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MLB 10 News Post

Here is our list of the current known issues that we're looking into for immediate attention:

Attendance:
Attendance is not correctly getting reported. In talking with Jeff, he has a fix in mind that is fairly safe but would end up in the actual attendance not mirroring the paid attendance you get in franchise. It would fix the issue where you have 50k+ people attending Spring Training games. This will also fix issues with playoff games and games played in any stadium that isn't your own.
* UPDATE - This was caused by the stadium select screen being added to franchise, causing the attendance to be reset using the non-franchise logic. The stadium select was previously never used for playoff games, so it didn't handle that situation. This is fixed and it also fixes the issue with spring training games showing the attendance as if they were in their home stadium.

Trade Waivers:
Users can claim anyone off of trade waivers - CPU teams will never pull them back.
* UPDATE - fixed this one - a simple fix that will prevent user teams from simply claiming everyone that was passed through trade waivers.

No Contract:
Players can get into a state where they have no contract.
* UPDATE - As soon as a player was placed on release waivers, his contract was cleared. Then if he was claimed, he didn't have a contract. It was also clearing his 40-man roster status, which is what was causing him to go to AAA instead of the MLB team. Have a fix for this.

Player Potential:
Looks like a fairly bad miscommunication ended up with us having some seriously out of whack potentials. This will be corrected with the next roster download (Monday)
* UPDATE - Lorne is taking care of this - will be fixed with a roster update.

Multi Closer issue:
If a CPU team has 2 closers (one acquired in a trade) - they will always send one down to AAA.
* UPDATE - It would just look at the closers and see that they had more than they needed so they'd send one down, but they wouldn't look to see if they could send down a reliever instead and keep the 2nd closer in the bullpen. Have a fix for this.

Multi Trade players:
Not even sure what the details are on this one, but it looks like sometimes a player is traded and then re-traded or waived. Currently investigating.
* UPDATE - I have a fix for the trades. I'll not allow a player to be placed on the trading block by the CPU if he has been acquired by a trade recently.

Manual Trade issue:
I've seen a few reports of users having trades set to Manual and still having trades done by the CPU. Again, no idea how this is happening and we're looking for more information.
* UPDATE - Not sure what's happening here, we can not get this one to reproduce. Whoever is getting this, please make sure that you don't have your profile option set to something different than your global setting. If you need to talk to me via PM or IM for further info, please just say the word!
* UPDATE 2 Thanks to tabarnes19 and a couple hours of debugging we have found the issue and have a fix in the works.

If you respond, please please PLEASE do not be noise. We need clear help or silence - we want these things cleared up as much as you do!

-K

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Member Comments
# 381 Knight165 @ 03/06/10 10:53 AM
Quote:
Originally Posted by findinghomer
eww i am disgusted:

first of all i want to say cpu didnt do a SINGLE trade for me, not sure how why im not getting this bug??

then also the obvious claim any player off waiver you want but


now:

-had a player retire due to a dislocated ankle!?!?!? LOL
Can't happen?
-as last year, scout tons of players who are not even in the draft.
This will happen....do you get reports on players in the draft?...you should...it's by design except for the top incoming guys....it's a crapshoot. Do you really want it totally laid out for you? I haven't delved too much into this though

-cpu is signing FA , but i dont even have a FA screen to go into the pool, to offer contracts.. LOL
Of course there is....go and LOOK

-some horrible declines (probably bc of the potential bug though)
Bingo


im would be pretty angry had i played all these games only to find this mess.

M.K.
Knight165
 
# 382 DarthRambo @ 03/06/10 10:54 AM
Homer...Really not sure what ut talking about cuz I have no issues offering FAs a contract if i want. The waiver thing is a problem yes, but just dont claim anyone. I would feel like its cheating if i signed Pujols off the trade waivers wouldnt you?

To sign FAs just go to manage conteracts on the calendar, and the first screen shows all FAs
 
# 383 findinghomer @ 03/06/10 10:58 AM
no knight of ALL my players i had thorough reports on i had ONE actually in the draft. i dont think thats "laying" anything out for me LOL . so the ENTIRE draft was a crap shoot.

and retiring bc of dislocated ankle is hardly realistic.

thanx trinity. found it now. that was driving me crazy!
 
# 384 findinghomer @ 03/06/10 11:01 AM
another minor annoyance is the "40 man" laid out. there technically isnt one. you just get a master sheet saying yes or no on the 40 man. do i have to manually count to know EXACTLY how many guys i have on the 40 man!?! this is a nusance when rule v comes around. it also does not tell you who is even eligible for the rule v, who you may want to protect by putting on the 40 man or am i missing this somewhere?


also why did the cpu trade bug, not do any trades for me?
 
# 385 findinghomer @ 03/06/10 11:08 AM
Quote:
Originally Posted by Mike Lowe
Dang, this was my biggest problem with 09 and was the one fix I was really hoping for. With the game still in plastic and seeing all of the craziness with this game, this one is likely going back. I'm going to wait and see what the new roster does to transactions being handled, if anything, but I just don't see how this game is better than 09.

