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MLB 11 The Show News Post


General
  • Users can now share saved data files.
  • Pitcher will now catch more pop up bunts, jammed hits in the air instead of ignoring them
  • CPU batters will no longer swing at balls that bounce up in to the strike zone
  • Fixed bug with bases loaded, two outs, ball in dirt strike three, step on home. Batter comes back up to the plate at the start of the next inning fixed.
  • Fixed CPU closer getting yanked after giving up 1 run when ahead by two in a save situation
  • Catcher will now catch more balls that bounce in front of him instead of blocking them. As it stands, a lot of the blocked balls turn in to WP's.
  • Fixed Miguel Tejada's homerun bug - This can occur only when you make a RTTS show player and make him lefty or switch hitter, because Tejada is normally right handed.
  • Fixed Errors incorrectly being called on backend of double plays, when the out wasn't made.
  • The rob HR off the glove issues addressed. Now when a rob hr is attempted, the ball hit's the glove and the ball goes over the wall it is counted as a HR.
  • Catcher will pick up balls under him instead of standing up all the time. Also he catches more short hops instead of standing up all the time.
  • Knuckleball pitch movement addressed (no longer looks like a good change up. left and right movement occurs)
  • Fixed issues with pitcher not fielding bunts that were popped up.
  • Fixed the bug, not giving an error, on some error throws in the infield.
  • Fixed giving batter non-existent Fielders Choice.
  • Wind influence reduction based on extensive tests versus real life stats and community feedback
  • Added Pitcher and Batter handedness changes. On the substitution screen, when entered from the bullpen only.
  • Fixed an issue that was causing a stutter in the Start screen and during pitches in-game. Not always, but sometimes.
  • Analog Pitching, is now harder to pin point your location
  • Analog Hitting has been made easier
  • Meter pitching, its now harder to pinpoint your location
  • Fixed late catcher back pick issue that allowed the runner to take second
Franchise Fixes
  • Cause players with low overall to retire sooner.
  • Fixed a bug causing players to not store their initial attribute levels at the start of each season, causing progression in the offseason to appear much larger than it was since it was being calculated to the start of 2011, regardless of the current season.
  • Decisions on contract options need to be made sooner since the exclusive negotiation period was shortened from 15 to 5 days.
  • Only players with 6+ years of service time will be flagged as type A or type B free agents.
  • Fixed the accelerated progression where players were progressing to their potential at age 26 instead of 30.
  • Fixed 99 ovr players were not correctly normalizing to 1.0f.
  • Adjusted salary curve and fixed issues with salaries in short seasons.OPERATION SPORTS
  • Now the game doesn't backload contracts that are less than $5M per year or less than 4 years.
  • Adjusted how potentials are assigned to generated players.
  • More logic to see if a contract should be tendered to a player before allowing him to become a free agent. Also, more accurate calculation for salary reserved for minor league players under the team's control.
  • Fixed some bugs with the popup message in multi-user franchise mode when minor league teams secure a bye in the playoffs.
  • Make sure any player who is decent (75 ovr, 75 potential) are being offered arbitration. Also, make sure free agents were offered arbitration by the CPU and teams didn't receive compensation picks for players to whom they didn't offer arbitration.
  • Fixed the issue to make sure that contract offers and arbitration offers aren't cleared when a player becomes a free agent at the end of the 5 day exclusive negotiation period.
  • Fixed the issue and now more 1 year contracts for arbitration eligible players.
  • Make the best available player the most valuable if the team is missing minor leaguers.
  • Set team strategies for the user teams as well.
  • All minor leaguers will now have 1 year contracts by default.
  • Treat CPU controlled user teams as CPU teams for purposes of reducing trades during the season.
  • Clear a player's minor league option used status at the start of spring training instead of at the end of it. This was allowing the user to send players down during spring training and not have an option used.
RTTS
  • Fixes an event ordering issue at the end of offseason. Promotes decision to force career player contract signing to the beginning of the Advance function on the last day of offseason, in front of HandleOrganization. HandleOrganization may move the player to the 40 man roster in the HandleRenewal call, and this previously would change the Renewable status before the player was forced to sign, which would put the career player into a state the system was not prepared for.
Online
  • Sportsmanship fix for Gamer of the Day online home screen. Was always showing zero.
  • Player vault appearance fix. This would happen when creating, exporting, uploading, then downloading single players. They would have a Jeter head instead of the head created.
  • Custom roster load to make sure they all load the same. tested, and no more divergence. To test, use leagues with a custom roster.OPERATION SPORTS
  • Framrate improvements during online game when pitcher side is from pitching view, the batter's screen takes framerate hits. This is most noticeable in TB. Graphics improvements done and the 2nd base umpire turned off.
  • Balks and Batter Walk-ups should now work in league games when set to ON in League create. For Batter walk-ups Presentation Mode must be set to any option, other than Fast Play.
  • Fixed the issue where once anyone in a league trades and has more than 40 players on a league team, the game may crash for some users when accessing My Leagues. Or some teams may have the wrong player and cause league problems.
  • Fixed Play Now and exhibition games entered don't always have Wind at 4mph coming in from RF.
  • randomness restored to wind for online games.
  • Side ticker clean up, which addresses games that are in Preview status.
  • On Line check swings adjustments, opening up the timing window for them. Should now be improved.


