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@JediOfArgonath said in How do you report someone's PSN ID?:
@x814xMafia said in How do you report someone's PSN ID?: @raesONE said in How do you report someone's PSN ID?: @x814xMafia said in How do you report someone's PSN ID?: @rosborn27 said in How do you report someone's PSN ID?: Go to your game logs in the Manage Squad section. Standings, Stats & History then Game History. Select the game and it gives you the option to report. That lets you report team names and connections issues to SDS. I'M talking about how you used to type in a player's ID, select it like you were getting ready to send a msg, then click on Select Players, then select that player like you were going to block them; but instead I think you selected 'Options' on the controller when the 3 dots by their ID was selected. Then you can report their USER ID to SIE like you would report a vulgar message. Wait I'm confused here, help me out. You say this person has messages turned off, and that's why you can't report this person. But that means no conversation took place and so I wonder what's worth reporting if this person hasn't said anything? He has, what I consider to be, a vulgar and rude PSN ID. So he didn’t message you anything vulgar, Didn’t say anything vulgar in a party to you & didn’t do anything illegal during gameplay...But you don’t like his gamertag & want to tattle to get him suspended or banned. People can be unreal sometimes, Just wow.
@x814xMafia said in How do you report someone's PSN ID?:
@raesONE said in How do you report someone's PSN ID?: @x814xMafia said in How do you report someone's PSN ID?: @rosborn27 said in How do you report someone's PSN ID?: Go to your game logs in the Manage Squad section. Standings, Stats & History then Game History. Select the game and it gives you the option to report. That lets you report team names and connections issues to SDS. I'M talking about how you used to type in a player's ID, select it like you were getting ready to send a msg, then click on Select Players, then select that player like you were going to block them; but instead I think you selected 'Options' on the controller when the 3 dots by their ID was selected. Then you can report their USER ID to SIE like you would report a vulgar message. Wait I'm confused here, help me out. You say this person has messages turned off, and that's why you can't report this person. But that means no conversation took place and so I wonder what's worth reporting if this person hasn't said anything? He has, what I consider to be, a vulgar and rude PSN ID.
@raesONE said in How do you report someone's PSN ID?:
@x814xMafia said in How do you report someone's PSN ID?: @rosborn27 said in How do you report someone's PSN ID?: Go to your game logs in the Manage Squad section. Standings, Stats & History then Game History. Select the game and it gives you the option to report. That lets you report team names and connections issues to SDS. I'M talking about how you used to type in a player's ID, select it like you were getting ready to send a msg, then click on Select Players, then select that player like you were going to block them; but instead I think you selected 'Options' on the controller when the 3 dots by their ID was selected. Then you can report their USER ID to SIE like you would report a vulgar message. Wait I'm confused here, help me out. You say this person has messages turned off, and that's why you can't report this person. But that means no conversation took place and so I wonder what's worth reporting if this person hasn't said anything?
@rosborn27 said in How do you report someone's PSN ID?: Go to your game logs in the Manage Squad section. Standings, Stats & History then Game History. Select the game and it gives you the option to report. That lets you report team names and connections issues to SDS. I'M talking about how you used to type in a player's ID, select it like you were getting ready to send a msg, then click on Select Players, then select that player like you were going to block them; but instead I think you selected 'Options' on the controller when the 3 dots by their ID was selected. Then you can report their USER ID to SIE like you would report a vulgar message.
@rosborn27 said in How do you report someone's PSN ID?:
Go to your game logs in the Manage Squad section. Standings, Stats & History then Game History. Select the game and it gives you the option to report.
That lets you report team names and connections issues to SDS.
I'M talking about how you used to type in a player's ID, select it like you were getting ready to send a msg, then click on Select Players, then select that player like you were going to block them; but instead I think you selected 'Options' on the controller when the 3 dots by their ID was selected.
Then you can report their USER ID to SIE like you would report a vulgar message.
