible for casual players with some challenge for more experienced players.
CONS:
The outfielder problem where the player ignores the ball and lets it smack him in the chest, roll through him and turn into a triple or IPHR.
Incorrect fielders are often selected by default (especially SS/3B, 2B/1B and P/2B/SS incorrect choices)
Infielders stand frozen too often
Fielding seems to cause a lot of injuries. I now play with injuries off because of the franchise injury problems, but when I tried playing with it on I never wanted to dive because I'd end up with a guy on the DL for 60 days. Having injuries from fielding is good, but the risk/reward ratio was way off.
SUGGESTIONS:
Have automatic fielding as an option (with manual throwing).
Have a better balance between the CPU fielding and Player fielding. The CPU makes about twelve amazing diving plays every game while the player fielders stumble around like a drunken elephant ballet.
More realistic errors. Most errors aren't of the variety of the ball is hit straight to an outfielder and he just happens to drop it. Most are on tougher plays, a ball lost in the lights, or a bad route.
Perhaps assign errors when the player fields poorly instead of treating those plays as base hits
Trevytrev11
May 8th, 2009, 09:31 AM
Pro's:
R stick throwing with meter is a good idea
Face button for dive is a good idea
Con's:
-Too many canned animations where you know what is going to happen before it does. Fielders get caught in a vortex of animation that can kill a play or prevent you from properly adjusted.
-The throw stick is now one dimensional, unlike 2K8 where it impacted both the direction and height of the throw
-Arm's again are too strong. Guys like Johnny Damn should have a lob or arc to this throw.
-Quick throws were poorly done and result in unhuman like throwing motions
-Fielders often throw in a completely different direction than they step. OF's will step to third and throw to second...looks awful.
-Often it seems the wrong fielder is selected and not the guy closest to the ball.
-It's much harder to set up to make a throw while catching than it was last year.
-Fielders react to fast and run to fast. On a hot shot in the IF, most Infielders have time for one, and at most two steps before they dive. In this game, they take 5,6,7 or more steps in such a short amount of time and catch a ball on the run that real players wouldn't even have a chance for. They cover way more ground than they should be. This may be due to the fact that almost instantly they are at full speed.
SUGGESTIONS FOR IMPROVEMENT:
-Someday a catch button would be nice. Running into the ball to make a catch is becoming stale IMO, but so much else needs to be done before this.
-The ability to choose to throw from your knee's after a dive. If you press X to dive, make it so we have to press it again to get up. If you want to throw from your knee's press X to dive, catch the ball and press the throw button. If you want to get up and throw, press X to dive, catch the ball, press X again and then press the throw button.
-ERRORS-errors need to be more random and realisitc. MLB outfielder almost never drop routine fly balls that they are able to settle under. Usually it's catches on the run or misplaying bad or tough hops. Even Manny can catch 99% of routine flyballs.
-More throw variety. Throws go high, low, left and right or high and right or low and left. Last year, the throw meter controlled height and direction. Why digress? There are basically four types of throws in baseball: A lob throw, A regular throw, a rushed throw and a hard throw.
1) LOB-this is the type of throw an OF uses after catching a pop fly with nobody on base when he returns the ball to the infield. It's also the throw a pitcher makes on a routine comebacker when the runner is trotting to first. It's also the throw an infielder used to throw the ball back to the pitcher to to one another when no runners are on base. It's just a lazy throw.
2) Regular Throws. This is the throw players use most of the time on routine plays. A routine grounder to short, an OF returning the ball to the IF when runners are on base, but not advancing or there is no play. It is a calm throw made under control.
3) Rushed throws. These are throws players make when they are rushed or hurried. An IF bobbles a ball and still thinks he has a chance to nail a runner. Ichiro hits a slow grounder to the SS and he has to get the ball out of his glove and to 1st as soon as possible. Middle infielders trying to turn a double play on a slow hit ball or with a fast runner. Infielders thrown on a slow hit ball that they have to catch and throw on the run (maybe a barehand throw).
4) Strong throw. Mostly for outfielders. These are risky throws, but are basically when a fielder throws the ball as hard as he can. You'll see a fielder windup a little more, use a crow hop and let it fly.
**My suggestion: Let the situation of the game dictate lob or soft throws (throws with no runners or close throws with a lot of time) Otherwise always use regular throws and then add a modifier button for quick throws (typically infielders) and hard throws (typically outfielders). They can both use the same button and let the situation dictate the throw type.
-More ANIMATIONS: bare hands,dives, slides, backhands, spins, throws from the knee's, throws from the butt, throws from a spin, throws from a jump, underhand tosses, side arm tosses, back hand tosses. I don't mean more often, just more variety.
shack1126
May 8th, 2009, 10:41 AM
As a gamer with a disability, I would appreciate an auto-fielding option. I realize that the majority of gamers like to have total control of their defense, which I completely understand, but there should at least be an OPTION for me to allow the AI to control my fielders.
Not having this option doesn't ruin my gaming experience, but having the option would make it much easier.
jeffy777
May 8th, 2009, 10:43 AM
Again, everything Trevytrev11 is right on :thumbsup: If you implement everything he has suggested, this game would be outstanding.
-Sonnenschein-
May 8th, 2009, 11:48 AM
PROs:
- throwing to bases with the right stick feels good even if it's not necessary
- being able to determine the throwing strength! This is more than important!
CONSs:
- A (Xbox 360) means to throw home AND to change the player: it happens way too often that my guy throws a very slow ball home since I only tapped A
- climbing walls is way too difficult
- fielding camera is too low
- lack of takeout slides
- picking somebody off was too easy pre-patch and too difficult post-patch
- slowdowns before getting to the ball in the outfield
- too often the wrong player is selected and the ball just flies anywhere it wants to because I didn't get the right fielder
- make fielders get up more quickly: in reality some fielders dive for the ball, get up immediately (fast) and throw the ball with full strength
SUGGESTIONs:
- be able to dive for balls (easily): maybe use the triggers for flying (R-Stick would be better but then throwing control would have to be moved to the face buttons again, which isn't necessarily a bad thing) --> throwing motions like in MVP 2005 would be great
- if you throw a ball: make it possible to run to the ball with a player who's not supposed to get the ball: if I accidentally throw home weakly: give me the option to take another infielder to get the ball to stop it
- stop the slow downs: the ball seems to move at regular speed but my outfielders fall asleep: that was messed up
The rest I haven't mentioned (even if it came twice): see Trevytrev11's post
circlechange1112
May 9th, 2009, 08:30 AM
PROS:
- Most animations look very real.
