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MLB The Show 17 Franchise Mode Livestream Breakdown

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Old 03-10-2017, 03:39 AM   #9
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Re: MLB The Show 17 Franchise Mode Livestream Breakdown

Sort of a belated thought after I watched the earlier dev stream, but updates to the generated players (see the year 2052 "The Future" franchise save) has implications for fictional roster creators. Maybe the best way to kickstart editing a fictional roster is to sim far into the future with CPU Roster Control 'on.' Then export the generated players out one by one and import them into a new roster. If the faces and equipment are that much better than in the past, it'll shave off hundreds of editing hours--editors would just need to focus on re-rating and re-naming the players (the names for the generated players are still pretty bad, lol).
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Old 03-10-2017, 09:47 AM   #10
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Re: MLB The Show 17 Franchise Mode Livestream Breakdown

Quote:
Originally Posted by Benz87
Awesome job with the video breakdown, very informative and well done. I know you slightly touched on this in the video, but has it been confirmed by the dev team quirks are 100% dynamic? Such as, they are based of ratings and in-season stats so players AND created prospects will develop and drop them throughout franchise mode?

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Some of the Quirks are dynamic, some are not.

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Old 03-10-2017, 12:28 PM   #11
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While a lot of the stuff I really wanted for Franchise Mode is still left out, I can't say that I didn't get enough to get me exicited again. It is ok to be exicited and disappointed at the same time. And I agree with Mill, more folks playing Franchise Mode means more focus in future editions. Fingers crossed those future editions start next year.
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Old 03-10-2017, 12:44 PM   #12
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Re: MLB The Show 17 Franchise Mode Livestream Breakdown

Forgive me if I missed this somewhere, but I wonder if starting from the regular season will solve the annoyance of having lineups, bullpens, and rotations being automatically generated by the CPU based on how they think the lineups should be set up. I know in years past the devs said there was nothing they could do to avoid this. If we can now keep the rosters how they are straight from OSFM Opening Day, that would be a game changer and save a lot of time for people with making 25 man rosters and having to re-adjust lineups and what not.


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Old 03-10-2017, 12:57 PM   #13
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Re: MLB The Show 17 Franchise Mode Livestream Breakdown

Quote:
Originally Posted by bwiggy33
Forgive me if I missed this somewhere, but I wonder if starting from the regular season will solve the annoyance of having lineups, bullpens, and rotations being automatically generated by the CPU based on how they think the lineups should be set up. I know in years past the devs said there was nothing they could do to avoid this. If we can now keep the rosters how they are straight from OSFM Opening Day, that would be a game changer and save a lot of time for people with making 25 man rosters and having to re-adjust lineups and what not.


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Old 03-10-2017, 01:02 PM   #14
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Re: MLB The Show 17 Franchise Mode Livestream Breakdown

Great video.

I would love to see a quirk for OBP. I have a very hard time taking base on balls even with players with a very good eye.(Jose Bautista for example)
Though I'm not sure how a quirk like this could be implemented.
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Old 03-10-2017, 01:06 PM   #15
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Re: MLB The Show 17 Franchise Mode Livestream Breakdown

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Originally Posted by Jeffrey Smith
Great video.

I would love to see a quirk for OBP. I have a very hard time taking base on balls even with players with a very good eye.(Jose Bautista for example)
Though I'm not sure how a quirk like this could be implemented.
Maybe the controller could actually shock you when you swing at a bad pitch? Lol
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Old 03-10-2017, 01:06 PM   #16
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Re: MLB The Show 17 Franchise Mode Livestream Breakdown

Quote:
Originally Posted by WaitTilNextYear
Sort of a belated thought after I watched the earlier dev stream, but updates to the generated players (see the year 2052 "The Future" franchise save) has implications for fictional roster creators. Maybe the best way to kickstart editing a fictional roster is to sim far into the future with CPU Roster Control 'on.' Then export the generated players out one by one and import them into a new roster. If the faces and equipment are that much better than in the past, it'll shave off hundreds of editing hours--editors would just need to focus on re-rating and re-naming the players (the names for the generated players are still pretty bad, lol).
2052, I thought we were limited to 30 years into franchise? When was this changed?
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