Wait I'm confused here, help me out. You say this person has messages turned off, and that's why you can't report this person. But that means no conversation took place and so I wonder what's worth reporting if this person hasn't said anything?
He has, what I consider to be, a vulgar and rude PSN ID.
So he didn’t message you anything vulgar, Didn’t say anything vulgar in a party to you & didn’t do anything illegal during gameplay...But you don’t like his gamertag & want to tattle to get him suspended or banned. People can be unreal sometimes, Just wow.
Sony makes that decision, not the reporting player. Everybody has the right to report a person’s gamertag that they consider to be offensive. If Sony finds it offensive, action is taken. If not, then no action. It’s not like the OP came on here spouting how offended they were and how important their own opinion is. They didn’t even refer to anything about the gamertag in question. They just asked how they would report something to Sony. It was done the right way.
If anybody can help the OP, please do so.
Many ideas, several that can be streamlined in RTTS, Franchise and M2O (and season mode if it returns, and it should) if they all run from the same platform:
Promotion/demotion based on performance and other RTTS universe variables, not attributes. If I’m batting below Mendoza for a couple of years straight I shouldn’t expect a spot in the starting lineup or even in the Majors the following year just because my attributes are higher than the AAA guy (bear in mind I have limited knowledge of roster movement rules).
IL return through rehab assignments.
Make a big thing of spring training and a spring training invitation, especially for a AA and AAA player.
More off-field meaningful interactions:
extend the use of relationships and personality. These have a great platform to build from. Make the social media tweets more useful and interesting (and fix up the bugs in the management of them).
Interactions with team Manager, GM and agent should be user-controlled (there used to be an option to speak to your team manager) with the occasional auto one.
When you have a really bad game or a really good game (eg player of the game good) have a media interaction. This can impact upon relationship with GM/Franchise team mates, oppo players and fans.
Other off-field interactions also.
5 Awarding of attribute points to continue the way it is, but after a game ask the player if they would like to allocate the points to the default attributes (current method) or choose themselves to which attributes they are assigned (old method). This meets the needs of those who want to create a god and those who prefer it to be more real.
More to come...
Just feel like sharing something positive, I just PB’ed my local 5km parkrun track, smashed my previous best (at which I had hit a plateau) by 44 seconds! Last August when I started I was over 31 minutes now I’m down to 21:13.
I can’t wait for parkrun to start up again, it is an awesome thing to be a part of. Feels great and it’s all free! Joining, when it’s back up and running in your area, is highly recommended!
@halfbutt and @comebacklogic great posts.
‘ The real nail in the coffin was the “random hangers on good input”. I can’t offer any rationale on SDS’ thought process here. ’
Comeback, I reckon halfbutt gave the rationale - wait for a mistake.
Halfbutt, in saying that, this is where the emulating real life hitting has been attempted. You are so right in saying that the pitcher controls the outcome of a plate appearance. Batters are at the mercy of the pitcher, and pitchers have the batter’s reputation at the front of mind when selecting which pitch, when and where.
I wish I had more time to think this response through, but I don’t so I’ll give a sentence.
Unfortunately, of course, as you have both alluded to, the balance isn’t quite right yet because the market is a blend of ‘casual noobs’ who just want to win despite their lack of practice or skills, and die hards who want their own skills to matter more.
Edit: these two sub-markets need to be separated in online play. Custom Leagues is a start.
The core purpose of the mode is to enjoy the season experience without having to play a full season or worry about the complexity of managing a franchise. It’s ‘season lite’ if you will. Some people enjoy it for that.
It’s not irrelevant to them at all.
What needs to happen is that sort of thing needs to be put on YouTube as a full unedited clip, complete with inputs shown and all. Set that capture time to last 60 mins and when it’s all done, simply save and edit down to the start of the game and upload.