- With dynamic indicator switched to "fixed", your OF no longer runs through quicksand ot a field of grain to get where he's going.
- The OF slowdown must stop, it kills all appearances of realism. OF's run things down, OF get to spots and camp under it. That's just what they do.
- IF plays is pretty good.
- Collision detection is a must.
CONS:
- OF's still crow hop facing 2nd, even when they're throwing/throw to 3rd.
- OF has always been and still is cumbersome with 2k.
- Changing directions should be smooth, not zig-zag.
- OF glitch.
SUGGESTIONS FOR IMPROVEMENT:[/QUOTE]
bango31
May 9th, 2009, 11:53 PM
Pros: The crap with the first basemen was fixed. That was a huge problem, so good job on that.
Cons: Again, pretty much everything of what Trevytrev11 said. I'll still say what I can't stand just for fun.
Suggestions:
- Fix the nonsense in the outfield. If a guy is closing in on a fly ball, he shouldn't slow down to one step every 5 seconds. I don't know why the game was programmed that way, but it's ridiculous. Also, if a guy is under the ball, HE SHOULD CATCH IT. His glove shouldn't just start to come up as the ball is hitting the ground behind him. I've restarted countless games because this stuff has absolutely screwed me. It's pathetic.
- Infielders' reaction time is terrible. I'm fairly certain that Jeter or A-Rod would have a ball hit 3 feet to their left. Instead, they just stand there while the computer chalks up a base-hit. I've had no-hitters ruined by this kind of stuff.
- The urgency thing cannot be stated enough. Double plays have fallen apart because my second basemen takes his dear old time tossing the ball off to the shortstop. There should be quick transitions, backhand tosses, snap throws, etc. And for the love of God, add in takeouts! If a baserunner is bearing down on second, he should be able to bust up the DP.
- Tagging players out at home. Even if I hit the "block plate" button, the guy slides right past me, even though if he's badly beaten by the throw. Meanwhile, the computer can't make a call at the plate in my favor to save its life. I know this is focused on fielding and throwing, but while I'm on the issue, FIX THIS. I wish I could count how many times my runner has 3/4 of his legs across the plate before the tag is applied and he's called OUT. It's so, so bad.
- Stop locking the outfielder into a path. There have been several times when I could've made a play on a ball hit to the outfield, but instead the computer locks him into a pre-determined path to play the ball of the hop. Breaking out of that path is asking for trouble as the guy just jets in one direction and the ball passes by.
IRISH1121
May 10th, 2009, 08:28 AM
pros: not too many
cons: too many errors, and doesn't feel like baseball. I hate to say it but the way the guys in the show field the ball and go into their throwing motions are great, make it more like that.
Nick15_19
May 10th, 2009, 11:17 AM
When baserunners are running to third and they start going home, if you tell them to go back to third, they just casually walk back, taking their time, and then they get thrown out at third. Same thing happens with the second base, if people throw it to the cutoff man after a ball is hit into the outfield, the baserunner runs past second base giving the cutoff man the opportunity to throw it to second base and throw out the runner.
rdonnel1
May 10th, 2009, 11:34 AM
I just wanna see the ugly crow hop the OFs do gone. They do it everytime and its so unnecessary.
circlechange1112
May 10th, 2009, 07:49 PM
Pro's:
R stick throwing with meter is a good idea
Face button for dive is a good idea
Con's:
[quote]-Too many canned animations where you know what is going to happen before it does.
Isn't this pretty much the same as in real life? THe vast majority of plays are routine, and do look alike. I'm happy that players do throw differently on occassion (over the top, sidearm, glove pat, etc).
Fielders get caught in a vortex of animation that can kill a play or prevent you from properly adjusted.
Not sure what you mean by this.
I have seen IF take way to long when you bring them to stop and/or try to change direction, and they tke forever to set up and throw (especially when fielding a bunt).
-The throw stick is now one dimensional, unlike 2K8 where it impacted both the direction and height of the throw
Agree. I miss this ... especially on double plays and throws from the OF.
-Arm's again are too strong. Guys like Johnny Damn should have a lob or arc to this throw.
Even "Throw like Mary" Damon's throws are not gonna be rainbows, but I unerstand the point you're making. I can tell a big difference in throw power between Ludwick and Ankiel.
-Fielders often throw in a completely different direction than they step. OF's will step to third and throw to second...looks awful.
The "deceptive crow hop" is a holdover from 2k7/8 ... so much for the idea that the game was "amde from scratch". It drives me crazy too.
-Often it seems the wrong fielder is selected and not the guy closest to the ball.
I haven;t excperienced this. I do see IF selected on balls that are hit through the IF and you are unable to select your OF until he scoops up the ball.
-Fielders react to fast and run to fast. On a hot shot in the IF, most Infielders have time for one, and at most two steps before they dive. In this game, they take 5,6,7 or more steps in such a short amount of time and catch a ball on the run that real players wouldn't even have a chance for.
I haven;t experienced this. What are your fielder speed sliders set to?
SUGGESTIONS FOR IMPROVEMENT:
-Someday a catch button would be nice. Running into the ball to make a catch is becoming stale IMO, but so much else needs to be done before this.
That could be cool ... or a real pain in the butt. It would be nice to have the option.
-ERRORS-errors need to be more random and realisitc. MLB outfielder almost never drop routine fly balls that they are able to settle under. Usually it's catches on the run or misplaying bad or tough hops. Even Manny can catch 99% of routine flyballs.
Sometimes oF do drop routine balls ... usually when they take their eye off of it, and it hits the heel of their glove. I rarely see OF errors at all, when they happn to me it's most often b/c I've over run the ball and they reach back or when they are reaching for a low liner.
-More ANIMATIONS: bare hands,dives, slides, backhands, spins, throws from the knee's, throws from the butt, throws from a spin, throws from a jump, underhand tosses, side arm tosses, back hand tosses. I don't mean more often, just more variety.
You don;t see these? I'm pretty sure I have frapped images of Mark Reynolds throwing from one knee after a dive, Tejada backhanding a ball and executing a jump throw (it's ridiculous when 1B do it, but they do), underhand flips to second (including off-balnce flips when the 2B fields the ball behind 2B and executes a DP), short arm quick throws on DP's, nice throws on the run, and even a SS throwing behind his back to the 2B on a DP. I haven't seen any backhand tosses, but all the others I have seen a decent amount (except for the SS behind the back, I;ve only seen that once in 50 games)
domjr8
May 11th, 2009, 02:23 AM
Pros: smooth gameplay,
CONS: SOMETIMES IT FEELS LIKE FIELDERS CANT BE CONTROLLED, CAMERA ANGLES , FAKE THROWS LOOK SO UNREAL.