The bug:
"When I started a new RTTS I used last weeks online roster file. I created my guy and entered the draft. After the team selected me it tried to auto-save but couldn't. A window popped up, reading ''UNABLE TO LOCATE THE CURRENT SAVED FILE, WHICH WAS CREATED BY ANOTHER USER. THEREFORE, NO FURTHER PROGRESS CAN BE SAVED AT THIS TIME.'' I tried to save manually but a window popped up reading ''YOU ARE ATTEMPTING TO SAVE DATA CREATED BY ANOTHER USER. ONLY OVERWRITING THE CURRENT SAVED FILE WILL BE PERMITTED.'' Two options were available ''cancel'' or ''overwrite existing file.'' I selected ''overwrite existing file.'' But then the whole ''UNABLE TO SAVE DATA CREATED BY ANOTHER USER. THEREFORE, NO FURTHER PROGRESS CAN BE SAVED AT THIS TIME.'' I tried to load the roster and then start the RTTS and use the current roster option but the same exact thing happened. I could only save the RTTS if I used the default rosters. Do I have to wait for this weeks rosters to save a RTTS, or does anybody have any ideas?"


The Work Around:
1) Boot up the game. As soon as you hit the menu screen, go over & save the default roster in a new file. Don't load anything beforehand; I tried this fix as soon as I got the error in my new RTTS & it wouldn't let me create a new roster file ("There is no file present" or something similar)
2) Once you've saved that roster in a new file, load whatever roster you want to use.
3) Save the roster you just loaded over the one you just created.
Now the roster you want is stored in a file created by you, so it's not going to get jammed up & it'll let you create RTTS/Franchise files with those rosters."

Game: MLB 11 The ShowReader Score: 8.5/10 - Vote Now
Platform: PS3Votes for game: 57 - View All
MLB 11 The Show Videos
Member Comments
# 461 DieHardYankee26 @ 05/26/11 03:32 PM
I use timing hitting and can't seem to swing early enough on 4 seamers. I have pitch speed at 0, swing almost as soon as the pitcher releases the ball, and am consistently late on 4 seamers. That is the only pitch. Cutters, 2 seamers, sinkers, etc. are all fine. I don't know whats happened. Also, I have a Sharp and no game mode. I've named the input game if that makes any difference but I don't know what's going on. It's very strange. Didn't have these issues pre-patch ( even though nothing in this patch did anything to affect Timing hitting).
 
# 462 Bumble14 @ 05/26/11 03:36 PM
Quote:
Originally Posted by nomo17k
Earlier in this thread Russell_SCEA mentioned that the timing window has been widened with the patch. I assume this basically is similar to increasing the timing slider. If this is the only change, you might be able to go back to the prepatch state by decreasing the HUM timing slider...