If there’s video evidence out there, people will have no choice but to believe it instead of dismissing it. That way specific instances of dodgy gameplay can be pointed out and hopefully taken notice of by those with influence on the making of the game. Yes, words are therapeutic (I get the impression from your post that this isn’t a rant, more of a sharing of your disbelief), but your experience sounds like an opportunity to really expose the ridiculousness of what happens. Video speaks volumes!
Your experience is a reassurance that my preference for non-DD is the right choice for me.
@pogibana said in We need Something New!!:
Yea Yea Yea just what we need. Add more garbage when the stuff we have now is only half done. How about instead complete the stuff added already first. Like being able to call your agent instead of waiting for him, social media that actually works, and a personality thing that that makes sense
Three of his four ideas revolve around current content in RTTS being improved to make them more worthwhile.
I’m all for all of the above except the online play idea. I can see multiple RTTS worlds colliding somehow in the future, but not quite like that.
New post on my blog. Don't know how to embed so I'm just duplicating it here.
https://redtedisback.blogspot.com/20...e-players.html
I never played Online Franchise mode in MLB The Show
I must preface this post by saying I wasn't fortunate enough to play Online Franchise mode in any of The Shows before 17. The cumbersome and slow interface was a massive turnoff (I did try) but more importantly with my terrible internet connection at the time, I was a liability.
So yes, I'm Standing On The Outside looking in. If I were to claim that the former Online Franchise mode was a load of carp, my opinion would be irrelevant and worthless and you would be 100% right in calling me out.
Online Franchise players, you need to play Custom Leagues
Call me what you will, but this is my rational explanation of why I believe that if you want to play Online Franchise mode in future versions of MLB The Show, you're going to have to play Custom Leagues.
I understand the disappointment that Custom Leagues is not OFM. Not yet. It will eventually evolve into something that will be a suitable and superior replacement to the former mode (preparation for this is obvious - multiple seasons), but it's going to take time (eg there WILL be a draft in The Show 21 or 22, the platform is in place already). Trying to squeeze too much into a release is inviting all sorts of problems (too much code to test, not enough time to test it).
The mode needed to appeal to more than just those who previously played OFM. If not, then it wouldn't have been resourced, simple as that. The sum of the combined user bases for the online and offline Franchise modes together did not compare to that of the DD user base. So it had to start with something that would appeal to all heavy users.
If you played Online Franchise mode previously, you are in the best position to steer the Custom Leagues mode in the direction it needs to go. You have all the experience of what worked in the former mode and what didn't. And you are leagues ahead of the players who have never played a league-based baseball game.
Custom Leagues feedback and telemetry data
Does a chef value more the diner who tried the meal and took the time to give honest feedback? Or the person who turned up their nose at the restaurant and kept walking?
Whose opinions and suggestions will the developers take on board to improve the game?
Those players who refuse to play the mode and therefore have no experience in what works in Custom Leagues and what doesn't?
Or those who have taken the time to play the mode, provide the devs with their quantitative gameplay data and can provide qualitative feedback based on their experience with the mode?
My prediction is that a good proportion of Custom Leagues users will come from the DD user base. If that is the majority of the feedback then that's where the majority of changes to the mode will originate. If you want Franchise features in Custom Leagues, you're going to have to play the mode.
If you don't, you'll be Standing On The Outside looking in.
@MadderBumgarner said in SDS Dev "Brian SCEA" comments on hitting:
This pattern they get into ever year with comparing changes they make to real baseball is so frustrating. Remember that stream they did showing clips of real baseball?!? This is a game that is meant to be fun! Why not measure changes needed based on feedback from YOUR COMMUNITY instead of "user stats data analysis" feedback? Was it fun? Yes. Is it fun now? No. Well that's all the feedback you need Brian.
This pattern they get into ever year with comparing changes they make to real baseball is so frustrating. Remember that stream they did showing clips of real baseball?!?
This is a game that is meant to be fun! Why not measure changes needed based on feedback from YOUR COMMUNITY instead of "user stats data analysis" feedback?