SUGG: TOTAL FIELDING CONTROL MANUAL (NO ASST.) / MORE ANIMATIONS
Paulten09
May 11th, 2009, 04:08 AM
I only have a suggestion, but I feel its important.
Integrate tagging with running. Often times Im just out of arms reach from a tag out and it seems I have to run to the runner, then stop and hit the tag button just to catch him. It seems to happen most with runners walking/sliding to bases. Sometimes moving in any direction and hitting tag wont even initiate a tag which could lose you a valuable out. I think it would contribute to the "experience" if it could be more of a run and tag effect.
ill pill
May 11th, 2009, 11:18 AM
PROS:
- Throw stick is great
CONS:
- I never feel like I have complete control over my fielder
- Far too many unrealistic errors (ex. balls that should be easily caught go right past fielders)
- Sometimes if you aren't controlling the right fielder which happens often by default, as you switch to another player he'll just jog to the ball; and right after you switch he'll start by running in the wrong direction until you gain control over him. Try it.. get a play into the outfield and switch control over players and you'll see they'll start off going in the wrong direction.
- Fielders react to ball WAY too quickly (Like on linedrives down the line that should only be caught once in awhile --aka should be "web gems" and not ordinary plays)
- Building on that, because those kind of hits don't happen, you have to tone up one of the hitting sliders to compensate for hits not sneaking through once in awhile and you end up getting way too many extra base hits or guaranteed, successful hits. By that I mean, with more hits NOT sneaking through, you have less of a chance at grounding into double play etc.. when you tone the hitting sliders to compensate, then you end up with too many line drive singles which allow you to tack on run after run.
- Diving sometimes seems to automatic. Also, if you press "x" too late you can sometimes miss the ball completely or have the player jump when you wanted a dive.
- This has to do with sliding & fielding: On steals or other plays where a player slides, there's reallllllllyyyyy poor detection of the player touching the bag. In real life when they slide feet first, they touch the bag with their foot and spring up. In this game the bag doesn't detect the player until their back knee hits the bag which is really strange. In return you end up with players who should be safe because their front font should be touching the bag but end up out.
SUGGESTIONS FOR IMPROVEMENT:
- More animations =)
- I pretty much listed the improvements in the cons section
- More selection of camera angles + custom angles that save
- Make tagging "smarter". Too many times they tag the player too late or perform the wrong animation for the tag.
Nick15_19
May 11th, 2009, 12:11 PM
Suggestions:
First off, people that make throws from their knees should not be able to get a full strength throw, it is also hard to get a perfectly accurate throw.
Next, I see this a lot: A ball is hit to the first baseman. Pitcher goes to cover first base, and when the first baseman throws him the ball, he catches it and starts running super speed to first base. Fast baserunners should make it a pretty close play at first.
circlechange1112
May 11th, 2009, 04:01 PM
Suggestions:
First off, people that make throws from their knees should not be able to get a full strength throw, it is also hard to get a perfectly accurate throw.
I dunno man, we see web gems quite a bit where guys are throwing rockets from their knees. MLB arm strength is just that much better than anything you see in college or the minors.
I saw Bill Hall the other day make a very strong peg from behind 3B back from his knees. Later that week, Scott Rolen did pretty much the same thing.
Some of the throws catcher's make from their knees are just unbelievable. These guys are not "like us" in any way *grin*
I'm not saying it's common, but it does happen. I've had the privelege of being on the field with some of these guys and to see how easy they throw the ball long distances is amazing. They play "long catch" up to 250 feet and make it look like an effortless game of catch. It's just ridiculous.
Some years ago, Vlad Guerrero, picked a ball up on the track (in a game) with his bare hand, took a half-step and threw a strike to home plate .... in the air, and it was a laser. At the end of last year, Ankiel gunned down two guys at 3rd vCOL, with both throws coming from the track, and the throws had as much velocity as possible.
ill pill
May 11th, 2009, 05:44 PM
^ Yes they can throw hard from their knees but not as consistently and as hard as they can in 2k9. It needs to be toned down a little bit.
Trevytrev11
May 12th, 2009, 06:43 AM
Isn't this pretty much the same as in real life? THe vast majority of plays are routine, and do look alike. I'm happy that players do throw differently on occassion (over the top, sidearm, glove pat, etc).
Not sure what you mean by this.
I have seen IF take way to long when you bring them to stop and/or try to change direction, and they tke forever to set up and throw (especially when fielding a bunt).
I'll kind of link these two together and give you two examples from a game I played last night. I was the Twins playing the Rangers.
For the first one, there was nobody on base and one out in the 6th or 7th on a 1-1 game. There was a high fly ball hit about 20 or 30 feet to my CF's left. I run toward the ball and should have no problem camping under it for the second out. Instead my fielder goes into the slow running animation and is forced to then try to catch the ball on the run. The ball falls in front of him. There was nothing I could do to speed him up or change his angle to the ball. He was locked into whatever canned animation the game decided was necessary and though I wanted to make a routine catch, I could not.
For the second one, there was a SLOW runner on third and 0 or 1 outs (a sac fly situation). Another high fly ball hit and this time toward the LF line, about medium depth. As my LF runs toward the ball, I have plenty of time to make the catch, so I try and get behind the ball to get in position to make a throw. Instead, once again the game takes control of my fielder and he ends up going into the jog animation and instead of getting behind the ball or atleast camping under the ball, he kind of runs through the spot and ends up basically reaching behind him, while running away from the ball and making a catch about 6 inches from the ground. By the time he gained momentum, I had no chance to throw out the runner.
Even "Throw like Mary" Damon's throws are not gonna be rainbows, but I unerstand the point you're making. I can tell a big difference in throw power between Ludwick and Ankiel. In the same game described above I had three bang-bang plays at the plate on Sac Fly attempts and all were hit medium/deep OF. I just feel all OF's have arms like only the best ones should...A shame they took out the slider to adjust this.
I haven;t excperienced this. I do see IF selected on balls that are hit through the IF and you are unable to select your OF until he scoops up the ball. I've only seen it a few times and maybe I just need to let off of the controller until I know which fielder I am controlling, but on a ball hit to left center, it seems to me that my LF is much closer (and the camera even seems more centered around him), but I will instead be using my CF and end up running away from the ball.
