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

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Old 03-07-2017, 06:29 PM   #81
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Re: More MLB The Show 17 Franchise Mode Details, Including Player Quirks

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Originally Posted by BigOscar
You could just as easily argue though that the reason people don't play multiple seasons is because Franchise mode isn't deep enough, there isn't enough to keep people interested. They've lumped all their eggs in the basket of believing the problem is not good enough simming, rather than looking to make the game more interesting day to day.
This is actually a very good point and completely agree.
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Old 03-07-2017, 06:36 PM   #82
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Icon5 Re: More MLB The Show 17 Franchise Mode Details, Including Player Quirks

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Originally Posted by Finn
Very true, I guess it's the chicken or the egg type situation and I'd have to defer to the developers and Sony to explain their decision.
Market research + user research + resources + telemetry + development priorities + ? = X

We couldn't be more exited, happy, and proud about the tremendous effort, feature set and all the long hours we've put into MLB The Show 17. We will continue to do what we've always done. And that formula had worked out for us very nicely over 10 years in.

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Old 03-07-2017, 06:38 PM   #83
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Re: More MLB The Show 17 Franchise Mode Details, Including Player Quirks

I see they have also added missions to franchise. I wonder what that entails and whether the cpu teams also get the same benefit from missions as the user team.

They have definitely taken franchise is a new direction.
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Old 03-07-2017, 06:39 PM   #84
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Re: More MLB The Show 17 Franchise Mode Details, Including Player Quirks

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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.
Hopefully quirks have been vetted and tested, then tested some more. I kinda think pitcher quirks will offset batter quirks enough overall that stats will still fall in line.
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Old 03-07-2017, 06:46 PM   #85
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Re: More MLB The Show 17 Franchise Mode Details, Including Player Quirks

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Originally Posted by tessl
I see they have also added missions to franchise. I wonder what that entails and whether the cpu teams also get the same benefit from missions as the user team.

They have definitely taken franchise is a new direction.
Missions are DD related, that came up in the DD stream. It's more than likely franchise challenges/rewards that you can do to improve your DD team (which is kind of nice for those who play both modes extensively).

In DD, those Missions usually consist of stat milestones that you'd reach naturally over the course of a lot of games. So I don't feel like it's going to change the way I play Franchise at all, if these missions are the same.

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Old 03-07-2017, 06:58 PM   #86
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Re: More MLB The Show 17 Franchise Mode Details, Including Player Quirks

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Originally Posted by WaitTilNextYear
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.

Do missions in franchise sound to you like they add reality or do they sound like an arcade element?
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Old 03-07-2017, 06:58 PM   #87
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Re: More MLB The Show 17 Franchise Mode Details, Including Player Quirks

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Originally Posted by bcruise
Missions are DD related, that came up in the DD stream. It's more than likely franchise challenges/rewards that you can do to improve your DD team (which is kind of nice for those who play both modes extensively).

In DD, those Missions usually consist of stat milestones that you'd reach naturally over the course of a lot of games. So I don't feel like it's going to change the way I play Franchise at all, if these missions are the same.


I actually like that. I'm not a huge fan on DD or any Ultimate team type mode. But I love how you can continue playing modes you like and building a DD team. So if you want to jump in for a change of pace 3 months later you aren't way behind. Just my opinion though.


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Old 03-07-2017, 07:01 PM   #88
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Re: More MLB The Show 17 Franchise Mode Details, Including Player Quirks

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Hopefully quirks have been vetted and tested, then tested some more. I kinda think pitcher quirks will offset batter quirks enough overall that stats will still fall in line.
I agree. Would not be thrilled about a game where the best quirks determine who the best players are.
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