Was it fun? Yes. Is it fun now? No. Well that's all the feedback you need Brian.
The quantitative telemetry data is 100% accurate and unbiased and represents 100% of the player base. Qualitative feedback (from forum posts here and OS etc) has a high risk of bias and represents less than 1% of the players (on this forum it’s probably less than 0.1%).
@DrIuigi said in 1.09 Patch Discussion:
@aaronjw76 said in 1.09 Patch Discussion: @REDSMAN09 said in 1.09 Patch Discussion: Just had a ball hit off my CF chest in what should have been a routine fly out How about some video captures of these events? Video evidence helps a lot more than talk. I've always loved this about SDS... "please provide us video" for [censored] that is easily reproducible
@aaronjw76 said in 1.09 Patch Discussion:
@REDSMAN09 said in 1.09 Patch Discussion: Just had a ball hit off my CF chest in what should have been a routine fly out How about some video captures of these events? Video evidence helps a lot more than talk.
@REDSMAN09 said in 1.09 Patch Discussion:
Just had a ball hit off my CF chest in what should have been a routine fly out
How about some video captures of these events? Video evidence helps a lot more than talk.
I've always loved this about SDS... "please provide us video" for [censored] that is easily reproducible
Too many variables for each unique situation; which players in which positions, how early/late the was ball hit, what exit velo, launch angle, what type of pitch, what direction the fielding player was running from, what fielding interface was used, which park, where in the park, what route efficiency, did the user switch fielders, how far was the fielder from where they fielded the ball when the ball was hit, what was the ‘first step’ reaction of the player like, how quickly did the user react...
Its either provide all of this information and more so they can ‘easily’ reproduce the scenario, or provide a video.
Also insisting on video evidence weeds out the trolls (not referring to anybody specifically) who just make up [censored] just to be [censored]s.
Simple solution. Everybody hears their own chosen sounds in random match-ups, not their opponents. Trolls will be none the wiser and regular people can get on with the game.
It’s their product, they can do what they want when they want. It’s not like they’ve taken preorders yet.
SDS answers to no-one except ownership and God. And he doesn’t have to answer to us.
Facebook 20 mins ago
@Ikasnu said in The show 21:
I don't think we would see an additional cost for ded servers. I say that simply because of the revenue stream this game produces and how majority have switched over to digital editions which have next to no cost to produce. The revenue is there, not to mention stub purchases.
Well production and distribution costs of physical copies are minimal due to economies of scale (one of the reasons we don’t see digital games being lower in price). Probably less than $2 per game. I don’t know.
But the big issue here is that profit will go down. It won’t result in an increased user base. Imagine SDS going to Sony and saying we’re switching over to dedicated servers to improve our users’ experiences (which I’m still dubious about personally); our expenses are going to go up by $x to pay for leasing and maintenance of the servers but income per user will stay the same therefore your profits will go down. There will be less complaints on the forum and on Reddit though. How does that sound?
I just can’t see it happening.
@FarikoSilver said in RTTS - Two Questions:
I like to play it as a simulator. So Yes on Defense Dynamic (I can play pitching pretty well on the Legend +) The Hitting I'll usually Keep on Veteran. (the Dynamic hitting is kinda annoying because it progresses you to quickly, but it takes forever to bring it down.) Mainly cause my 3B Pure power type. They never throw in the zone on the higher difficulties, and it gets annoying not being able to swing the bat, so I'll keep it on the middle levels. Although For Special Games (i.e.) Opening Day, All Star Game, and Play Offs I like To Watch The Entire Games. It's kinda Fun.
I like to play it as a simulator. So Yes on Defense Dynamic (I can play pitching pretty well on the Legend +) The Hitting I'll usually Keep on Veteran. (the Dynamic hitting is kinda annoying because it progresses you to quickly, but it takes forever to bring it down.) Mainly cause my 3B Pure power type. They never throw in the zone on the higher difficulties, and it gets annoying not being able to swing the bat, so I'll keep it on the middle levels.