I haven;t experienced this. What are your fielder speed sliders set to? I'll have to confirm, but the person's current version of the slider set I'm using is set to 50. I don't know if he has updated since I used them, but that is my best guess.
I see this one all the time as well as in multiple times every game. I hit a hard line drive 15-20 feet to the second baseman's left and when I watch in the replay, basically as soon as the ball is hit, he is already running at full speed in the direction of the ball and makes a catch on the run. I see it and know that it should be a single and at most a diving stop by the second baseman, but he catches it on the run after taking several steps, when he should have time for one step and two at max.
You don;t see these? I'm pretty sure I have frapped images of Mark Reynolds throwing from one knee after a dive, Tejada backhanding a ball and executing a jump throw (it's ridiculous when 1B do it, but they do), underhand flips to second (including off-balnce flips when the 2B fields the ball behind 2B and executes a DP), short arm quick throws on DP's, nice throws on the run, and even a SS throwing behind his back to the 2B on a DP. I haven't seen any backhand tosses, but all the others I have seen a decent amount (except for the SS behind the back, I;ve only seen that once in 50 games)
This was more of a suggestion than a complaint....just too add more of everything. There are so many different ways to make a diving catch, it would be nice to see several different animations for the same "types" of plays. Some times you watch web gems and you think it was just a regular dive that you see on any given night and occasionally you see something that you go wow, that's the best play I've seen in a long, long time. It was more of a don't get complacent on the animations and think you have enough...always add more.
circlechange1112
May 12th, 2009, 02:10 PM
Trev,
Do you have the dynamic indicator turned to "fixed"?
I ask b/c once I made that switch, the OF slowdown thing drastically decreased.
I do agree that sometimes you get locked into a path, and that path always seems to be to catch the ball on a hop, rather than run to the front of the circle and catch it in the air.
2k OF play has always seemed to be "fighting against the game" in order to make a smooth play.
Trevytrev11
May 12th, 2009, 02:29 PM
Trev,
Do you have the dynamic indicator turned to "fixed"?
I ask b/c once I made that switch, the OF slowdown thing drastically decreased.
I have it on. What do you use?
I do agree that sometimes you get locked into a path, and that path always seems to be to catch the ball on a hop, rather than run to the front of the circle and catch it in the air.
2k OF play has always seemed to be "fighting against the game" in order to make a smooth play.
I know. It's been this way back to the original WSB on the Dreamcast (the one where fielding was automatic). The players would litteraly run in place for a second or two so that the could set themselves up for the proper animation for the catch. Obviously it has got better over the years (actually I don't recall it happening nearly as much in 2K8 and remember it being worse in 2K7), but it's still a killer.
I understand that to have the player catch the ball he has to be in a certain position and for him to get into that position, the game has to take over, but it just seems to much of a long and drawn out process that can kill a play. It seems that if the game reacted quicker, it could still fix that problem.
Maybe this is where a catch button comes in to play.
Think about a football game and catching a ball with a receiver. Once you take control of the receiver, if you do nothing but run into the ball, the ball will bounce off your helmet. If you press too late, your basically screwed, if you press on time, you make a smooth catch. If you press slightly early, the game will adjust a little to get you where you need to be and if you are way too early again, your screwed.
Seems the same logic could be used for baseball so that instead of the game inititating the drawn out catch animation way too early, you could start it on time. A lot of those balls that are caught on the run, could be caught standing still.
Nick15_19
May 12th, 2009, 02:35 PM
Here's a suggestion for diving plays and such. Maybe you should make a button for some sort of "all-star play" (For lack of a better word). Like a backhanded ball to a shortstop into the gap, it would require an all-star play to get the runner if he's is even somewhat a decent runner. Or maybe a diving play up the middle would be an all-star play if he threw him out from his knees, or even just threw him out. Also a backhanded catch and throw from a shortstop would be an all-star play.
Trevytrev11
May 13th, 2009, 08:13 AM
When pitching/playing defsens, I believe you only have the ability to shift your defense before the first pitch of the AB. If I forget and try it after that first pitch, I am no longer allowed to make adjustments.
Does everyone else have this happen?
If so, this should be fixed as well. Infielders will shift from pitch to pitch depending on the situation.
Example(s)
-A guy tries to lay down a sac bunt and misses or fouls off the first two pitches. Most of the time, the bunt will now be off, so the fielers will go out of their bunt defense.
-A guy shows bunt (bunting for a hit). You may bring your 3rd baseman in a few steps.
-A guy on 1st and you are in double play depth. If he steals second or moves over on a wild pitch/past ball and the double play is out of the question, you may back up your fielders.
From my experience, it seems that you cannot move your defense after the first pitch. If this is the case, I suggest you change it back to the way it was, so you can.
Nick15_19
May 13th, 2009, 03:01 PM
It is almost impossible to make jumping catches at the wall. Fielders always jump like 5 seconds after the ball comes down. It needs to be easier. Right now, only people who have like a 90 jump/dive rating can make jumping catches.
BigBlue922
May 15th, 2009, 09:17 PM
A few suggestions:
Sometimes, an outfielder I'm controlling will suddenly change direction (zig zag) for no reason. AWFUL
It is VERY difficult to dive for a ball. Sometimes my fielder will dive in a completely different direction than what I intended.
There are too many "Willie Mays type" over the shoulder (back to home plate) catches in this game.
Also, head tracking needs to be improved. Get rid of the 'back to home plate' type catches and replace them with players running while tracking the ball with their eyes.
BigBlue922
RabidMongoose_Xbox360
May 18th, 2009, 05:58 PM
PROS: Can't think of one. Maybe the button to hit cutoff man.
CONS: CPU never makes a catch at wall, always turns into a triple cuz they don't pick ball up right away. Infielders act nonchalant when they should be rushing to get the ball off. OF go into a big running start to throw the ball when a snap throw is what's needed. Why is it so hard to throw out runners, even when throw is on target?
SUGGESTIONS FOR IMPROVEMENT: Return fielder collisions to the game.
Greg7
May 22nd, 2009, 03:15 PM
Pros:
*Right stick for throwing
*Quick throw - at least the idea of it is a pro. The execution of it is a con.
*Cut-off Button (LB)
Cons:
*Fielder Speed
*Fielder AI - always know what situation you're in.. if I make a diving catch w/ a runner on.. GET UP!
*Too Many Web Gems (CPU - still)
*Preloading Throws - Preloading throws on sac flies is a must! It's nonexistent in 2k9.
*Fielder's Arm strength - More variation. Some guys can flat out chuck the ball (in real life). Some, not so much.
