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Old 06-10-2011, 09:54 PM   #1
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Getting pretty frustrated with MLB 11, may have to

step away for a few days. I had MLB '10, which I mostly played RTTS on, it had a lot of flaws but RTTS was so new and fresh to me that I lived with it.

On 11 I've only played season mode (and I fast forward through defense/pitching half-innings). Play all-star hitting and have set pitching on veteran for the past 20 games or so, did have it on all-star the to start the season.

First, the game is beautiful graphically. The parks are well done and the camera angles add to the feeling of playing in a real ballpark. That said, I constantly feel like the deck is stacked against me playing this game. And it's things that I don't think adjusting the sliders or difficulty will help

1) Poor catcher and managerial AI logic, which I believe leads to opponent big innings in fast forward, as well as head-stratching pitching changes mid-inning
2) Inability to walk consistently on 3 ball counts. It seems the pitching logic raises, significantly, the probability of a strike on a 3 ball count, making it very difficult to draw walks
3) Inconsistent "variable" strikezone, which leads to less walks and more strikeouts because of the randomness of calls on the fringes of the zone.
4) Super fielding - whether it's outfielders running down balls in the gap, the half-dozen "web gems" the infielders perform each game, including at least one backhand jump throw that's ALWAYS on target and bounces perfectly on one hop, on grass no less, or the pitchers fielding with cat-like reflexes, it just seems very difficult to manufacture runs.
5) Pickoffs - still an issue, and again, when trying to manufacture runs, getting picked off at an abnormally high percentage with just an average lead, you think twice about taking that average or above lead you need to steal.
6) Pitcher effectiveness - Working counts and getting the opposing pitcher should be rewarded in later innings as the pitcher tires and loses velocity and command. But in this game, if there's any effect to speed and control as energy decreases, I think it's negligible. Pitchers appear almost effective, like 90%_ as effective as at the start. Pretty frustrating when you've worked a pitcher to 100+ pitches and almost no energy and he's still hitting within 2mph of his stating fastball and painting corners consistently.
7) Player fatigue - I'm on game #4 after an off-day and I've already had to sub players and the game tells me guys are tired. I think if I play out the whole season I would have no players with 140+ games played. There might not be many with 125+ games played.
8) Inability to fast-forward one AB at a time. Have no idea why this is not an option for those who want to sim, but it really messes with my enjoyment of the game, because of the big innings and AI logic I mentioned above. Frustrating because it does almost fell like I'm punished for not pitching in my games.
9) No skipping the 5th starter. Again, you would think this sophisticated of a program would have something where, if there was an off day since the #1 started, then the #1 would replace the #5 on the schedule, but as it is, the 5th starter is never skipped.

I love playing baseball so much that I will probably pick it up again, I can't stay away. But for now, I just have to back off season mode, because it's not enjoyable to play what feels like an unfair game sometimes. May start up RTTS again or just go to practice mode. I know many will defend this game to the death, that's fine. I just want it to be better and as close to real-life baseball as possible.
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Old 06-10-2011, 10:16 PM   #2
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Re: Getting pretty frustrated with MLB 11, may have to

Quote:
Originally Posted by murphyHOF
step away for a few days. I had MLB '10, which I mostly played RTTS on, it had a lot of flaws but RTTS was so new and fresh to me that I lived with it.

On 11 I've only played season mode (and I fast forward through defense/pitching half-innings). Play all-star hitting and have set pitching on veteran for the past 20 games or so, did have it on all-star the to start the season.


First, the game is beautiful graphically. The parks are well done and the camera angles add to the feeling of playing in a real ballpark. That said, I constantly feel like the deck is stacked against me playing this game. And it's things that I don't think adjusting the sliders or difficulty will help


