Quote:
Originally Posted by Charlie Hough
I absolutely agree on both points. An 88-mph pitch was a fastball during the deadball era, and even though pitchers can throw much faster now, it's still a fast pitch compared to a changeup and a lot of curveballs or other breaking pitches. To me, that's what makes it a "fastball." But a lot of others would disagree because it's significantly slower than a straight fastball today.
Regardless, the real discussion here is about whether OOTP is simulating pitcher performance correctly when pitchers don't have a straight fastball in their repertoire.
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I have always thought that OOTP could really have a go at the issue on how to deal with pitches if not all these small difference ones was mentioned.
A pitcher could have a fastball, breaking pitch, off-speed, then these odd ones like knuckler. The issue on "Was that a curve, slurve or slider" will go away. Even on the pitcher that got a couple of different curves,as we know. It gets down to basic. "He threw a breaking, or off-speed pitch". All kinds of fastball variants goes away then to.
OOTP could more easily program what will happen when these are thrown as type instead of clear cut named pitches.
Over the years I have had the feeling that OOTP have regarding the numbers on pitches and the quality off them as the only factors.
This is an area I hope will truly improve, if it hasn't already.
But it's hard to see and judge IMHO.
Only the devloper can answer with 100% certain call .
I think this goes into the start of the thread on OOTP AI in-game programming on types of pitches and how they are delt with by OOTPs AI-brain.