*Jump/Dive - The fact that jump and dive are on the same button is a con.
*Hard to run in on ball - There's no charging a ball, and if you do it's in slow motion.
*No Defensive shifts - The CPU will never throw a shift on me for players like David Ortiz, Carlos Pena, Jason Giambi, etc.
*Can't choose to hold a runner on or play back.
*Fielder Animation:
-Player Movement - Needs to be more Fluid and Life-Like - and more than one speed
-Head Tracking - Players need to watch the ball the whole time
-Catch Animations - Too much feet shuffling. Routine catches should look more routine.
-Jump/Dive Animations - Need to be better. This isn't that much of a negative.. there's some good ones.
-Crow Hop Animations - Need more realistic crow hops (quicker) - there's a 5 step crow hop.
-Double Play Animations - More Double play scenarios
-First Baseman Animations - More stretching, scooping, and coming off the bag with urgency
-Catcher Animations - Lose the Mask on pop ups, Lower Positioning on plays at the plate, more blocks
-Better tag Animations - Better positioning for a tag added with some collision detection
-Better Routine Animations - Too many of them look like they're in slow motion; routine plays become too close for comfort sometimes.
Suggestions:
*Fielder speed suggestion: More variety in their speeds. Everything from jogging to sprinting. I'd really like to have a sprint trigger. That would be awesome because you could be as aggressive or conservative as you want to be.
*Fielder AI suggestion: Have the fielders always know the current situation. Example: Runner on 3rd with NO OUTS, Late in the game. I bring my infield IN. Ball is hit to my 2nd baseman, "look" the runner back to 3rd, then throw to 1st. Upon catching the ball at first, my first baseman steps off the bag as if no one is on base. The first baseman should come off the bag and immediately look to see if the runner is going, and be ready to gun it home. If no one is on base and it's a routine play, then my fielder should know how hard to throw the ball. A fly ball to the outfield that's routinely caught with no one on base should lead to a soft toss back in to the infield. With a runner on, the outfielder should know to get it back in, in a timely manner. Point is, they should know when to have that urgency in the field and when it's not needed.
*Web Gem suggestion: Usually infielders (in the game) just dive left or right without taking any steps towards the ball. This happens but it appears that even on some slowly hit balls that they could just back hand or just field routinely, they dive for some reason. It's almost like it's a forced dive. This may actually be an AI issue, but my suggestion is to clean it up. They're not bad, just too many of them. New dive animations would be pretty cool too (a dive where the ball takes a high hop and the fielder has to adjust and make the play).
*Preloading Throws Suggestion: Bring it back for sac fly situations.
*Arm Strength Suggestion: More variation in arm strength. By that I mean more variations in the types of throws as well. Everything from gunning the ball to a lob.
*Jump/Dive Suggestion: Please separate each function on the controller. Often I try to make a diving play with an infielder and he'll try to jump for the ball. It's frustrating. I think this will also lead to having a better ability to climb the wall instead of diving straight into the wall like an idiot.
*Defensive Shifts - Make the CPU use them (I guess this is an AI issue, but whatever, it needs to be fixed.
*Hold Runners - I'd like to tell my first baseman whether or not to hold the runner on at first. You see this strategy later in games or if the runner at first and is unlikely to steal. If they do steal it would likely go down as defensive indifference, and most of the times there's no throw to the bag. Again, it's a late inning strategy (usually) and it'd be nice to see it in 2k10.
-Fielder Animation suggestions:
*Player Movement - Needs to be more fluid and life-like. I also feel like the play has already been mapped out for me and that I don't have much control over my fielder. More control over the fielder would be great. (Side note: It should be easier to run in on a ball than it is to run back on one - it seems backward in the game.) Great example of play being mapped out for me already: On a fly ball to the outfield, my fielder will run past the spot where the ball is going to land and make a no-look back-handed catch. When seeing that this is going to happen I try to change his course, but to no avail.
*Head Tracking - This ties in with player movement, and possibly AI. When fielding a fly ball in the outfield, an outfielder should "angle back" to the ball in order to keep the ball in his view the entire time. Instead 2k9 essentially "runs" to a "spot" and catches the ball. Players need to know where the ball is, and it's as if they don't know where the ball is until you've reach the circle where the ball is going to land. They should be tracking the ball the whole way. On balls roped over an outfielder's head, the icon in the outfield should disappear (like 2k8) and only reappear when the fielder looks up to see the ball (These should be hard plays to make - watch that great catch by Jim Edmonds when he played for the Angels... amazing).
*Crow Hop Animations - Need better ones. They need to step in the right direction and there's one where the fielder takes like 5 steps... I can tag up on that all day. No more slow motion crow hops.
*Double Play Animations - This is huge. There are so many different DP scenarios. The more you have in the game the more realistic it will be. The take out slide needs to come back. Keep in mind that a SS can see the runner coming whereas a 2B cannot and is more likely to be taken out. Middle infielders generally bring their momentum across the bag to make the throw. The take out slides should go to either side of the bag, not just straight up over the bag. Fielders need a little more urgency when turning DPs. I could go on for days with this one. I suggest watching a lot of different DPs in real life and see how infielders position themselves and work around the bag to avoid take out slides. Also watch what happens when there is a take out slide and the events leading up to that take out (slow hit ball, ball hit in the hole, diving play, off balance throw - generally a slow developping play or a really fast runner can lead to take outs).
*First Baseman Animation Suggestion - More stretching, scooping, and coming off the bag with urgency. Bad throws that go up the line followed by a jumping catch and sweeping tag as the runner goes by (shouldn't always be an out). Also, for routine plays, as it is right now, the first baseman stretches on plays that aren't close. Maybe have him stand up a bit more as he catches a routine, accurate throw at the chest.
*Catcher Animation Suggestion - Lose mask on pop ups, lower positioning for plays at the plate and more blocking of the plate (for close plays - like with the leg and forcing a runner to have to slide around the catcher's leg).
*Tag Animation Suggestion - Better positioning for the tag as well as better tags. No more catch ball, shuffle feet to the left, bend over and make a slow tag on runner who is safe. Fielder should be in a low position (provided that the throw is accurate) and make a quick tag. A throw coming in from left field to 2B and the 2nd baseman should straddle the bag so he can catch the ball and make a quick tag. I believe the game has the 2nd baseman positioned with his back completely turned away from the runner; which leads to the 2nd baseman catching the ball, turning around (180) and then has to find the runner to tag him. This whole process should be much shorter and quicker (again, on accurate throws to the base). Also, on steals at 2nd, middle infielders should be positioned sideways and are generally in front of the bag instead of directly over it. If they are, for some reason, over the bag, they're straddling it. I'd just like to see more "bang-bang" plays.