What is making this game better than last year's game?
id keep that bad boy in plastic. honestly only thing im liking better is the new camera angle, and hit variety. oh the new email section is very nice. other than that its a broken 09
 
# 386 Mike Lowe @ 03/06/10 11:10 AM
Quote:
Originally Posted by Knight165
Of course he's not seeing movement....he's using a glitch that basically turns CPU ROSTER CONTROL on.
Guys certainly do get called up and sent down.
They get released and FA signed..
They get sent down for performance and called up for that this year.


M.K.
Knight165
Oh, excellent news then!
 
# 387 DarthRambo @ 03/06/10 11:50 AM
Quote:
Originally Posted by Knight165
Of course he's not seeing movement....he's using a glitch that basically turns CPU ROSTER CONTROL on.
Guys certainly do get called up and sent down.
They get released and FA signed..
They get sent down for performance and called up for that this year.


M.K.
Knight165


I wouldn't say that is entirely correct... Yes, guys get released and FAs will be there etc.. But with player movement, this is exactly what I am seeing:

With injuries OFF(just testing purposes): There is NO player movement whatsoever! Meaning IMO, the ai will NOT move players on their own due to performance. The only movement is on april 5th, or the 7th when season starts(and its the same players everytime i believe).

With injuries ON: The player movement was there and in abundance! But ONLY because of injuries to minor league players, not because of their performance on the field.

Now, there is an option you can do to go about working around it. I personally will be playing with Injuries ON more than likely(but seriously thinking about turning them OFF too, ur decision).

And I noticed at the 1st of EVERY month starting May 1st each team gets emails concerning "struggling AA or AAA player" from the previous month. Also emails about a few players that did really well.

What I'm going to do and I suggest is control all 30 teams, and each month move those FEW(not 20, so its not alot of work) up or down depending on the email. It sounds like a pain, but it really won't take long at all to do honestly. And if you have lineup/rotation set to auto you don't have to set that after u move players around.

I would actually prolly turn player movement to manual on the settings on the day you do that and leave it there for the next day just in case the cpu decides to move them back on their own. Then switch it back to auto so they can move them around for injuries, if u have injuries turned ON. If you set injuries to OFF, then I would just set player movement to manual until September 2nd(after you manually move the FEW players), then switch it to auto that way on September 7th the cpu can do their "september call-ups" which most teams will do.

I know its alot, and sounds confusing maybe, but this is what I've found everytime I sim a season in franchise. Its going to be a great franchise IMO, can't wait to start mine!
 
# 388 JayD @ 03/06/10 12:19 PM
Quote:
Originally Posted by findinghomer
another minor annoyance is the "40 man" laid out. there technically isnt one. you just get a master sheet saying yes or no on the 40 man. do i have to manually count to know EXACTLY how many guys i have on the 40 man!?! this is a nusance when rule v comes around. it also does not tell you who is even eligible for the rule v, who you may want to protect by putting on the 40 man or am i missing this somewhere?


also why did the cpu trade bug, not do any trades for me?
There is a 40 man roster screen that lists everyone who is on your 40 man roster
 
# 389 Knight165 @ 03/06/10 12:30 PM
Quote:
Originally Posted by JayD
There is a 40 man roster screen that lists everyone who is on your 40 man roster
It also tells you on the players...player card if he is Rule V eligible or not.

M.K.
Knight165
 
# 390 findinghomer @ 03/06/10 12:41 PM
sweet.. that helps alot.
 
# 391 Mike Lowe @ 03/06/10 12:48 PM
Quote:
Originally Posted by Trinity120
I wouldn't say that is entirely correct... Yes, guys get released and FAs will be there etc.. But with player movement, this is exactly what I am seeing:

With injuries OFF(just testing purposes): There is NO player movement whatsoever! Meaning IMO, the ai will NOT move players on their own due to performance. The only movement is on april 5th, or the 7th when season starts(and its the same players everytime i believe).

With injuries ON: The player movement was there and in abundance! But ONLY because of injuries to minor league players, not because of their performance on the field.

Now, there is an option you can do to go about working around it. I personally will be playing with Injuries ON more than likely(but seriously thinking about turning them OFF too, ur decision).

And I noticed at the 1st of EVERY month starting May 1st each team gets emails concerning "struggling AA or AAA player" from the previous month. Also emails about a few players that did really well.

What I'm going to do and I suggest is control all 30 teams, and each month move those FEW(not 20, so its not alot of work) up or down depending on the email. It sounds like a pain, but it really won't take long at all to do honestly. And if you have lineup/rotation set to auto you don't have to set that after u move players around.

I would actually prolly turn player movement to manual on the settings on the day you do that and leave it there for the next day just in case the cpu decides to move them back on their own. Then switch it back to auto so they can move them around for injuries, if u have injuries turned ON. If you set injuries to OFF, then I would just set player movement to manual until September 2nd(after you manually move the FEW players), then switch it to auto that way on September 7th the cpu can do their "september call-ups" which most teams will do.