When I start having problem turning to fastball, I often fix it by deliberately starting the take-back way earlier, like starting pulling the stick down when the pitcher brings his arm down, not right before he releases the pitch. Basically I try to swing at the pitch by just moving the stick up and eliminate the take-back part... I find myself being late because my take-back is quite often too late.

Now that's my tendency and not sure if that applies to you... But I'm not always late on fastball even at pitch speed 10, so I don't think there's terribly anything wrong with the patch itself (though I do hope analog response is a tad quicker...).
Thanks Nomo...you could be on to something with lowering the timing slider. I am wondering if that change made by SCEA, coupled with my HD TV's built in lag, could created just enough of a difference to be resulting in the types of contact I am putting on the ball.

I'll do some toying around with this tonight and see if it works.

I'm also considering purchasing a new controller. I have one of the first gen Dual Shock's, so I am curious if the analog sticks and their dead zone are possibly causing this issue.
 
# 463 DJ @ 05/26/11 03:51 PM
Quote:
Originally Posted by Bumble14
Thanks Nomo...you could be on to something with lowering the timing slider. I am wondering if that change made by SCEA, coupled with my HD TV's built in lag, could created just enough of a difference to be resulting in the types of contact I am putting on the ball.

I'll do some toying around with this tonight and see if it works.

I'm also considering purchasing a new controller. I have one of the first gen Dual Shock's, so I am curious if the analog sticks and their dead zone are possibly causing this issue.
Good luck to you. I was experiencing similar issues with Analog hitting after this patch and I eventually switched to Timing. Since moving to Timing, I've been able to pull more fastballs, but I am also playing with Knight's V2 roster that has the pitch edits, so I don't see as many 4-seam fastballs as I did prior to that roster.

I'd really love to get back with Analog hitting as I was having fun with it prior to 1.16. Keep us updated on your progress ... I hope for your sake that you are able to figure things out.

I would definitely look at getting a new controller. I bought the MLB-themed DS3 with the game this year and love it, even if I'm not using Analog controls as much as I thought I would
 
# 464 nomo17k @ 05/26/11 03:54 PM
Quote:
Originally Posted by DJ
I would definitely look at getting a new controller. I bought the MLB-themed DS3 with the game this year and love it
I actually got the Show themed DS3 and have been using it. Couldn't help...
 
# 465 Bumble14 @ 05/26/11 04:00 PM
Quote:
Originally Posted by DJ
Good luck to you. I was experiencing similar issues with Analog hitting after this patch and I eventually switched to Timing. Since moving to Timing, I've been able to pull more fastballs, but I am also playing with Knight's V2 roster that has the pitch edits, so I don't see as many 4-seam fastballs as I did prior to that roster.

I'd really love to get back with Analog hitting as I was having fun with it prior to 1.16. Keep us updated on your progress ... I hope for your sake that you are able to figure things out.

I would definitely look at getting a new controller. I bought the MLB-themed DS3 with the game this year and love it, even if I'm not using Analog controls as much as I thought I would
I am having no issues with timing or zone, just analog. It's just really weird--like a completely different game at the plate post patch.
 
# 466 DJ @ 05/26/11 04:05 PM
Quote:
Originally Posted by Bumble14
I am having no issues with timing or zone, just analog. It's just really weird--like a completely different game at the plate post patch.
Yep, and it's frustrating, especially for guys like us that are really trying to embrace the new Analog controls. I've also had issues with the pitching after the last update; pre-update I was using Analog controls and pitching on HOF Difficulty and getting good results. After the update, I was getting killed every game by the CPU. I dropped the difficulty (the update did make Analog pitching harder to hit your spots) and it didn't matter; the CPU just was murdering my pitchers. I've gone back to Classic and while I am seeing better results, I miss my Analog pitching.

Hopefully, Ramone or Woodweaver will see our discussion about Analog hitting and chime in with a more detailed explanation as to what was changed in the update and how we can tune things ourselves to get back to that pre-1.16 update feeling.
 
