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MLB 15 The Show OS Community Impressions

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Old 04-11-2015, 01:44 PM   #441
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Re: MLB 15 The Show OS Community Impressions

Hello all. I first want to say, thanks to everyone who helped make this amazing game! There is so many new things to love about it! I could go on and on forever about all the things I love! But I wanted to post my impressions of what could be done to improve the game for next year. I was going to save this for the end of the season, but I figured that would be too late to effect MLB 16 The Show. So, after playing about 30 games, here are my impressions and suggestions for next year:

OF Play

OF routes to the ball have definitely improved. But OF play is still the #1 thing that haunts this game. And it's not even that bad. It's just, every other aspect of this game (hitting, pitching, infield play), is so much better. Therefore, it highlights the weak link in the game.

I would like to see a lot more detail paid attention to this part of gameplay. Reason being, like I mentioned last year, it will create a butterfly effect, that will change every other part of this game. The first thing I would change, is to add a "sprint" button. Right now, every player seems to run full speed to every ball, every time. Especially when the ball is hit over their heads. The OF seems to run full speed, and turn their head and back to the play, yet still seem to find where the ball will land, and make the play. This type of catch happens less than 5% of the time in real life. There is not many OFs in the big leagues that can take their eye off the ball for a second, let alone during the entire flight of the ball, like every OF does in The Show. Now, this sprint button will only be used for fly balls over the players head. By pressing it, it would reduce the ability to catch the ball by, say, 90%. This would activate the animation of the player turning their back to the ball and just running full speed; like they do now every time. Now, if you don't press the sprint button on a ball hit over their head, I want to see an animation where the player turns their hips and runs back, while their head is still looking at the ball. This would reduce their speed by, say, 40%. When running in on ball, you could create a system where their speed would be 100% but their OF ability would drop, say, 20%. Without pressing the sprint button, when running in on a ball, their speed could take a 15% hit, but their OF ability would remain at 100%. Then, you could create formulas for when they run back at a 45* angle that is not as extreme as the aforementioned percentages. This would also prompt weaker OFs to play much deeper than better OFs.

You HAVE to implement a shallow/normal/deep logic based on the player's attributes; not just based on the hitter. I hate seeing Brandon Moss or Mike Morse, for example, playing at normal depth, when a good hitter is hitting. My favorite player, Andruw Jones, for example, would play the most shallow of any OF, because he was so good. Adam Dunn, for exmaple, would play way, way more deep, because he is a slow, old, lumbering OF.

I propose you create a system where great defense OFs play X feet more shallow than normal depth. And bad OFs plays X feel more deep than normal depth. Now, everyone plays deep when told to play deep, and shallow when told to play shallow. This feature would only apply to when the OF is set to normal.

Example, Mike Trout would play 10 feel closer than the pre-set normal depth. And Mike Morse would play 10 feet deeper than the pre-set normal depth.

Check out this highlight from last night

When I watched this, all I thought of, was MLB 15 The Show. In real baseball, this is an amazing, noteworthy play. In The Show, every single player can make this play every single time. I would like to see an OF in The Show, have to press the sprint button to get to that ball. Therefore, his OF ability would take a hit. So, all weak OFs would have no chance to make this catch. Only great defensive OFs would even have a chance.

But you first have to have true OF ability values. I bet I could put a 0 ability OF in a game and he would play pretty good. I want to see a 0 ability OF unable to catch a big league fly ball every time.

Check out this play.

He barely caught it. A fast CF almost didn't make this play. It's a highlight reel play because there's probably a 10% chance that play gets made by a fast, good CF. That means a starting LF or RF should make this play 1% of the time. In The Show, that play is made 100% of the time.

Watch the video again and notice how he turns and sprints, then turns his head back to find the ball again. You could create a system where, when you press the sprint button, the ball landing zone disappears. So, while you're sprinting, you can let go of the button, making him decelerate and turn his head, making the landing zone re-appear. Now, poor OFs should take a full second for that icon to appear. Great OFs, it would appear instantly. You would have to incorporate this in to the CPU as well.

I could go on and on about this, like previous years, but I'll stop here. I do notice the improvements made this year to OF play. Thank you for that!

CPU hitting

I'm still seeing the CPU pulling high and away, 2 strike, fastballs, by weak hitters! Overall, it looks like this year is a lot better than last year though. CPU hitters are doing a lot better at taking what the pitcher gives you. But there is still some un realistic results that happen a little too much.