Although For Special Games (i.e.) Opening Day, All Star Game, and Play Offs I like To Watch The Entire Games. It's kinda Fun.
I agree, watching RTTS you sometimes get some really cool stuff happen. I just wish it were easier to stop the simulating and resume a game in watch mode (it goes back to simming after one play.
MLB The Show RTTS Yankees destroy Isaiah Campbell in 24 pitches https://youtu.be/YA6q1Uyb-XA
MLB The Show RTTS no hitter: Mets' Caleb Smith no-hits the Nationals into the 9th inning https://youtu.be/kSZRRtNaX3A
@LankyRyan said in The show 21:
@Red_Ted_is_back said in The show 21: @LankyRyan said in The show 21: @Red_Ted_is_back said in The show 21: What benefit will dedicated servers bring? It’s a 2 player game. I’m not into networking so I just can’t see it helping. Any reference material I can read up on? I'm not a networking guy, so if someone else here is, perhaps they could give more pointed info. Here's a "broad strokes" summary of the disadvantage of a P2P setup Aside from the cons listed in the linked post, think no more lost stats on dashboarding in H2H, no more home hunting, reduced lag, and a more stable experience. I’m gonna stick with P2P. The cost to Sony of hosting dedicated servers for 1v1 would be off the charts which would mean it would be passed on to users. A whole other thing for people to complain about. I’m not convinced about the lag and I’m guessing dedicated servers would create more lag, although reprogramming to minimise swing latency could overcome the latency issues that using dedicated servers would introduce. Every other event in the game apart from the swing can handle a bit of lag (not input lag which needs fixing, but packet lag). P2P host advantages could be overcome by prioritising which data gets transferred first. Baseball is almost a turn-based game so this is made much easier than free-for-alls like shooters and some other sports. P2P can still be a suitable method of connecting players. If the host advantages are eliminated, then home-hunting becomes a non-issue, and the dashboarding thing can be fixed by completing the play locally on each machine (which should be doing most of the work anyway). The ping indicator mentioned by the OP is the key to improving the connection experience, although in modes like ranked seasons it defeats the purpose of matching people at random. The trade-off with playing ranked seasons and events games where your opponent is random is that you have to accept that connection quality is a lottery. Sure you could prioritise ping when searching for opponents but you’ll still end up with your share of players from Antarctica. The problem is how the game matches players and how the game processes plays when playing online, not the connection type itself. I disagree (respectfully so, of course). MLBTS costs just as much at retail as games with dedicated servers, so I'm unsure of how the cost would be transitioned to players. I have no sympathy if the reason Sony doesn't make the transition is strictly budgetary. It isn't as though they're strapped for cash. If we're looking at MLBTS as a turn based game, the issue there is MLBTS currently defines a "turn" as an entire play, and a game's entire results of its "turns" is only sent to the SDS servers on game exit. So if one opponent severs the connection after a pitch has been thrown but before the ball lands, only the thrown pitch is registered and not the hit, stolen base, parading giraffes, whatever. The connection type has quite a large role in how the game matches players and how the game processes plays (based on the connection type's limitations), so I disagree with you on this and think it is the root of the problems at hand. Maybe I'm not understanding well enough, but I don't see how a ping indicator would improve anything. It would tell you what your ping to your opponent is at that current moment. But P2P connections already account for ping when matchmaking. It's why we tend to match up with players geographically close to where we are. Ping fluctuates so much that an intermediary server to mitigate the fluctuation should theoretically (this is where my knowledge on networking ends) stabilize the gameplay experience for each user independently, rather than unilaterally (as in it's current form) TL;DR - P2P makes for an unstable environment, which is a large reason many titles are phasing it out in favor of server-hosting games.