# 467 Russell_SCEA @ 05/26/11 04:23 PM
Quote:
Originally Posted by Bumble14
I think I am just an anomaly, but I just can not hit via the analog stick after the patch and am pulling my hair out. I have kept my sliders at the defaults (was batting great pre patch), and even when changing pitch speed and cameras am not having success. I am not exaggerating when I say that in 20 games post patch I have yet to score 1 run. Veteran batting btw.

Here are my issues:

-Can not get around on 4 seam fastballs no matter how "early" I perceive my swing to be--they are always hit opposite field.
- When I do hit the ball solid it is either on a line directly to an opposing player, or an outfielder tracks the ball down on the warning track
-Perfect timing/solid contact = lineouts, fly outs, ground outs.
-In the 20 post patch games I've played I have been no hit into the 7th 10 times
-I'm striking out more often as I am missing pitches right down the gut, even with perfect timing (contact always reads "just off")

I'm not posting this as a complaint--just extremely frustrated--I need help badly because as much as I love this game, this issue making the game nearly unplayable. Pre patch I was hitting around .300 and loved how fair and balanced the analog swing mechanic felt. Post patch I am batting sub 100 (lucky to get 3 hits per game--all infield singles deep in the hole to shortstop), and I am feeling cheated. I've set my TV to "Game mode" with no difference, and am even suspecting my analog stick on the controller may be broken?

I guess what I am looking for is how SCEA made analog hitting "easier" in the last patch. Did they increase the solid contact zones, did they play with the swing timing at all? Did they do anything regrding dead zones on the analog stick itself? Maybe my motion is wrong now?

Perhaps if I knew the changes they made, I could adjust the correct slider or make the adjustment in my swing timing to compensate?

I'm desperate guys. Any help would be much appreciated.

We opened up the timing window for analog hitting and decreased the penalty for bad stride timing. It should be virtually impossible for you to hit worse after the patch.
 
# 468 Jgainsey @ 05/26/11 04:28 PM
Quote:
Originally Posted by Russell_SCEA
We opened up the timing window that's it for analog hitting.
So who does everyone blame now for not being able to turn on a fastball?
 
# 469 nomo17k @ 05/26/11 04:34 PM
Quote:
Originally Posted by Jgainsey
So who does everyone blame now for not being able to turn on a fastball?
Could it be that the now more lenient timing window is making the gamer to hit more pitches into play, but into poor hits? With less lenient timing window, the gamer has to time pitches better to hit into play at all. Where he used to swing and miss, he produces poor hits now, whereas before, he needed to make more effort timing the pitch right to hit at all, giving an impression the timing is off now...

Just speculating...
 
# 470 Bumble14 @ 05/26/11 04:38 PM
Quote:
Originally Posted by Russell_SCEA
We opened up the timing window for analog hitting and decreased the penalty for bad stride timing. It should be virtually impossible for you to hit worse after the patch.
Thanks for the response, but the impossible has happened. Are you guys sure nothing was changed regarding timing, especially on 4 seamers? I know I'm not the only one running into the issue of not being able to catch up to them.

So based on this would it be considered a fix to lower the human hit timing slider?

Love this game so don't take this the wrong way--analog hitting just doesn't feel the same as it did pre patch.
 
# 471 Jgainsey @ 05/26/11 04:46 PM
Quote:
Originally Posted by nomo17k
Could it be that the now more lenient timing window is making the gamer to hit more pitches into play, but into poor hits? With less lenient timing window, the gamer has to time pitches better to hit into play at all. Where he used to swing and miss, he produces poor hits now, whereas before, he needed to make more effort timing the pitch right to hit at all, giving an impression the timing is off now...

Just speculating...
That's definitely a possibility, but I'm not sure it really applies to the people who seem convinced that it's harder to turn on a fastball post patch.
 
