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MLB 15 The Show Livestream - Franchise Improvements, Inside the Radio Show & More

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Old 02-28-2015, 02:24 PM   #369
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Re: MLB 15 The Show Livestream - Franchise Improvements, Inside the Radio Show & More

Quote:
Originally Posted by P.A.D.
Just looking at that picture last page of the White Sox, the outfield is VAST! In my opinion, the reason for the down the line issues and the gapper issues and the balls over the outfielders head issue are all because the outfield simply isn't big enough. In real baseball, outfields seem cavernous. In the show, outfields are simply too easy to cover. But making every single outfield bigger seems like an unrealistic and resource-intensive fix.
Quote:
Originally Posted by nomo17k
In talking to the B. Ma, he did mention that he obtained an updated batted-ball tracking results and he made some adjustments according to the data. While things were not that off (and you really cannot guarantee totally realistic results when the gamer controls players), it's nice to hear that adjustments like that are always being made. Given that MLB is accumulating so much data and SCEA has tons more data now (much of which I believe they haven't started utilizing), I only expect things to improve further in this type of things.

Now, that discussion was about hit types (basically initial trajectory of batted ball) and not what happens the rest of the ball physics, but in general I agree there are still improvements that can be made, in particular how the ball interacts with various surfaces. The ball stops slicing after the first contact with an object one of them.



In terms of outfielder mechanics, in addition to things Blzr has mentioned, I actually want to see a proper momentum system implemented for players. One of the major reasons why the kind of "uncertainties" that Blzr mentions needs to be factored in when you play an outfield position is that because of momentum, in real life you cannot suddenly change your course when approaching a ball. That makes outfielders play on a safer side for a lot of plays, like not trying to go directly to the ball, dive to catch it, but instead stay back or even retreat and then try to approach the ball so that he can make plays in front of him. Doing so requires the fielder to "naturally" take the curved path toward the ball... because you just cannot go 90 degrees to your side while you are running like you can with players in the game.

To some extent the new curved routing to the ball solves this issue, but that mechanics only applies to CPU fielders, and not to user-controlled fielders.

I think it would be nice to see a kind of momentum system that we see in FIFA for example, where you have to feel the mass and speed of your body all the time when you try to change your direction. In The Show, the momentum really kicks in only when you tries to go in the opposite direction. That's actually not how the real physics works.
I think that SCEA's adding a separate slider for outfielders will go a long way toward allowing the end user to "fix" the issues of fielding in the OF. I am looking forward to playing around with it and slowing OF'ers down (w/o crippling INF defense) so that balls can finally get to the wall down the lines on sharply hit grounders.
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Old 02-28-2015, 03:45 PM   #370
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Re: MLB 15 The Show Livestream - Franchise Improvements, Inside the Radio Show & More

Quote:
Originally Posted by P.A.D.
Just looking at that picture last page of the White Sox, the outfield is VAST! In my opinion, the reason for the down the line issues and the gapper issues and the balls over the outfielders head issue are all because the outfield simply isn't big enough. In real baseball, outfields seem cavernous. In the show, outfields are simply too easy to cover. But making every single outfield bigger seems like an unrealistic and resource-intensive fix.
Are you talking about physically too small, or they "play too small"?

Physically, they are the right size, in relation to player models. I know because I've check in the past (at CD), using a player T-model with a 6 foot wingspan lined up, as a measuring stick.

I think the camera zoom depths more than anything, create an illusion, throwing off your spatial perception.

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Old 02-28-2015, 03:55 PM   #371
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Re: MLB 15 The Show Livestream - Franchise Improvements, Inside the Radio Show & More

Quote:
Originally Posted by thaSLAB
Are you talking about physically too small, or they "play too small"?

Physically, they are the right size, in relation to player models. I know because I've check in the past (at CD), using a player T-model with a 6 foot wingspan lined up, as a measuring stick.

I think the camera zoom depths more than anything, create an illusion, throwing off your spatial perception.

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Yes sir, I meant they play too small. It would seem this is because of fielder run speeds, routes taken to balls, etc.
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Old 02-28-2015, 04:27 PM   #372
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Re: MLB 15 The Show Livestream - Franchise Improvements, Inside the Radio Show & More

Chris mentioned some tweaks to the outfielder route logic in the first stream and I think we saw a couple examples of more conservative route running, or players misplaying hard hit balls. In '14 and years past, the CPU would take highly aggressive routes to hard hit balls instead of trying to cut the ball off at a point like in real life. Combo this with a reduction in friction and an increase in batted ball speed, you get shots down the line, gappers, bloop doubles, etc.

Nomo I have a question for you - will a perfect timing, perfect contact groundball have the same exit speed as a line drive or a flyball? Is there a possibility the game sees groundballs as a weaker hit type and are therefore not hit as hard?

I posted the statcast video of Panik's double play in another thread (I think it was the WAR one), it says the groundball Hosmer hit had an exit velocity of 106.1 MPH, which if he had hit in the air, would have enough velocity to make it over the fence.
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Old 02-28-2015, 04:51 PM   #373
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Re: MLB 15 The Show Livestream - Franchise Improvements, Inside the Radio Show & More

Quote:
Originally Posted by seanjeezy
Nomo I have a question for you - will a perfect timing, perfect contact groundball have the same exit speed as a line drive or a flyball? Is there a possibility the game sees groundballs as a weaker hit type and are therefore not hit as hard?