1) Poor catcher and managerial AI logic, which I believe leads to opponent big innings in fast forward, as well as head-stratching pitching changes mid-inning
Not sure what you mean by this
2) Inability to walk consistently on 3 ball counts. It seems the pitching logic raises, significantly, the probability of a strike on a 3 ball count, making it very difficult to draw walks
Yes, MOST of the time pitchers throw a strike on 3-0 but not sure whats wrong with that
3) Inconsistent "variable" strikezone, which leads to less walks and more strikeouts because of the randomness of calls on the fringes of the zone.
Each umpire has their own strikezone. Sometimes its a ball, sometimes its a strike. You can turn this off in the settings.
4) Super fielding - whether it's outfielders running down balls in the gap, the half-dozen "web gems" the infielders perform each game, including at least one backhand jump throw that's ALWAYS on target and bounces perfectly on one hop, on grass no less, or the pitchers fielding with cat-like reflexes, it just seems very difficult to manufacture runs.
I agree. The SS make a lot of great plays too consistently in my opinion
5) Pickoffs - still an issue, and again, when trying to manufacture runs, getting picked off at an abnormally high percentage with just an average lead, you think twice about taking that average or above lead you need to steal.
I know what you mean. I dont know how many times my BR got picked off in a key situation. Even if they have a high BR ability. I just turned down CPU pickoffs and hopefully that will help
6) Pitcher effectiveness - Working counts and getting the opposing pitcher should be rewarded in later innings as the pitcher tires and loses velocity and command. But in this game, if there's any effect to speed and control as energy decreases, I think it's negligible. Pitchers appear almost effective, like 90%_ as effective as at the start. Pretty frustrating when you've worked a pitcher to 100+ pitches and almost no energy and he's still hitting within 2mph of his stating fastball and painting corners consistently.
The rate at which a SP loses stamina can be changed in the sliders. But I am pretty sure that the longer you go the more wild a pitcher gets
7) Player fatigue - I'm on game #4 after an off-day and I've already had to sub players and the game tells me guys are tired. I think if I play out the whole season I would have no players with 140+ games played. There might not be many with 125+ games played.
This is the main problem I am having. I just edited all my starters, except catchers to have 80 durability
8) Inability to fast-forward one AB at a time. Have no idea why this is not an option for those who want to sim, but it really messes with my enjoyment of the game, because of the big innings and AI logic I mentioned above. Frustrating because it does almost fell like I'm punished for not pitching in my games.
Yea I wish they had one batter at a time so I could manage when my pitcher gets taken out. But the only way to prevent that big inning, is to play it for yourself
9) No skipping the 5th starter. Again, you would think this sophisticated of a program would have something where, if there was an off day since the #1 started, then the #1 would replace the #5 on the schedule, but as it is, the 5th starter is never skipped.
You can always do it manually. I just go with it however the game has it set up

I love playing baseball so much that I will probably pick it up again, I can't stay away. But for now, I just have to back off season mode, because it's not enjoyable to play what feels like an unfair game sometimes. May start up RTTS again or just go to practice mode. I know many will defend this game to the death, that's fine. I just want it to be better and as close to real-life baseball as possible.
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Old 06-11-2011, 12:12 AM   #3
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...And it's things that I don't think adjusting the sliders or difficulty will help

I have found that changes to sliders and settings most definitely help. It's kind of a pain to have to deal with, but it really loosens the game up.

2) Inability to walk consistently on 3 ball counts. It seems the pitching logic raises, significantly, the probability of a strike on a 3 ball count, making it very difficult to draw walks

If you lower the CPU Pitch Consistency you will see more wildness, and if you use a custom hitting camera you can set up a nice view of the strike zone so you can see those borderline pitches better.

3) Inconsistent "variable" strikezone, which leads to less walks and more strikeouts because of the randomness of calls on the fringes of the zone.

There's two variable strike zone settings I believe. I use the one that is unique to each umpire and have found that on that setting they are consistently inconsistent. In other words if you see a pitch off the plate outside to a lefty get called a strike, the ump will usually give the pitcher that pitch. I too thought this part of the game was off until I realized this, and now I think it's a pretty cool feature.

4) Super fielding - whether it's outfielders running down balls in the gap, the half-dozen "web gems" the infielders perform each game, including at least one backhand jump throw that's ALWAYS on target and bounces perfectly on one hop, on grass no less, or the pitchers fielding with cat-like reflexes, it just seems very difficult to manufacture runs.

I lowered all the fielding sliders just one notch, along with runner speed to compensate, and it seems a bit more real to me. I now get hits through the infield, bloops between the infield and outfield, etc.

5) Pickoffs - still an issue, and again, when trying to manufacture runs, getting picked off at an abnormally high percentage with just an average lead, you think twice about taking that average or above lead you need to steal.

I never lead off anymore. CPU pickoffs are too effective, plain and simple. It really doesn't effect stolen bases though. In fact I have had to lower the steal slider, because I found stealing to be too easy... Even without a leadoff.


6) Pitcher effectiveness - Working counts and getting the opposing pitcher should be rewarded in later innings as the pitcher tires and loses velocity and command. But in this game, if there's any effect to speed and control as energy decreases, I think it's negligible. Pitchers appear almost effective, like 90%_ as effective as at the start. Pretty frustrating when you've worked a pitcher to 100+ pitches and almost no energy and he's still hitting within 2mph of his stating fastball and painting corners consistently.

Again, CPU Pitch Consistency I think has to be lowered... And a custom hitting cam does wonders.

7) Player fatigue - I'm on game #4 after an off-day and I've already had to sub players and the game tells me guys are tired. I think if I play out the whole season I would have no players with 140+ games played. There might not be many with 125+ games played.

Yeah I've noticed this. One thing I've done is try to use my bench during a game to give guys a few innings rest. Not sure how much of a difference it makes.

...May start up RTTS again or just go to practice mode...