# 472 DieHardYankee26 @ 05/26/11 05:09 PM
Quote:
Originally Posted by Jgainsey
So who does everyone blame now for not being able to turn on a fastball?
No one is "blaming" the developers. People are trying to figure out what's going on. People that had no problems turning on fastballs before are now having issues. We are trying to fix the issue, not placing blame.
 
# 473 Jgainsey @ 05/26/11 05:18 PM
Quote:
Originally Posted by DieHardYankee26
No one is "blaming" the developers. People are trying to figure out what's going on. People that had no problems turning on fastballs before are now having issues. We are trying to fix the issue, not placing blame.
Ok..

Well there sure are quite a few people insinuating that the patch had some adverse effect on timing. Sure, people aren't saying outright that SCEA is to blame... But if some are claiming that the patch is the source of this "issue", it's still an indirect way of blaming SCEA. It's not like they outsource their patching to a third party.
 
# 474 Bumble14 @ 05/26/11 06:01 PM
Good news! Lowering user hit timing fixes the issues I was encountering--including being late on 4 seamers. Lowered mine to 1 and feels like pre patch hitting again.
 
# 475 DJ @ 05/26/11 06:06 PM
Quote:
Originally Posted by Bumble14
Good news! Lowering user hit timing fixes the issues I was encountering--including being late on 4 seamers. Lowered mine to 1 and feels like pre patch hitting again.
Glad to hear it. I'll have to do some testing on my own. I think Nomo's post at the top of this page could explain the issues we were having and why lowering the Timing slider may help.
 
# 476 Jgainsey @ 05/26/11 08:00 PM
Quote:
Originally Posted by Bumble14
Good news! Lowering user hit timing fixes the issues I was encountering--including being late on 4 seamers. Lowered mine to 1 and feels like pre patch hitting again.
I can understand how lowering human timing would help recreate pre-patch analog hitting, but exactly how is it affecting the user's ability to turn on a fastball? Wouldn't that be completely tied to bat speed, or in our case, thumb speed?

The timing window will probably turn some weak contact hits and squibs into misses or fouls, but how is this related to your ability to turn on a fastball earlier?

Maybe I'm just not understanding the problem some you guys are seeing correctly...
 
# 477 Bumble14 @ 05/26/11 08:28 PM
Quote:
Originally Posted by Jgainsey
I can understand how lowering human timing would help recreate pre-patch analog hitting, but exactly how is it affecting the user's ability to turn on a fastball? Wouldn't that be completely tied to bat speed, or in our case, thumb speed?

The timing window will probably turn some weak contact hits and squibs into misses or fouls, but how is this related to your ability to turn on a fastball earlier?

Maybe I'm just not understanding the problem some you guys are seeing correctly...
Here's how I see it, and realize I am talking about pure analog controls only.

When you time your stride with analog controls you receive a contact bonus(PCI grows). If you time in incorrectly, you receive a contact penalty.

My feeling is that the small change in the timing window and decrease in poor stride penalty has created a situation where the "solid" contact point on 99% of 4 seamers causes the ball to be hit opposite field....creating the feeling that you are constantly late.

The second I lowered my hit timing slider I was able to consistently sit on 4 seamers(98 mph in some cases) and pull the he'll out of them. Lowering the timing window means you have to be more precise with your stride to the ball, and feels like the ball has a smaller contact point on the bat versus feeling like it is "warped" to a contact spot on the bat.

Think about it like Madden tackling. If you increase your tackling window the game is going to factor in some warping to allow you to make solid contact at farther distances away from your opponent. When you have a smaller window you need to rely more on positioning and a smaller margin of error...the end result has less CPU predetermination. To me it feels like this same concept is in play with the patch for certain gamers. The smaller timing window seems to result in more contact points on the bat and a greater hit variety.

Look, we all have different hand eye and reflexes...this is why I think many are having an issue with the 4 seamer timing post patch. We all got used to pre patch timing making it downright impossible to adjust. Add in the above possibility and this may explain why those with similar timing to me are bashing 4 seamers oppo and can't pull them to save our lives.