*Routine Play Animation Suggestion- They seem to be in slow motion some times. Routine plays some times turn into bang-bang plays. Not sure if this is AI or animation issue or a combination. Clean this up.
*Quick Throw Animation Suggestion - Clean it up. Sometimes they gun the ball way too fast, and other times you hit the release point and you have to still wait for the animation, thus making the quick release pointless. There also doesn't seem to be much risk in using the feature.
*Overall - Many more varieties for animations and more variation in fielder's speeds and throwing strength. I get the feeling that 2k's game is too slow and doesn't really capture the natural speed of the real life game. Fielder AI definitely needs to be tweaked. Right now I can sac bunt with less than 2 outs and the pitcher will try to throw the runner out at 2nd when he's easily safe, and in return my hitter beats out the back end of a double play at first. That's a no-no in baseball. It's like an automatic hit. Fielders can't catch hits near the wall as well... and then they have trouble picking up the ball.
Nick15_19
May 22nd, 2009, 06:05 PM
I have also noticed that balls hit to the second baseman about 2 feet away, they go into a full spring to backhand it on a soft grounder.. Most players just strafe over, square up on the ball and play it on a hop, or take a step and backhand it. They should not be full out sprinting, run 5 feet after, stop, plant and throw. People do not do that.
Paulten09
May 22nd, 2009, 09:17 PM
Pros:
Quite a few, most of them already said.
Cons:
* No fielding Errors.
Suggestions:
* Implement collisions when you dont press a button. When I say collisions, I dont necessarily mean bashing into each other at their fastest running speed. Sometimes you have OF errors when both players look at each other and get confused who will take it, and the ball just lands between them. On a side effect, I think it would look awesome and add more realism if your OF catching the ball waved off other fielders once you hit the button which allows one of the OF's to call the ball.
Trevytrev11
May 23rd, 2009, 05:49 AM
It would be nice if when you called off other players for the ball, your player actually yelled for it or used his hands to wave off other players (or both).
silenthatred12
May 23rd, 2009, 03:49 PM
PROS:
CONS: The archaic movements in the outfield. The bouncing and hopping around? What are they doing? Not calling off fielders should result in a collision at least sometime. Why else would this option be there? Players definately shouldn't run through each other when it happens!
SUGGESTIONS FOR IMPROVEMENT: Smooth out the movement. As stated above, routine fly balls should be more routine. If anything, it seems easier to be moving than trying to settle under a ball. As Trevytrev11 said, a catch button would be great. Actually, all of his suggestions are great.
Also the running into walls thing. If you are sprinting turbo to catch a fly ball by the wall, and the animation A. Stops you as if a wall was there, but continues as if you are still running or B. Lets you run right through the wall. Neither of those are realistic. You should have to do something to stop your momentum, or risk running into the wall and dropping the ball. Whether or not that is pressing a button, releasing a button or doing something with the stick at the right time. Something that doesn't allow you to run full speed at the wall without penalty. It seems the only time fielders react properly as if a wall was there is on home runs that they can't get to anyways.
Edit: One more thing I would say is the balls that would normally be the SS or 2B balls are being assigned to outfielders who are in no position to realistically make the catch. Sometimes you are able to switch to the infielder if you are quick enough, and sometimes not. But they should be the default player selected. Other times, balls hit to the 2B side of second base and the SS is the default player selected? If it's a hard enough hit, you can't recover in time after changing players.
tackleb0x
May 27th, 2009, 06:33 AM
Pros: Love the smooth framerate and alot of throws seem very smooth.
Cons: Not all fielding and throws are smooth. 2k did away with the directional accuracy from mlb2k8. Liked the added realism.
Suggestion: Not sure if anyone's noticed but in the last 5 years or so fielding has changed alot in baseball. You see alot more players popup slide for balls so they can come up throwing. What used to be a jump turn is now a slide plant and fire throw. Would be nice to see some of these plays in the game. Also its too hard to react in time for the diving animations to go off in 2k9.
Nick15_19
May 28th, 2009, 03:49 PM
Players with better throwing accuracy should have a bigger green marker in the throw meter, and guys with lower throwing accuracy should have a smaller green marker in the throw meter.
Also, to help with stealing, catchers should have a set ratio of accuracy/strength (Ratio should be same for all catchers). If a catcher has a ratio of say -7 throwing accuracy to arm strength, they should be overthrowing the ball or missing the base consistently.
What I mean by the ratio is, if a catcher has an 88 for arm strength, if the catcher has lower than 81 accuracy (Using -7 for the ratio), then they should not make accurate throws.
tril12
May 28th, 2009, 10:57 PM
PROS:
atmosphere and play by play commentary
swing stick
pace of the game
throw meter
CONS:
fielding- no urgency , too many diving catches,
batting- swing stick is unresponsive at times
pitch count needs to be a tad bit higher
errors tend to be a bit unrealistic at times
strike zone needs to be better defined.
DL/ injuries last too long or seems to be broken.
SUGGESTIONS FOR IMPROVEMENT:
pitchers motion/gesture should be timed to move at the same time the meter is moving/filling up.
player movement needs to be more fluid.
Trevytrev11
May 29th, 2009, 06:34 AM
Suggestion:
One situation that has always plagued me in baseball video games is when a hard or soft line drive is hit to my infielders left or right (kind of over their head) or directly over their shoulder and I have to run at it at an angle and then need to jump to get it-they almost always end up diving and turn what could have been a catch into a rediculous looking play.
Trevytrev11
May 29th, 2009, 06:42 AM
Suggestion:
Defensive Rotations: When shifting your infield around and a runner on first, give us the option, in any alignment, to have our first baseman hold the runner or play off the bag. The game doesn't realize that it's the bottom of the 9th with 2 outs and a 5 run lead and David Ortiz is on first and I don't care if he takes second on me and I want my first baseman to play back.
It would be easy. Keep everything as is, but when you are shifting your infield have a button option that says: Hold Runner - Yes/No. And then you just press the button to change it.
The default should always be yes and any change should only be for the current at bat.
Nick15_19
May 29th, 2009, 11:52 AM
Suggestion:
Defensive Rotations: When shifting your infield around and a runner on first, give us the option, in any alignment, to have our first baseman hold the runner or play off the bag. The game doesn't realize that it's the bottom of the 9th with 2 outs and a 5 run lead and David Ortiz is on first and I don't care if he takes second on me and I want my first baseman to play back.
