Introducing the new Swing Analysis Window
The intention of the Swing Analysis Window, first and foremost, is to help gamers determine where they can improve. Our approach was to recreate the window to conveniently present more essential information to the user all in one place. This led to auditing all the information itself, as well as how the information was arrived at.
The previous Swing Analysis Window lacked critical information to tell a story about how inputs arrived at the hits players were seeing, with a lot of important information scattered throughout different sections of the user interface and menus. Also, the arrangement of what limited information did pop-up would often result in misinterpretation and confusion.
With the new Swing Analysis Window, we hope to help users understand the context of why [the hit] happened. There are so many inputs to determining any play result, so we focused on covering the most essential information in an intuitive way.
The most essential inputs are on the left and will pop-up on ball-bat contact. This info includes:
- NEW! The batter's handedness. The batter's Contact, Power, and Vision
- IMPROVED! The user's swing timing input with a precision scale visualization
- Pitch Location with Pitch Type and Speed (note that location is by far the most important)
- User's plate coverage input
- NEW! Ballpark and wind occasionally impact the play result
Note: We've primarily focused on inputs to bat-ball contact. Some important inputs not shown would include Swing Type (Power, Normal, Contact), Gameplay Settings, and Defensive personnel and positioning.
Some outputs and results info will slide out to the right post-play. This info includes:
- NEW! Launch angle in degrees
- Exit Velocity at bat-ball contact
- Contact Result generalization
- NEW! Scorebook result
As we said, we also wanted to make sure there wasn't any misleading feedback, and that led us to making...
Improvements to Contact Result Feedback
We've re-engineered the 'Contact Result' feedback, now found in the bottom right of the new Swing Analysis Window. The reworked "Contact Result" system rates your hit as a combination of mph and launch angle. Take note of how the combination of the two alter the result. For example, each hit type has different thresholds for Good, Okay, and Weak that reflect their AVG and SLG value in baseball. Line drives have a lower mph threshold to qualify as Good because their launch angle gives them a high potential of being a hit or a double. Whereas high flies have a higher threshold to qualify because they give fielders a lot more time to reach the ball than a line drive or medium flyball. It's normal for a line drive and high fly to land in the same spot but be rated differently! The new system accounts for these nuances in a more reliable way. Better hitters should now generate more 'Good' hits, and 'Good' hits are more consistently valuable than they were in the previous system and there is now more separation between the Good, Okay, and Weak categories. Also remember - the Contact Result does not factor in the stadium and wind or fielding/running ability.
Fun Fact: Apart from Good, Okay, and Weak, your hit can also be rated: Bunt, Missed, Corkscrew, Checked, Broken Bat, Foul Tipped, Perfect (3 types), Way Inside, Way Outside, Popped, Chopped, Jammed, Rolled Over, and Out in Front. Many of the descriptions are special sub-sets of Weak. For example, Jammed is an important feedback because it drops your swing power significantly even on perfect PCI placement.
In the pitcher-batter analysis, you can see for yourself how each category performed using the 'Result' filter. In testing, we found 'Contact: Good' consistently hit around .600 AVG (averaging multiple games), with most hits being extra bases. Whereas 'Okay' averaged just over half of that, and few extra bases. Perfect hits generally average .850 (slightly higher or lower based on batter power, due to home runs).
Updates to Battle Royale
Two new updates are now live in Battle Royale.
First, all BR entries are FREE until June 26! Start practicing your draft strategy as we approach the first tournament in MLB The Show 20.
The second update in Battle Royale focuses on the two Diamond player rounds, and this change will be in effect for the Summer Circuit tournament.
- 99-97 overall players in the first Diamond round*
- 96-90 overall players in the second Diamond round*
The updated Diamond rounds mean you will see better squads with these higher caliber players, and more importantly, improved balance between users' drafts.
*Note: In rare cases during the draft, it's possible to see player draft options that fall outside this range, usually due to position depth.
And Finally, Additional Fixes...
- Several fixes made to Outfielders reacting to and catching balls in the outfield and or near the wall.
- Fixed an issue that would cause the player to lose control of the defensive fielder after throwing to a base in a rundown situation.
- Fixed a bug that would cause runners to appear like their "skating" while running to the base in certain situations.
- Fixed a bug where the base runner would move up a base when the batter attempts to drag bunt while simultaneously hit by a pitch.
- Fixed an issue where commentary would not play for Pitcher substitutions.
- Fixed a bug where the pitching meter line would not turn red on early or late throws.
- Fixed a few scenarios where the ball would appear to "warp" into gloves on pick-ups and catches.
Ranked Seasons Pitcher Energy Balance:
- Removed energy regeneration for starting pitchers that pitched in the current game.
- Slightly increased energy regeneration for all pitchers that did not pitch in the current game.
Graphics / Performance
- Fixed an issue causing FPS slow-downs in all stadiums in certain situations.
Update 1.13 is set to deploy at 3 AM PT on 6/18/2020
Don't forget to check out some awesome community statistics we've collected since Update 1.10, including the most acquired legends, hitting stats, and more! You can find them here.