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More MLB The Show 17 Franchise Mode Details, Including Player Quirks

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Old 03-07-2017, 04:01 PM   #65
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Re: More MLB The Show 17 Franchise Mode Details, Including Player Quirks

I get (to an extent, at least) the complaints about some of 2K's badges screwing with the game's balance and the resulting concern for The Show based on that, but I'll also say that I've played several seasons of franchise per year since they were introduced and I have no issue getting mostly realistic stats...both in game and in sims. Sliders and edits are needed, of course, but they were before badges as well.

I'll also add that the issues that arise from 2Ks system tend to be through badges that essentially stack onto what ratings should already cover and typically occur at the higher badge levels. Thus far, the only quirks we've seen for The Show are purely situational and don't seem to be leveled which, if done well (and these guys tend to do this stuff pretty darn well) is the perfect way to differentiate otherwise similarly skilled players.

That's not to say that the quirks are definitively all situational or that boosts can't potentially get out of hand in specific situations if multiple quirks are active, but I'll certainly withhold judgement until they explain further.
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Old 03-07-2017, 04:04 PM   #66
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Re: More MLB The Show 17 Franchise Mode Details, Including Player Quirks

Well,

I think Quick Manage will totally change the way I play The Show... For the Better IMO.

I want to get more seasons in but I do not like just "simming" games in a season. I used Sportscast Manager last year some, but it was so buggy and missing features (no double switch), that I felt like I had to play out every game to have control of the team.

Now, with Quick Manage in the game, I may well do a play one, QM 5 mode.

Actually, what I'm thinking about is on the Quick Manage games, is playing the first couple of innings and then QM the middle innings and playing the last couple of innings. What is great about it is that I'll be able to jump into the game anytime I feel like I'm needed.

Thank you SDS for this great feature!!!! CanNotWait!!
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Old 03-07-2017, 04:28 PM   #67
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Re: More MLB The Show 17 Franchise Mode Details, Including Player Quirks

Well I certainly wasn't expecting them to add quirks to the players, what a happy surprise!

That kind of makes me more excited to go into my Angels roster and see what player got what rating. For me, this makes franchise a lot deeper. Now I gotta at least consider what quirks the player has. I'm sure there must be some negative quirks of sorts (maybe something like bad with 2 strikes, walks a lot of batters, etc, but I'm wondering if that would be a thing, it seems more like it would be "likely to strike out in 9th" kind of thing, which is good because the ones I mentioned before kind of would double down on the ratings already in game. It would go farther into detail on a player than just the clutch rating would ever do).

I'm sure we'll now have to consider what prospect we draft if they have something like, strikes out in tough situations, or not a strong finisher as a starter. That would also come into play a little in manager mode then you gotta have a good clutch guy with clutch quirks off the bench to consider replacing them with. I think it opens up a lot of opportunities.

And I'm glad for the critical moments thing because I'm always dad when I go to franchise stats and see there was another no hitter and I wasn't part of it.

I know for some guys that play all 162 games there not much here outside of quirks I suppose, but otherwise the game didn't change, and the changes that did happen you aren't forced to use them. It does open it up for more people to get into the mode (AKA, maybe next year they'll put more towards it since it got more popular with this years improvement )

I'm seriously excited for next week's stream though honestly I'm excited for RTTS. But I want to see this week's stream too, curious about the quirks available.
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Old 03-07-2017, 04:37 PM   #68
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I feel like it'll be a bonus having quirks. A good way to have the player's intangibles represented. Simple things like a player's Plate Coverage reticle expands or vision increases. Hopefully, players aren't getting +5 in power or contact for these but other ways to help them. Ideally, they have "Laid-Back" and "Hustle" as quirks for running out ground balls and double plays but also more inclined to dive for a ball in the field rather than take it off a hop. Having these types of things helping players tendencies be represented in game would really help the game live and breath even more.
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Old 03-07-2017, 04:42 PM   #69
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Re: More MLB The Show 17 Franchise Mode Details, Including Player Quirks

Quote:
Originally Posted by douggoud
Well I certainly wasn't expecting them to add quirks to the players, what a happy surprise!

That kind of makes me more excited to go into my Angels roster and see what player got what rating. For me, this makes franchise a lot deeper. Now I gotta at least consider what quirks the player has. I'm sure there must be some negative quirks of sorts (maybe something like bad with 2 strikes, walks a lot of batters, etc, but I'm wondering if that would be a thing, it seems more like it would be "likely to strike out in 9th" kind of thing, which is good because the ones I mentioned before kind of would double down on the ratings already in game. It would go farther into detail on a player than just the clutch rating would ever do).

I'm sure we'll now have to consider what prospect we draft if they have something like, strikes out in tough situations, or not a strong finisher as a starter. That would also come into play a little in manager mode then you gotta have a good clutch guy with clutch quirks off the bench to consider replacing them with. I think it opens up a lot of opportunities.