It would be easy. Keep everything as is, but when you are shifting your infield have a button option that says: Hold Runner - Yes/No. And then you just press the button to change it.
The default should always be yes and any change should only be for the current at bat.
There should also be an option to tell the middle infielders to stay at their position if the runner steals, in case of a hit n run or if you just don't want to bother throwing.
In the case that they do steal a base, it would not be counted as a stolen base because the infielder did not attempt to pick them off. It's called a fielding indifference.
Nick15_19
May 29th, 2009, 06:54 PM
Fielders make too many errors. Outfielders should not be making 5-10 errors a year EACH. EVEN THE GOLD GLOVERS MAKE THAT MANY ERRORS. Outfielders usually make 1-3 errors each year.
First basemen don't typically make many errors. There are A LOT of good defensive first basemen in the MLB. They should not be making 10-20 errors at first.
Catchers dont make many errors either.
Nick15_19
June 10th, 2009, 12:04 PM
I think it would be a good idea if we could shift individual players instead of whole infielders. Like how BJ Upton plays very shallow for the Rays, even though the Left Fielder and Right Fielder play at normal depth.
Exceller112
June 10th, 2009, 04:47 PM
This is After the Patch on the 360.Somehow,If you don't hold on to the left Analog stick,When running,Back or to a Flyball,(Especially Line Drive hit's).And you get to the Ball,A fraction early,Or are still on the run backtracking,to the Flyball hit.It will either,Bounce Off him,Or his Glove,Or,Acutally CLUNK The Outfielder on the Head.This only Happen's in the Outfield.(This Need's To be Fixed.).My own opinion,That when fielding a grounder,I have the normal tendency,to Push the Right Analog Stick,Downward,As to Put the Glove ,to the Ground ,to scoop up the Ball.What Happen's then is ,The throw to Homebase.Maybe An Option To HAVE The Use of One Fielder setting.So Each Indivudally Person ,Can choose To use Either the Face button's, Or the Right Analog Stick.So each Person can make there own choice,To what Type of Fielding they Prefer.
circlechange1112
June 10th, 2009, 10:23 PM
That when fielding a grounder,I have the normal tendency,to Push the Right Analog Stick,Downward,As to Put the Glove ,to the Ground ,to scoop up the Ball.What Happen's then is ,The throw to Homebase.Maybe An Option To HAVE The Use of One Fielder setting.So Each Indivudally Person ,Can choose To use Either the Face button's, Or the Right Analog Stick.So each Person can make there own choice,To what Type of Fielding they Prefer.
Why would you push the anaog stick down to lower your glove to field the ball? NO baseball game ever had that control?
You can use either the stick or face buttons to throw, I don;t think they need to program the game for people that push the stick down to lower their glove ... because no one does that ... well, almost no one. *wink*
Just take your hand off the right stick when fielding. Problem solved. (<-- seriously ... and not said in a mean way).
Trevytrev11
June 11th, 2009, 06:49 AM
I've yet to see a human controlled player dive or slide for a ball and get glove on it and miss it and I've never seen a computer controlled player make a dive or slide attempt and do anything but catch the ball. Being these are usually rare, spectacutlar plays, it would be nice to see the success rate on these plays much lower. Often times infielders dive for a ball to see it hop over their glove or just come up short or just have them knock the ball down. Outfielders sometimes lay out for a ball they can't reach only to see it roll to the fence. Or they slide for a ball and it hits off the heal of the glove.
The success of these plays should be tied to some sort of rating making them successful less often for bad fielders and more often for good fielders. But even for the good fielders, the success rate should still be far from perfect. Torii Hunter or Andruw Jones or Ozzie Smith in thier prime didn't get every ball they laid out for.
circlechange1112
June 11th, 2009, 12:37 PM
I've yet to see a human controlled player dive or slide for a ball and get glove on it and miss it and I've never seen a computer controlled player make a dive or slide attempt and do anything but catch the ball. Being these are usually rare, spectacutlar plays, it would be nice to see the success rate on these plays much lower. Often times infielders dive for a ball to see it hop over their glove or just come up short or just have them knock the ball down. Outfielders sometimes lay out for a ball they can't reach only to see it roll to the fence. Or they slide for a ball and it hits off the heal of the glove.
The success of these plays should be tied to some sort of rating making them successful less often for bad fielders and more often for good fielders. But even for the good fielders, the success rate should still be far from perfect. Torii Hunter or Andruw Jones or Ozzie Smith in thier prime didn't get every ball they laid out for.
Wow, T2, I get both user and AI diving plays where the ball spurts out. Lately I seem to have been getting a lot of plays (as compared to before, it's still rare 1 every 2-3 games or so) where the 2B/SS reaches out for the ball, it dribbles out of the glove, and then they barehand it and throw to first.
My experience with dives seems to be the exact opposite of yours, in that I get a good amount of dives that just result in "stops" rather than "outs".
The batting success slider (IMO) affects the diving and dive success very much.
Trevytrev11
June 11th, 2009, 12:50 PM
The batting success slider (IMO) affects the diving and dive success very much.
I'll have to tweak it as I'm just not seeing it. I was seeing routine flyballs dropped, but that has stopped. For me any time I see a player dive or jump (with the exception of one jump), the catch bas been automatic. The only bobbles I typically see in the OF are when a fielder tracks down a grounder to the gap and fields it on the run (usually a back hand). In these situations, I have seen them misplay the ball a few times. What do you have it set at?
Kind of ironic that the hitters luck (batting success) impacts the fielders ability to make a catch, eh?
BostonBaseBall040709
June 15th, 2009, 11:27 AM
Pros:catchers blocking the plate
Cons: The outfielders aren't fluid, you can't correct their course, make it like 2K8 again.
You can't take the 2nd baseman out in a DP.
You have to slide halfway over home before your safe, before that you're called out, this happens on all bases, important to fix that.
Make the CPU be intelligent with balls off the wall, make them play it off, not always try to catch it.
Handicap some fielders, Vlad Guerrero cannot run from right center all the way to the line and make a diving catch in foul territory, you gave all the outfielders too much range, they always track balls down.
msainttt41
June 15th, 2009, 11:39 AM
Pros: The computer's fielding is outstanding (sarcasm).
Cons: Too many fielding errors. Balls hit guys right in the glove and they bobble it, gold glove guys like Mark Texiera and he bobbles it and doesn't get a routine out.
Too slow in relaying the throw, esp. for double-plays.