I know its alot, and sounds confusing maybe, but this is what I've found everytime I sim a season in franchise. Its going to be a great franchise IMO, can't wait to start mine!

So then which is it? Will the AI move players up and down? Whether it's broken right now or not, does it exist? If it's there, it can likely be fixed via patch.
 
# 392 DarthRambo @ 03/06/10 12:56 PM
They will move players up and down, just not due to performance. When they do call ups in september, there's no way knowing why they choose the players they do. Exactly what i posted is how it works and what happens as far as player movement. Test it out yourself with injuries OFF and watch how there is NO player movement. Then turn injuries ON and you'll see a ton of movement. Again my suggestion is to manually move players by going off the emails each team recieves at the 1st of each month.
 
# 393 Knight165 @ 03/06/10 01:30 PM
Quote:
Originally Posted by Trinity120
They will move players up and down, just not due to performance. When they do call ups in september, there's no way knowing why they choose the players they do. Exactly what i posted is how it works and what happens as far as player movement. Test it out yourself with injuries OFF and watch how there is NO player movement. Then turn injuries ON and you'll see a ton of movement. Again my suggestion is to manually move players by going off the emails each team recieves at the 1st of each month.
You're right T...
I must have had injuries on.
Sorry.

M.K.
Knight165
 
# 394 findinghomer @ 03/06/10 01:33 PM
Quote:
Originally Posted by Knight165
It also tells you on the players...player card if he is Rule V eligible or not.

M.K.
Knight165

any idea how the game determines rule v eligibility? the game only tracks MLB service time, so im guessing age, 23?
 
# 395 Knight165 @ 03/06/10 01:39 PM
Quote:
Originally Posted by findinghomer
any idea how the game determines rule v eligibility? the game only tracks MLB service time, so im guessing age, 23?
I believe so...but I'm not sure.
That's the most logical...making everyone "created as signed" as 19...but I don't know if they vary it.

M.K.
Knight165
 
# 396 DarthRambo @ 03/06/10 02:22 PM
Its all good knight lol...just trying to clarify what problems there is and arent there.
 
# 397 Mike Lowe @ 03/06/10 02:43 PM
Ok so what's the verdict again on settings? I'm seeing all of this crazy stuff like turning roster control on and then off again, manually moving players to and from the minors...I can't wrap my head around it! :-)

In order to have a realistic MLB universe, which will not mirror real life MLB after day one, what do I need to do exactly?

Thank you!
 
# 398 The Chef @ 03/06/10 02:46 PM
Quote:
Originally Posted by Mike Lowe
Ok so what's the verdict again on settings? I'm seeing all of this crazy stuff like turning roster control on and then off again, manually moving players to and from the minors...I can't wrap my head around it! :-)

In order to have a realistic MLB universe, which will not mirror real life MLB after day one, what do I need to do exactly?

Thank you!
Leave roster control off, select all 30 teams while assigning your profile to your team and "no profile" to the other 29 teams. Set your global settings how you see fit as they will decide how the CPU teams act during the season, thats it as far as I know. Knight can correct me if Im forgetting something Im sure.
 
# 399 DarthRambo @ 03/06/10 03:56 PM
Thats correct chef... but turn cpu roster control off then back onn first that way the cpu won't trade for you even if u have it on manual. The reason why u would have to move players up and down manually is because the cpu wont do it based on performance, only will due to injuries. They will however do callups in sept. 7th, so u can leave roster moves on auto for global settings.

You can set auto for roster moves for ur controlled team, which i do for when my us u can still manually do it minor league players get injured. And since they dont move up and down due to performance, setting on auto is ok. Plus u can do it urself still anyway so setting it on auto is what i prefer personally. I'll post all settings i will have later when i am at the game for you to look over and i can explain each setting in better detail.
 
# 400 Knight165 @ 03/06/10 04:08 PM
Quote:
Originally Posted by Trinity120
Thats correct chef... but turn cpu roster control off then back onn first that way the cpu won't trade for you even if u have it on manual. The reason why u would have to move players up and down manually is because the cpu wont do it based on performance, only will due to injuries. They will however do callups in sept. 7th, so u can leave roster moves on auto for global settings.

You can set auto for roster moves for ur controlled team, which i do for when my us u can still manually do it minor league players get injured. And since they dont move up and down due to performance, setting on auto is ok. Plus u can do it urself still anyway so setting it on auto is what i prefer personally. I'll post all settings i will have later when i am at the game for you to look over and i can explain each setting in better detail.
Trinity....
What you are really doing with this is glitching the game into CPU ROSTER CONTROL ON.
If you use 30 team control set trades to manual...the CPU won't trade for you....or won't trade with itself. It will offer trades, but none will get done without you approving.
You can still set the global to however you like.

M.K.
Knight165
 


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