@Red_Ted_is_back said in The show 21:
@LankyRyan said in The show 21: @Red_Ted_is_back said in The show 21: What benefit will dedicated servers bring? It’s a 2 player game. I’m not into networking so I just can’t see it helping. Any reference material I can read up on? I'm not a networking guy, so if someone else here is, perhaps they could give more pointed info. Here's a "broad strokes" summary of the disadvantage of a P2P setup Aside from the cons listed in the linked post, think no more lost stats on dashboarding in H2H, no more home hunting, reduced lag, and a more stable experience. I’m gonna stick with P2P. The cost to Sony of hosting dedicated servers for 1v1 would be off the charts which would mean it would be passed on to users. A whole other thing for people to complain about. I’m not convinced about the lag and I’m guessing dedicated servers would create more lag, although reprogramming to minimise swing latency could overcome the latency issues that using dedicated servers would introduce. Every other event in the game apart from the swing can handle a bit of lag (not input lag which needs fixing, but packet lag). P2P host advantages could be overcome by prioritising which data gets transferred first. Baseball is almost a turn-based game so this is made much easier than free-for-alls like shooters and some other sports. P2P can still be a suitable method of connecting players. If the host advantages are eliminated, then home-hunting becomes a non-issue, and the dashboarding thing can be fixed by completing the play locally on each machine (which should be doing most of the work anyway). The ping indicator mentioned by the OP is the key to improving the connection experience, although in modes like ranked seasons it defeats the purpose of matching people at random. The trade-off with playing ranked seasons and events games where your opponent is random is that you have to accept that connection quality is a lottery. Sure you could prioritise ping when searching for opponents but you’ll still end up with your share of players from Antarctica. The problem is how the game matches players and how the game processes plays when playing online, not the connection type itself.
@Red_Ted_is_back said in The show 21: What benefit will dedicated servers bring? It’s a 2 player game. I’m not into networking so I just can’t see it helping. Any reference material I can read up on? I'm not a networking guy, so if someone else here is, perhaps they could give more pointed info. Here's a "broad strokes" summary of the disadvantage of a P2P setup Aside from the cons listed in the linked post, think no more lost stats on dashboarding in H2H, no more home hunting, reduced lag, and a more stable experience.
What benefit will dedicated servers bring? It’s a 2 player game. I’m not into networking so I just can’t see it helping. Any reference material I can read up on?
I'm not a networking guy, so if someone else here is, perhaps they could give more pointed info.
Here's a "broad strokes" summary of the disadvantage of a P2P setup
Aside from the cons listed in the linked post, think no more lost stats on dashboarding in H2H, no more home hunting, reduced lag, and a more stable experience.
I’m gonna stick with P2P.
The cost to Sony of hosting dedicated servers for 1v1 would be off the charts which would mean it would be passed on to users. A whole other thing for people to complain about.
I’m not convinced about the lag and I’m guessing dedicated servers would create more lag, although reprogramming to minimise swing latency could overcome the latency issues that using dedicated servers would introduce. Every other event in the game apart from the swing can handle a bit of lag (not input lag which needs fixing, but packet lag).
P2P host advantages could be overcome by prioritising which data gets transferred first. Baseball is almost a turn-based game so this is made much easier than free-for-alls like shooters and some other sports. P2P can still be a suitable method of connecting players. If the host advantages are eliminated, then home-hunting becomes a non-issue, and the dashboarding thing can be fixed by completing the play locally on each machine (which should be doing most of the work anyway).
The ping indicator mentioned by the OP is the key to improving the connection experience, although in modes like ranked seasons it defeats the purpose of matching people at random. The trade-off with playing ranked seasons and events games where your opponent is random is that you have to accept that connection quality is a lottery. Sure you could prioritise ping when searching for opponents but you’ll still end up with your share of players from Antarctica.
The problem is how the game matches players and how the game processes plays when playing online, not the connection type itself.
I disagree (respectfully so, of course).