Can't highlight an infielder when an outfielder is first highlighted because the ball is either a line-drive or it's a fly ball to the short outfield where an infielder has a better chance to run it down than an outfielder.
Frustrating when you have a fielder not just in the yellow circle, but right on the smaller yellow circle and he still misses/drops the ball. How many ML fielders are like Luis Castillo that just drop a fly ball....and on a regular basis?
Left stick to jerky when you move an outfielder to a fly ball, which ends up causing many errors.
thereelslim
June 16th, 2009, 12:13 PM
Pros: very innovative and fun
Cons: too long for double plays to develop. Not enough influence on throws. Throwing out stealing base runners is hard with this system. Not enough difference between prime-time fielders and average fielders. Derek Jeter should be substancailly better than some rookie, but the CPU makes every play regardless
Improvements: just needs tuning (throwing meter) is very good (one of the best things going for the game). Need some sort of "Rob Home-Run Indicator), diving/sliding plays REALLY need help
wileydsp
June 16th, 2009, 01:58 PM
AI FIELDING IS UNREALISTIC
Pros:
The graphic motions are flawless
The fielders respond to the throw much more accurately than in prior games
Cons:
the AI fielders have entirely way too much range especially the short stop and second basemen. Also not every spectacular diving play is made. Fielders who are not known in the real world as average or close to average fielding skills make incredible plays. The AI outfielders cover entirely too much ground. There is no chance for a gap hit since the fielders somehow make it to the ball to either catch it or make it a single. Those same balls in real life are extra base hits.
Suggestions for Improvement:
limit the AI fielders range by 5 categories: Going back on the ball, Going left, Going Right, Charging, and diving ability. Having these categories for infielders makes you all create a game that more adequately represents the fielders in the majors. There are plenty of scouting reports available in the real world that say So and So has above average range going left but below average range going right
For AI outfielders: Make speed more of a factor for outfielders. Range should adequetely reflect what they can do in real life. The range and speed HAS to become more of a focal point when developing a new AI system for fielding. Right now fielders who are considered horrendous outfielders can cover an entire parking lot in 2 seconds.
USER fielding:
Pros: again the movements of the players are very realistic, graphics are great. The animations are spot on
The user controlled infield is very acceptable. I have had no problems controlling infielders.
Throwing is not a problem what so ever.
Cons:
The outfield is seriously flawed, like beyond stiff, beyond bad. The idea of "easing" a player to the desired location is good in theory but does not play well at all. Even if you do ease the player by backing off on the analog stick, they seem to still freak out and jump around making this bit of the game entirely unsmooth and insanely frustrating. Also, all too often does the user feel locked in to what the computer has already forced the player to do. You don't feel like you have the control to get to a ball you know you can get to. In previous versions of mlb 2k, that was never a problem.
Suggestions for Improvement:
Give the user the lattitude to move their outfielders where they want. The automatic fielding should be changed for outfielders to just include the first step and that is it. If the player has a poor first step then that decreases their fielding ability in the outfield. That way the user wont feel so trapped. Also, cut back on the animations an outfielder can perform as opposed to an infielder. We as customers don't want a broken graphic that may or may not look cool, we much rather have function over form. I can sacrifice outfielder animations to make that part of the game much smoother and less frustrating.
Wookie481512
June 29th, 2009, 10:50 AM
Pros:
There are some but this is the part of the game that needs a ton of work.
Cons:
There needs to be literally a thousand new animations in the following departments:
In field fielding (short hops, scoops, dives, flips, jumping, TAGS!!!, and different throw motions)
Out field fielding (dives, jumping/robbing, crash in the wall, appraoches to the ball, throwing, and the running animation where they are running straight up and down with their shoulders waaay back. It looks real abdd guys.)
The fielding needs to be more responsive, not the current where I want to scale the wall or crash into the wall for a ball and I try to press X and all he does is run normally into the wall and doesnt make an attempt to mke a play.
Need to have a sperate button for jump and dive on defense. Several times I could have made a play on the ball if I could have dived and insted the player jumps like an idiot. Just ake two seperate buttons.
Dont know if canning the animation would be better like the majority of games do but several times I casually run to catch a routine ball or get into postion and let the ball come to me via rolling only to have the player let the ball run right by him or the ball hits him in the face! :( I have lost games becasue of this and its really bad.
The infield needs to be more fluid during plays. I think the added animations will help but the in field literally looks like robots performing in cadence when executing a play. Looks like 3 animations (running, catching, thowing) individually performed instead of blended together. The majority of the ame looks like this but this is the fielding thread. If there were aniamtions blended together it would look nice.
SAINT Wick
July 8th, 2009, 11:59 AM
Pros: None
Cons: All
Suggestions for improvement: Please review 2k7 for notes on improvements
bravejayhawk
August 12th, 2009, 03:44 PM
Everything everyone said just make it smoother to play... If 2k10 gets a 8.0 or above on the ign rating next year then that is very very good coming off a 6.2 almost a 5 this year
Fassy
August 25th, 2009, 03:26 AM
Cons - This has happened to me three times so far. If the ball is hit to the outfield and rolls under the wall, the player can not reach it. He just keeps running into the wall while the baserunner keeps running. This action prevents any other outfielder to get to the ball thus allowing the baserunner to score an in-the-park homerun.
Suggestion - If the above happens can it be designed that the hit is a ground rule double like in a real game.
bigfnjoe96
October 10th, 2009, 06:43 AM
Would love to see the Auto-Fielding Option put back into the game. Including the Fielding Assisted Option.
As for throwing animation. They need to be slowed down. This should help them look more natural.
We also need more variation in throws
ice1227
October 12th, 2009, 07:29 AM
I would like to see the option for making Fielding and base running to be controlled by the CPU. You could also add a manager mode for those who want to manage. But the Fielding is very weird.
mets85
October 13th, 2009, 06:41 PM
yes I played 2K7 last night and its much better
JRubes
October 22nd, 2009, 03:39 PM
Pros: people look real
Cons: choppy animation, people turn wrong way when they throw, fielding looks so unreal, people do not catch the ball for some reason, animation looks about 300 times worse than that of The Show, AI i think is brain dead, it takes about a year for people to put down tags and for some reason turn the other way sometimes and sometimes miss the person sliding, the dirt looks like it is from an Nintendo 64 game. ALL in ALL the animation is what kills the game. I have played baseball for 17 years now and it is so pathetic to see all these animations look so unreal. You try to MAKE IT SO COOL IT LOOKS DUMB. If the animations could look fluid and fun and stylish like The Show the game would be awesome. In end animations really need to improve for me ever to buy this game again