And I'm glad for the critical moments thing because I'm always dad when I go to franchise stats and see there was another no hitter and I wasn't part of it.

I know for some guys that play all 162 games there not much here outside of quirks I suppose, but otherwise the game didn't change, and the changes that did happen you aren't forced to use them. It does open it up for more people to get into the mode (AKA, maybe next year they'll put more towards it since it got more popular with this years improvement )

I'm seriously excited for next week's stream though honestly I'm excited for RTTS. But I want to see this week's stream too, curious about the quirks available.
If prospects are randomly assigned quirks I think it will add something to the draft.
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Old 03-07-2017, 04:43 PM   #70
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Re: More MLB The Show 17 Franchise Mode Details, Including Player Quirks

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Originally Posted by countryboy
You keep claiming that quirks are "arcadey" yet we have no idea the effect they will have on the game, what all of them are, nor what attributes they effect.

Can we at least wait until we receive more information and how they work inside the game before we start calling them "arcadey"?

People are letting their assumptions get the best of them today..

I'll explain using the example of Rizzo who was profiled in the blog. Rizzo's contact R is 80 power R 82 which reflect what does IRL. In 2016 he hit .305 vs R with .970 ops vs R. The developers who determine attributes have a formula based upon IRL stats which they use.

His quirks include "excels when hitting with 2 strikes", "excels at hitting breaking balls" and "performs better when team is behind". His attributes already include what he did with two strikes, vs breaking balls and when the team in behind. The .305 avg vs rhp which gives him an 80 contact R include that stuff. If he gets a boost in attributes above and beyond his normal attributes in those situations without an accompanying decline in other situations to balance it out his stats will be higher than IRL. Multiply that by hundreds of players across the league and the potential exists for stats to be out of whack.

I agree we need more information but it doesn't seem particularly complicated - players get boosts to their attributes in certain situations. One good question since I use manage mode would be whether the opposing pitcher and catcher realize the guy at the plate "excels at hitting breaking balls" so they can avoid throwing a breaking ball for a strike. Another question "performs better when team is behind" sounds like the age old complaint whose name I shall not mention. :-)


It is an interesting addition and I will absolutely take advantage of it but for me - speaking only for myself - it seems like a move away from reality unless they have balanced out the various boosts in some way.
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Old 03-07-2017, 04:48 PM   #71
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Re: More MLB The Show 17 Franchise Mode Details, Including Player Quirks

Quote:
Originally Posted by tessl
I'll explain using the example of Rizzo who was profiled in the blog. Rizzo's contact R is 80 power R 82 which reflect what does IRL. In 2016 he hit .305 vs R with .970 ops vs R. The developers who determine attributes have a formula based upon IRL stats which they use.

His quirks include "excels when hitting with 2 strikes", "excels at hitting breaking balls" and "performs better when team is behind". His attributes already include what he did with two strikes, vs breaking balls and when the team in behind. The .305 avg vs rhp which gives him an 80 contact R include that stuff. If he gets a boost in attributes above and beyond his normal attributes in those situations without an accompanying decline in other situations to balance it out his stats will be higher than IRL. Multiply that by hundreds of players across the league and the potential exists for stats to be out of whack.

I agree we need more information but it doesn't seem particularly complicated - players get boosts to their attributes in certain situations. One good question since I use manage mode would be whether the opposing pitcher and catcher realize the guy at the plate "excels at hitting breaking balls" so they can avoid throwing a breaking ball for a strike. Another question "performs better when team is behind" sounds like the age old complaint whose name I shall not mention. :-)


It is an interesting addition and I will absolutely take advantage of it but for me - speaking only for myself - it seems like a move away from reality unless they have balanced out the various boosts in some way.
So you started out calling them "arcadey" and taking away from reality.

Now in this post you explain why you are considering them "arcadey" while at the same time admitting that you are not really sure how they are implemented in the game and agreeing that we need more information.

Got it.
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Old 03-07-2017, 04:57 PM   #72
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Re: More MLB The Show 17 Franchise Mode Details, Including Player Quirks

A couple more quirky thoughts on quirks...

First thing we should try to establish is whether these quirks will affect both simmed and played games. It could be implemented much like how the velocity and pitch edits don't affect simmed games at all. Maybe not.

Secondly, as someone who has extensively edited player ratings in the past, this is exciting in the sense that 2 hitters with identical 99 contact attributes might not perform the same depending on their quirks. If you take a guy with maxed out ratings and load him up with quirks, it could allow him to go 'off scale' regarding his production. Or it could just make him super awkward. Then again, maybe not.

I think for something like "quirks," it all comes down to the implementation. If you make quirks very minor, there's not much difference in having them. If you make them powerful, that would add an unwanted (imo) arcade element into the gameplay. There's so much we don't know (on/off switch?) (affects simmed and played games?) (magnitude of the boosts?) at this point.
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