MLBTS costs just as much at retail as games with dedicated servers, so I'm unsure of how the cost would be transitioned to players. I have no sympathy if the reason Sony doesn't make the transition is strictly budgetary. It isn't as though they're strapped for cash.
If we're looking at MLBTS as a turn based game, the issue there is MLBTS currently defines a "turn" as an entire play, and a game's entire results of its "turns" is only sent to the SDS servers on game exit. So if one opponent severs the connection after a pitch has been thrown but before the ball lands, only the thrown pitch is registered and not the hit, stolen base, parading giraffes, whatever.
The connection type has quite a large role in how the game matches players and how the game processes plays (based on the connection type's limitations), so I disagree with you on this and think it is the root of the problems at hand.
Maybe I'm not understanding well enough, but I don't see how a ping indicator would improve anything. It would tell you what your ping to your opponent is at that current moment. But P2P connections already account for ping when matchmaking. It's why we tend to match up with players geographically close to where we are. Ping fluctuates so much that an intermediary server to mitigate the fluctuation should theoretically (this is where my knowledge on networking ends) stabilize the gameplay experience for each user independently, rather than unilaterally (as in it's current form)
TL;DR - P2P makes for an unstable environment, which is a large reason many titles are phasing it out in favor of server-hosting games.
Additional cost would be for hosting and maintaining servers that cater for maximum of only two players at a time. As opposed to something like COD that would host up to 64 or whatever it is (don’t know, don’t play it). So given that each server hosts only two players, if there are even only 10,000 players playing a game online that’s 5,000 simultaneous servers. Unless of course a single server could host more than one game at a time. Given that you could potentially get away with swings being the only thing that has to be within milliseconds, they may be possible... unless two players happen to swing at exactly the same time but then again in COD this happens with bullets so I don’t know.
How do we know matchmaking takes ping into account? Isn’t the priority ranking when it comes to finding a match? Have we been provided with info that ping is a factor?
Also a server would most likely not be ‘between’ the players geographically therefore maintaining the same physical distance covered by packets; if anything it would be out of the way so packets would have further to travel and would then have some time for processing by the server before sending on; then there would be the issue of one player being closer to the server than the other, and don’t get me started on international... I’m from Australia and even if we got servers at all, they would be the first to go when culling starts when the player base starts to reduce.
I’m still not convinced... we’re having a good discussion though and I learnt some stuff from your link so thanks. I’d like to know if you’ve got any rebuttal on my above points.
@Tusken_Raiderz said in How do you report someone's PSN ID?: Now you are seeing how stupid your complaint was. Good job, champ. No. My complaint wasn't stupid. I was making fun of what you said. Reporting someone who's user ID 'makes fun' if a disease that kills people is different than reporting someone who's ID may depict a criminal organization.
@Tusken_Raiderz said in How do you report someone's PSN ID?:
Now you are seeing how stupid your complaint was. Good job, champ.
No. My complaint wasn't stupid. I was making fun of what you said. Reporting someone who's user ID 'makes fun' if a disease that kills people is different than reporting someone who's ID may depict a criminal organization.
Additionally, from what I’ve read of this thread, you didn’t actually complain about anything.
@capitalism_usa said in This Game is 100% Scripted:
This game is scripted or the devs are completely incompetent. Why are pitches with perfect input, full confidence, best pitchers in the game constantly hung right down the middle. Why is there so little correlation between good swing timings and pci placements with good outcomes. I could square up a ball with Finest Juan Soto and Its a flyout, but you can hit a very early homerun that isnt even in the pci. This game is zero fun to play. Somedays you feel really on with hitting but you dont get rewarded and it is demoralizing. The next day you might feel lost at the plate but you are getting bailed and still win on cheese. This game is designed for 10 year olds and it is an insult to the intelligence of the community.
Sounds like you’re not having fun (zero is not a good amount). Could be time to give The Show the flick and play something else. Rocket League truly is a triumph of modern gaming. Have you played it?