No one is in here claiming SCEA broke anything, or incinuating it as you mentioned. There's a clear issue for many gamers out there and we are using these forums to work together and perhaps solve it. Just because you are not having an issue it does not mean that others are not...as I mentioned, we all have different reflexes, etc.
 
# 478 Bumble14 @ 05/26/11 08:36 PM
The above is just a theory based on what I'm seeing. Im not a dev so I'm not sure if any of my gibberish is actually spot on
 
# 479 BlackBetty15 @ 05/26/11 10:04 PM
Quote:
Originally Posted by Bumble14
The above is just a theory based on what I'm seeing. Im not a dev so I'm not sure if any of my gibberish is actually spot on
I like it...didnt follow you at first as to lowering the timing window makes it harder but in turn, if your like me and KNOW when to start your stride and swing through a pitch then this would actually be ideal. I ahve been really PO'd with this game due to the lack of fun with me hitting. Dont mind hitting the ball into play but when I hit the ball witha player who is dead on and he has great contact rating I either hit this weak mess that doesnt even seem right or the batter will jsut plain miss it and the hit analyzer says I am late EVERY time when in fact I am on time or early if anything. I will have to try this.
 
# 480 Jgainsey @ 05/27/11 12:23 AM
Quote:
Originally Posted by Bumble14
Here's how I see it, and realize I am talking about pure analog controls only.

When you time your stride with analog controls you receive a contact bonus(PCI grows). If you time in incorrectly, you receive a contact penalty.

My feeling is that the small change in the timing window and decrease in poor stride penalty has created a situation where the "solid" contact point on 99% of 4 seamers causes the ball to be hit opposite field....creating the feeling that you are constantly late.

The second I lowered my hit timing slider I was able to consistently sit on 4 seamers(98 mph in some cases) and pull the he'll out of them. Lowering the timing window means you have to be more precise with your stride to the ball, and feels like the ball has a smaller contact point on the bat versus feeling like it is "warped" to a contact spot on the bat.

Think about it like Madden tackling. If you increase your tackling window the game is going to factor in some warping to allow you to make solid contact at farther distances away from your opponent. When you have a smaller window you need to rely more on positioning and a smaller margin of error...the end result has less CPU predetermination. To me it feels like this same concept is in play with the patch for certain gamers. The smaller timing window seems to result in more contact points on the bat and a greater hit variety.

Look, we all have different hand eye and reflexes...this is why I think many are having an issue with the 4 seamer timing post patch. We all got used to pre patch timing making it downright impossible to adjust. Add in the above possibility and this may explain why those with similar timing to me are bashing 4 seamers oppo and can't pull them to save our lives.

No one is in here claiming SCEA broke anything, or incinuating it as you mentioned. There's a clear issue for many gamers out there and we are using these forums to work together and perhaps solve it. Just because you are not having an issue it does not mean that others are not...as I mentioned, we all have different reflexes, etc.
So a larger, more forgiving timing window, combined with easier stride timing, is creating solid contact points that consistently produce opposite field hits..? And is this happening regardless of user timing?

As someone who has seen very little difference in post-patch analog hitting, you'll have to excuse my skepticism. I don't want to get into a big argument over this, but given my own experience, as well as developer comments, it just sounds kind of crazy.

But if you guys are all having the same problem, and you think you've found a solution, more power to you. Btw, I wasn't trying to call anyone out for blaming SCEA. I know most of us here are never looking to do that.

And I know that these forums are great for coming together to solve problems. But just because there are several people that think there's a problem, it doesn't necessarily make it so. Just look at all of the comeback code type threads that pop up every week. Those guys are convinced the AI is out to screw them. I'm not directly comparing this problem to that, it's just that I'm more inclined to believe the developers' sentiments. Especially when it confirms what I've seen with my own eyes, after countless hours of gameplay.

I know how that sounds, and I apologize in advance if I'm offending anyone. It's just the way it looks.. I've seen so many patch/placebo type threads...

Either way, I wish you guys the best of luck in finding the perfect gameplay.
 


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