Fantasy Draft Logic

This is still terrible. CPU teams still draft closers in early rounds. Also, check out this trade the computer accepted in a fantasy draft franchise:

I get: 25 year old, 80 overall, B rated, Catcher
I give: 18 year old, 60 overall, A rated, Pitcher

Now, on face value, this looks like a fair trade, right? The only problem is, I drafted that prospect in the 25th round. The CPU drafted that catcher in the 10th round. Then, the day after the draft, they are willing to make that trade? Whoever you had write the trade logic should write the draft logic.

Base Runner Ability

Base runners are still way too aware. I viewed a reply of a play where I had a runner on 3B (a pitcher, mind you!) with 1 out. The batter hit a ground ball to the shortstop. I was happy to see the base runner got a good jump and scored. So, I went to the replay to take a closer look. The baserunner actually started moving towards home, literally one frame after the crack of the bat. I still could not tell if the ball was a flyball or a grounder, let alone where it was going. And the baserunner still decided to run home. Plus, I've still yet to see a base running blunder by anyone.


Variable Strike Zone

Again, this seems to be random. I think variable strike zone in The Show simply means the umpires are human, therefore, able to make mistakes. I would like to see a variable strike zone like other, older baseball video games. Whereas every game could have a slightly different strike zone, which is consistent all game. For example, the umpire calls the low strike all game, but isn't giving the inside strike; all game.

Swing Analysis

I like the new green/yellow/red and PCI indicator, post swing. I wish I could see that after every pitch though. When a new batter comes up, I can access that information only until the lineup rolls over. Then, I'm forced to view what I think is that specific batter's last at bat. How about we get the option to view both?

Windup vs Stretch

Thank you so much for adding the slide step this year! I don't think many people know about this feature but it is amazing! I loooove when you add actually on-field things to the game! I could care less about putting logos on batting gloves or changing shoe lace colors. Give me more of this!!!

On the same note, I would like to see an option to switch from the stretch to the windup. Now, you wouldn't be able to do this to pitchers who don't have windups. But, if I have a slow hitter on 3B, and no runners on 1B and 2B, I am going to want to pitch from the windup. But you have to do something first for this option to even matter.

For pitchers who have windups, their pitches from the stretch should decrease by, say, 5%. And going from stretch to slide step should decrease another 5%.

Catchers

Catchers are still super human. There needs to be more passed balls. Even more crazy, they still do this super sprint and perfect routes to pop ups. They need to drop a lot more of these. Plus, they look like a 40 yard dash sprinter during a pop up. The game is so smooth and so realistic, it makes this look just terrible. Probably the oddest looking thing I've seen in the game so far.

Great game overall, fellas! I'm so happy with it!
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Old 04-11-2015, 05:51 PM   #442
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Thumbs up Re: MLB 15 The Show OS Community Impressions

This game is amazing just like every other season. Thank you again Ramon and your team.
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Old 04-11-2015, 08:20 PM   #443
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Re: MLB 15 The Show OS Community Impressions

I absolutely love this game to no end...but how can those same sweat stains on every player on every team still be in the game?
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Old 04-11-2015, 08:23 PM   #444
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Re: MLB 15 The Show OS Community Impressions

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I absolutely love this game to no end...but how can those same sweat stains on every player on every team still be in the game?
The sweat stains really need to go.
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Old 04-11-2015, 08:47 PM   #445
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Re: MLB 15 The Show OS Community Impressions

Quote:
Originally Posted by Black59Razr
OF Play

OF routes to the ball have definitely improved. But OF play is still the #1 thing that haunts this game. And it's not even that bad. It's just, every other aspect of this game (hitting, pitching, infield play), is so much better. Therefore, it highlights the weak link in the game.

I would like to see a lot more detail paid attention to this part of gameplay. Reason being, like I mentioned last year, it will create a butterfly effect, that will change every other part of this game. The first thing I would change, is to add a "sprint" button. Right now, every player seems to run full speed to every ball, every time. Especially when the ball is hit over their heads. The OF seems to run full speed, and turn their head and back to the play, yet still seem to find where the ball will land, and make the play. This type of catch happens less than 5% of the time in real life. There is not many OFs in the big leagues that can take their eye off the ball for a second, let alone during the entire flight of the ball, like every OF does in The Show. Now, this sprint button will only be used for fly balls over the players head. By pressing it, it would reduce the ability to catch the ball by, say, 90%. This would activate the animation of the player turning their back to the ball and just running full speed; like they do now every time. Now, if you don't press the sprint button on a ball hit over their head, I want to see an animation where the player turns their hips and runs back, while their head is still looking at the ball. This would reduce their speed by, say, 40%. When running in on ball, you could create a system where their speed would be 100% but their OF ability would drop, say, 20%. Without pressing the sprint button, when running in on a ball, their speed could take a 15% hit, but their OF ability would remain at 100%. Then, you could create formulas for when they run back at a 45* angle that is not as extreme as the aforementioned percentages. This would also prompt weaker OFs to play much deeper than better OFs.