Batting practice helps a lot. I use the "Timing" and "At Bat" modes... I think it's called "At Bat" it's the one on the bottom that puts you into a game situation. These two modes help slow the game down quite a bit, so you don't feel over matched.

Last edited by spit_bubble; 06-11-2011 at 12:15 AM. Reason: typo
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Old 06-11-2011, 01:41 AM   #4
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Re: Getting pretty frustrated with MLB 11, may have to

Quote:
Originally Posted by murphyHOF
step away for a few days. I had MLB '10, which I mostly played RTTS on, it had a lot of flaws but RTTS was so new and fresh to me that I lived with it.

On 11 I've only played season mode (and I fast forward through defense/pitching half-innings). Play all-star hitting and have set pitching on veteran for the past 20 games or so, did have it on all-star the to start the season.

First, the game is beautiful graphically. The parks are well done and the camera angles add to the feeling of playing in a real ballpark. That said, I constantly feel like the deck is stacked against me playing this game. And it's things that I don't think adjusting the sliders or difficulty will help

1) Poor catcher and managerial AI logic, which I believe leads to opponent big innings in fast forward, as well as head-stratching pitching changes mid-inning
2) Inability to walk consistently on 3 ball counts. It seems the pitching logic raises, significantly, the probability of a strike on a 3 ball count, making it very difficult to draw walks
3) Inconsistent "variable" strikezone, which leads to less walks and more strikeouts because of the randomness of calls on the fringes of the zone.
4) Super fielding - whether it's outfielders running down balls in the gap, the half-dozen "web gems" the infielders perform each game, including at least one backhand jump throw that's ALWAYS on target and bounces perfectly on one hop, on grass no less, or the pitchers fielding with cat-like reflexes, it just seems very difficult to manufacture runs.
5) Pickoffs - still an issue, and again, when trying to manufacture runs, getting picked off at an abnormally high percentage with just an average lead, you think twice about taking that average or above lead you need to steal.
6) Pitcher effectiveness - Working counts and getting the opposing pitcher should be rewarded in later innings as the pitcher tires and loses velocity and command. But in this game, if there's any effect to speed and control as energy decreases, I think it's negligible. Pitchers appear almost effective, like 90%_ as effective as at the start. Pretty frustrating when you've worked a pitcher to 100+ pitches and almost no energy and he's still hitting within 2mph of his stating fastball and painting corners consistently.
7) Player fatigue - I'm on game #4 after an off-day and I've already had to sub players and the game tells me guys are tired. I think if I play out the whole season I would have no players with 140+ games played. There might not be many with 125+ games played.
8) Inability to fast-forward one AB at a time. Have no idea why this is not an option for those who want to sim, but it really messes with my enjoyment of the game, because of the big innings and AI logic I mentioned above. Frustrating because it does almost fell like I'm punished for not pitching in my games.
9) No skipping the 5th starter. Again, you would think this sophisticated of a program would have something where, if there was an off day since the #1 started, then the #1 would replace the #5 on the schedule, but as it is, the 5th starter is never skipped.

I love playing baseball so much that I will probably pick it up again, I can't stay away. But for now, I just have to back off season mode, because it's not enjoyable to play what feels like an unfair game sometimes. May start up RTTS again or just go to practice mode. I know many will defend this game to the death, that's fine. I just want it to be better and as close to real-life baseball as possible.
I am sure you've got some great points in there. But mix in some carriage returns.. Trying to read that makes my eyes bleed.
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Old 06-11-2011, 09:57 AM   #5
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Re: Getting pretty frustrated with MLB 11, may have to

Quote:
Originally Posted by murphyHOF
step away for a few days. I had MLB '10, which I mostly played RTTS on, it had a lot of flaws but RTTS was so new and fresh to me that I lived with it.

On 11 I've only played season mode (and I fast forward through defense/pitching half-innings). Play all-star hitting and have set pitching on veteran for the past 20 games or so, did have it on all-star the to start the season.

First, the game is beautiful graphically. The parks are well done and the camera angles add to the feeling of playing in a real ballpark. That said, I constantly feel like the deck is stacked against me playing this game. And it's things that I don't think adjusting the sliders or difficulty will help