I posted the statcast video of Panik's double play in another thread (I think it was the WAR one), it says the groundball Hosmer hit had an exit velocity of 106.1 MPH, which if he had hit in the air, would have enough velocity to make it over the fence.
This may be the case for the game, but there's something else that's a little more different for the game that does not differentiate itself like real life:

What is the difference between a ground ball up the middle and a ground ball down the line? Grass and dirt. Ball will maintain its speed down the line, even for one or two bounces more, than it will on any grass, even in Arizona.

Anyway, I don't have much to go on so somebody was referring to gameplay videos of 15, here is the segment when they kept hitting the ball down the line. This is right off the bat, so Puig hasn't yet moved:





Compared to that of the US Cellular Field shot (and keep in mind, Pierzynski is a pull-happy lefty), it really is simple: of the reasons we can't get doubles down the line, it's primarily because they are too close to the line and shallow enough to not only still cut it off, but cut it off early. Re-positioning would be the first step to then go to the second step of, "What else are we missing physics-wise?"





Even though the beginning of this talk was probably based on the gameplay portions within the stream, I really should stick to the topic though on franchise (now that I realize what thread I'm in haha), and that I will.

I wanted to ask this before, actually. It looks like things carry over well from franchise that we can use, such as the rewards and everything else. But what happens when they put in some advanced stats such as what team players previously played for, or when they received an MVP? Will previous games somehow have that saved on file that that can carry over in franchise? Or will those years show up with blank data? Just an interesting thought.
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Old 02-28-2015, 04:53 PM   #374
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Re: MLB 15 The Show Livestream - Franchise Improvements, Inside the Radio Show & More

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Originally Posted by countryboy
quick question, not sure if CD guys will be able to answer.

During the All-Star Games, most notably the AAA and AA All Star Games, is there a way for you to be able to know which team a player is from?

Like say on the overlay that shows stats, it tells what team he is from?

I use the minor league all star games as a way to see which young prospects to target.
Excellent question.

If possible, I'd love for them put the MLB affiliate near the MiLB logo. Whether that be the MLB logo itself or even just the MLB team's name written in text.

When I get to the AA and AAA AS games and see a bumblebee logo only, I personally have no idea which MLB team he's affiliated with. LOL!
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Old 02-28-2015, 07:33 PM   #375
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Re: MLB 15 The Show Livestream - Franchise Improvements, Inside the Radio Show & More

Quote:
Originally Posted by seanjeezy
...

Nomo I have a question for you - will a perfect timing, perfect contact groundball have the same exit speed as a line drive or a flyball? Is there a possibility the game sees groundballs as a weaker hit type and are therefore not hit as hard?

I posted the statcast video of Panik's double play in another thread (I think it was the WAR one), it says the groundball Hosmer hit had an exit velocity of 106.1 MPH, which if he had hit in the air, would have enough velocity to make it over the fence.
I mean, there are enough hard hit grounders already in the game that I don't see that should be a concern (i.e., not all grounders are weakly hit in the game). Besides, the game (to my knowledge) doesn't decides hit type based on clear categorization like pop-up, fly ball, line drive, grounder, chopper, etc. They are categorized as such *after the fact* based on how fast and which direction the batted ball goes based on the quality of contact made, so it's not like the game is doing "okay, it's time to generate a grounder, so which one among the grounder trajectories should I choose for this one..." type of thing. I think the game generates a ball trajectory from a wide and continuum spectrum of possible hit types already... so something like 100+ mph grounder I don't think is prevented from happening per se.
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Old 02-28-2015, 07:48 PM   #376
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Re: MLB 15 The Show Livestream - Franchise Improvements, Inside the Radio Show & More

Quote:
Originally Posted by Blzer
...

I wanted to ask this before, actually. It looks like things carry over well from franchise that we can use, such as the rewards and everything else. But what happens when they put in some advanced stats such as what team players previously played for, or when they received an MVP? Will previous games somehow have that saved on file that that can carry over in franchise? Or will those years show up with blank data? Just an interesting thought.
In fact, I think this is one of the primary concerns among people who think carry-over save is not generally a good idea for a game like this...

(1) Not many games have done this very well before, which means it is not a trivial task.

(2) Might make adding "breaking" changes harder to incorporate to new games, making the devs reluctant to make improvements that could break the ease of carry-over save.

(3) Some people don't see the appeal of playing season/franchise/RTTS modes being surrounded by generated players (others disagree of course).

(4) What is it that we really want to carry over? Is it necessary that the whole thing carries over, when a sport game franchise is always pressured and expected to add shiny new features every fukcing year, but doing so might actually make it harder for carry-over save to work? Even if we cannot carry over the whole thing, shouldn't it be enough if we can carry over parts of previous game to at least have the feeling of continuation?

I personally think the jury is still out as to what the future holds for the carry-over save feature. I like very much having the option of carry-over saves, but only if that doesn't hinder the process of improving the game itself, which is always under heavy pressure to produce every year.

To the credit to the devs, the feature at the current state worked very well at CD. I tried a few different save files that I've brought from home and it worked like a charm.
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