You HAVE to implement a shallow/normal/deep logic based on the player's attributes; not just based on the hitter. I hate seeing Brandon Moss or Mike Morse, for example, playing at normal depth, when a good hitter is hitting. My favorite player, Andruw Jones, for example, would play the most shallow of any OF, because he was so good. Adam Dunn, for exmaple, would play way, way more deep, because he is a slow, old, lumbering OF.

I propose you create a system where great defense OFs play X feet more shallow than normal depth. And bad OFs plays X feel more deep than normal depth. Now, everyone plays deep when told to play deep, and shallow when told to play shallow. This feature would only apply to when the OF is set to normal.

Example, Mike Trout would play 10 feel closer than the pre-set normal depth. And Mike Morse would play 10 feet deeper than the pre-set normal depth.

Check out this highlight from last night

When I watched this, all I thought of, was MLB 15 The Show. In real baseball, this is an amazing, noteworthy play. In The Show, every single player can make this play every single time. I would like to see an OF in The Show, have to press the sprint button to get to that ball. Therefore, his OF ability would take a hit. So, all weak OFs would have no chance to make this catch. Only great defensive OFs would even have a chance.

But you first have to have true OF ability values. I bet I could put a 0 ability OF in a game and he would play pretty good. I want to see a 0 ability OF unable to catch a big league fly ball every time.

Check out this play.

He barely caught it. A fast CF almost didn't make this play. It's a highlight reel play because there's probably a 10% chance that play gets made by a fast, good CF. That means a starting LF or RF should make this play 1% of the time. In The Show, that play is made 100% of the time.

Watch the video again and notice how he turns and sprints, then turns his head back to find the ball again. You could create a system where, when you press the sprint button, the ball landing zone disappears. So, while you're sprinting, you can let go of the button, making him decelerate and turn his head, making the landing zone re-appear. Now, poor OFs should take a full second for that icon to appear. Great OFs, it would appear instantly. You would have to incorporate this in to the CPU as well.

I could go on and on about this, like previous years, but I'll stop here. I do notice the improvements made this year to OF play. Thank you for that!
Great feedback as I feel the exact same way...there needs to be some distinct variance with a given outfielder and the player's reaction time, speed and route running (should be it's own attribute).

I personally feel the default depth the OFs are in is too shallow and thus minimizes the amount of bloopers, Bermuda triangles and even 2Bs down the line. I heard on the streams that it's designed that way for balance but I think it needs to be reviewed again, just like the pitch physics. With baseball putting so much importance on fielding/speed now rather than power, I really want to see a difference if I have Jason Heyward vs. Torii Hunter in RF; I think there needs to be more thought of the cost/benefit of defense vs. hitting ability.
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Old 04-11-2015, 09:55 PM   #446
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Re: MLB 15 The Show OS Community Impressions

Up 3-1 in the 9th, man on first and it should have been a game ending DP but again, my defense commits errors at crucial times and now there are two men on.

Next man up hits a 3 run homer to put the AI up 4-3. 4 games in a row now where circumstances like that have happened.

I think it might be time to put the game down for now until first patch.
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Old 04-11-2015, 10:00 PM   #447
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Re: MLB 15 The Show OS Community Impressions

Quote:
Originally Posted by ChrisHansen59
Up 3-1 in the 9th, man on first and it should have been a game ending DP but again, my defense commits errors at crucial times and now there are two men on.

Next man up hits a 3 run homer to put the AI up 4-3. 4 games in a row now where circumstances like that have happened.

I think it might be time to put the game down for now until first patch.
I did not know we were getting a "winning" patch for the game?
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Old 04-11-2015, 10:05 PM   #448
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Re: MLB 15 The Show OS Community Impressions

Quote:
Originally Posted by ChrisHansen59
Up 3-1 in the 9th, man on first and it should have been a game ending DP but again, my defense commits errors at crucial times and now there are two men on.

Next man up hits a 3 run homer to put the AI up 4-3. 4 games in a row now where circumstances like that have happened.

I think it might be time to put the game down for now until first patch.
Was this today's Oakland-Seattle game?

M.K.
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