1) Poor catcher and managerial AI logic, which I believe leads to opponent big innings in fast forward, as well as head-stratching pitching changes mid-inning
2) Inability to walk consistently on 3 ball counts. It seems the pitching logic raises, significantly, the probability of a strike on a 3 ball count, making it very difficult to draw walks
3) Inconsistent "variable" strikezone, which leads to less walks and more strikeouts because of the randomness of calls on the fringes of the zone.
4) Super fielding - whether it's outfielders running down balls in the gap, the half-dozen "web gems" the infielders perform each game, including at least one backhand jump throw that's ALWAYS on target and bounces perfectly on one hop, on grass no less, or the pitchers fielding with cat-like reflexes, it just seems very difficult to manufacture runs.
5) Pickoffs - still an issue, and again, when trying to manufacture runs, getting picked off at an abnormally high percentage with just an average lead, you think twice about taking that average or above lead you need to steal.
6) Pitcher effectiveness - Working counts and getting the opposing pitcher should be rewarded in later innings as the pitcher tires and loses velocity and command. But in this game, if there's any effect to speed and control as energy decreases, I think it's negligible. Pitchers appear almost effective, like 90%_ as effective as at the start. Pretty frustrating when you've worked a pitcher to 100+ pitches and almost no energy and he's still hitting within 2mph of his stating fastball and painting corners consistently.
7) Player fatigue - I'm on game #4 after an off-day and I've already had to sub players and the game tells me guys are tired. I think if I play out the whole season I would have no players with 140+ games played. There might not be many with 125+ games played.
8) Inability to fast-forward one AB at a time. Have no idea why this is not an option for those who want to sim, but it really messes with my enjoyment of the game, because of the big innings and AI logic I mentioned above. Frustrating because it does almost fell like I'm punished for not pitching in my games.
9) No skipping the 5th starter. Again, you would think this sophisticated of a program would have something where, if there was an off day since the #1 started, then the #1 would replace the #5 on the schedule, but as it is, the 5th starter is never skipped.

I love playing baseball so much that I will probably pick it up again, I can't stay away. But for now, I just have to back off season mode, because it's not enjoyable to play what feels like an unfair game sometimes. May start up RTTS again or just go to practice mode. I know many will defend this game to the death, that's fine. I just want it to be better and as close to real-life baseball as possible.
You most definitely can skip your fifth starter. The game will let you put in pitchers in slots 1-4 and not put one in the 5th slot.

As for your other issue, you make some good points. I'm a 4 year veteran of this game and have never had the problems scoring like I do this year. I'm on May 30th in my season and Josh Hamilton is leading my team in RBI with only 29. Hitting with RISP is almost impossible this season.
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Old 06-11-2011, 12:10 PM   #6
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Re: Getting pretty frustrated with MLB 11, may have to

I appreciate the feedback so far, but I want to make my original post clearer.

I do play with sliders adjusted. CPU pitcher strike frequency and pitcher consistency is at zero. This has improved the strike ratio to about 60-65%, so I'm seeing more 1st pitch balls and getting ahead in the count more, but when I get a 3 ball count, the strike frequency slider is ignored. I think it even says this in the slider description. I don't mess with pitcher control, because I do want pitchers with good command to exhibit that when I face them.

I have pitcher stamina on default. The rate pitcher's wear down is not my problem. I feel they wear down on the default setting at a pretty realistic rate, to the point where if you work a guy to 100+ pitches, he's got little to no energy. But while he might get a little wilder on pitches out of the zone as energy drops, he still doesn't make mistakes INSIDE the strikezone. Strikes are still on the edges of the zone. Fastballs seem to lose very little velocity, and breaking balls and changeups still have the same bite to them

I also play with fielder speed and reaction turned to ZERO, and I still see ridiculous plays made on a regular basis. I've resigned myself to thinking all that is to sell to the casual gamer who may play a game or two a week with his buddies. Those plays make the game fun for the casual guy. I want baseball simulation and want to play a full season of baseball, so I want these types of plays to be rare and not happen as frequently as they do.

I also use a custom camera. Inside offset and close up. But I also play with guess pitch off, strike zone off, and hot zones off. Again, I'm trying to simulate real hitting. Read and react to the pitch.

I realize I can skip the 5th starter anytime I want. That's not the point. I don't want to take advantage of the flaw in programming that cause the CPU to never skip the 5th starter. It would feel like a cheap win if the game scheduled my 5th vs the CPU 5th, but I chose to skip to the #1 while the CPU cannot.

And I have used the practice mode quite a lot, mostly the Good At-Bat mode, but those things I mentioned in the original post can't be cured with sliders, or difficulty settings, or hours of practice ( I didn't buy the game to practice, anayway.) It is flaws that I think keep the game from realizing its potential as a true baseball simulation, which is what I would like to be able to play.

Last edited by murphyHOF; 06-11-2011 at 12:13 PM. Reason: typo
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Old 06-11-2011, 12:40 PM   #7
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Re: Getting pretty frustrated with MLB 11, may have to

Well what I'm saying is if you use 30 team control you can make any team skip their 5th starter. I thought that'd what you meant. My bad
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Old 06-11-2011, 12:48 PM   #8
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Re: Getting pretty frustrated with MLB 11, may have to

Quote:
Originally Posted by moemoe24
Well what I'm saying is if you use 30 team control you can make any team skip their 5th starter. I thought that'd what you meant. My bad
No worries, but that's my point. I don't want to have to control every team just to perform a task that I would think is easily programmable and would add to the realism of the game.
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