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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
# 481 DJ @ 05/27/11 12:52 AM
Bumble, what did you drop the Timing slider to? Are you still on Veteran difficulty?
 
# 482 sooner1 @ 05/27/11 05:14 AM
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
Same here bro! Since the new patch I have had to scrap analog hitting and go to timing! A patch that actually made analog hitting horrid for most us for whatever reason. Please give us an option to return to the previous patch!!
People who say its a placebo really do crack me up. No placebo fellas when I had already played 100 games previous with no problems. I'll have to lower timing and see if it helps.
 
# 483 sooner1 @ 05/27/11 05:17 AM
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.
You guys changed the timing on 4 seem fastballs. It was fine before and now on certain TVs I guess its impossible to pull 4 seemers unless you literally guess and swing as soon as it leaves pitchers hands.
 
# 484 OhDaesu19 @ 05/27/11 09:36 AM
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.
Guys are you having this issue offline only? I strictly play online and pre-patch I felt that pure analog was broken so I used zone hitting online. Post patch it feels that analog hitting works much better. I have only played a few games using analog since the patch online so I am going off of a small sample size.
 
# 485 DJ @ 05/27/11 10:21 AM
Quote:
Originally Posted by sooner1
Same here bro! Since the new patch I have had to scrap analog hitting and go to timing! A patch that actually made analog hitting horrid for most us for whatever reason. Please give us an option to return to the previous patch!!
People who say its a placebo really do crack me up. No placebo fellas when I had already played 100 games previous with no problems. I'll have to lower timing and see if it helps.
Keep us posted. I think while you guys are working on Analog hitting, I'm going to tackle Analog pitching. I know the update made things more difficult but I've been having a real hard time hitting my spots with breaking balls; they all seem to end up hanging over the plate and get crushed by the CPU. Perhaps increasing control and consistency a click or two will do the trick.
 
# 486 Russell_SCEA @ 05/27/11 02:08 PM
Quote:
Originally Posted by sooner1
You guys changed the timing on 4 seem fastballs. It was fine before and now on certain TVs I guess its impossible to pull 4 seemers unless you literally guess and swing as soon as it leaves pitchers hands.
No we didn't don't know where you received your information from
 
# 487 sooner1 @ 05/27/11 05:13 PM
Quote:
Originally Posted by Russell_SCEA
No we didn't don't know where you received your information from
I'm just saying since the patch analog hitting has changed in relation to timing on the fastball.
 
# 488 DJ @ 05/27/11 05:58 PM
I started up a new franchise this afternoon with the Seattle Mariners. I plan on only playing the games in which King Felix and Pineda are pitching.

Anyway, using ALL Analog controls, I defeated Oakland 4-1, with King Felix throwing a complete game.

Now, for the part that relates to what we've been talking about. Hitting on Veteran with pitch speed -3 clicks, I was able to pull a couple of fastballs, including one by Justin Smoak for a 2-run HR. I had 10 hits in the game, struck out 6 times and walked twice. I only had 2-3 opposite-field hits; a lot of balls were up the middle and I pulled a good number of pitches, even if they all didn't land for hits, I was getting the results I wanted.

So, perhaps pitch speed is something to look at, as I had Timing @ 5, so don't know what to say about that.
 
# 489 Bahnzo @ 05/27/11 07:13 PM
I've been following this discussion and have to jump in.......

I don't know if there's been a change since the patch, and if Russell says no, then that's good enough for me.

However....I do think there is something not right as it pertains to timing/PCI/Hitting and the 4seam fastball. With 1000's of AB's in both RttS and Franchise under my belt, I'm seeing a definite tendency for hits going to the opposite field. It's easy to chalk up to a randomness in the hits, but after awhile it becomes obvious (to me) that something else is happening.

I've seen way to many instances of a 4seam thrown to a batter middle/in, with good PCI placement, solid contact, and normal timing and those balls being hit to the opposite field.

Case in point: I did a hitting practice with Carlos Gonzalez against Ubaldo. Twice I took 4seams inside to left field. Both times it seems to me they should have easily been pulled instead to at least right-center. I use timing hitting and both times timing, contact and PCI placement was good.

I could go on....balls outside hit with good timing pulled down the lines, etc. Basically hits going places that the swing timing and PCI placement dictate should have gone elsewhere. I realize that some of that could be chalked up to a batter's spray chart and his tendency to pull balls, but my RttS batter has an even spray chart and I'm constantly pulling pitches outside that I've timed well.

I'm convinced that there's something off here. I don't know that it's since the patch...I don't know that it's just 4seams, but something doesn't seem right IMO. Since I have only mostly used Timed hitting, I can't really speak for other modes. I do wonder if it's something with the PCI however. Analog hitting, like timed, has an auto-PCI placement thing happening and I wonder if that has anything to do with it. I'm less than satisfied with how the CPU handles PCI placement as it is, but that's another argument I suppose.
 
# 490 Russell_SCEA @ 05/27/11 07:15 PM
Quote:
Originally Posted by sooner1
I'm just saying since the patch analog hitting has changed in relation to timing on the fastball.

Nothing was changed in the code base in relation the to timing on a fastball. Nothing at all, B Ma did not touch this aspect of the game the .04 seconds you had to make great contact was changed to .07 that's it.
 
# 491 HustlinOwl @ 05/27/11 07:19 PM
Quote:
Originally Posted by Russell_SCEA
Nothing was changed in the code base in relation to to timing on a fastball. Nothing at all, B Ma did not touch this aspect of the game the .04 seconds you had to make great contact was changed to .07 that's it.
you work way too hard trying to convince these cats otherwise.
 
# 492 nomo17k @ 05/27/11 09:53 PM
Quote:
Originally Posted by Bahnzo
However....I do think there is something not right as it pertains to timing/PCI/Hitting and the 4seam fastball. With 1000's of AB's in both RttS and Franchise under my belt, I'm seeing a definite tendency for hits going to the opposite field. It's easy to chalk up to a randomness in the hits, but after awhile it becomes obvious (to me) that something else is happening.

I've seen way to many instances of a 4seam thrown to a batter middle/in, with good PCI placement, solid contact, and normal timing and those balls being hit to the opposite field.

(... snip ...)

I'm convinced that there's something off here. I don't know that it's since the patch...I don't know that it's just 4seams, but something doesn't seem right IMO. Since I have only mostly used Timed hitting, I can't really speak for other modes. I do wonder if it's something with the PCI however. Analog hitting, like timed, has an auto-PCI placement thing happening and I wonder if that has anything to do with it. I'm less than satisfied with how the CPU handles PCI placement as it is, but that's another argument I suppose.
I've never really tried zone hitting so not sure how that factors in. But the fact that we can hit inside FB to the opposite field too often appears (to me) a feature rather than a bug....

IRL to hit an inside fastball your point of contact needs to be out in front regardless of which way (pull or away) you intend to hit. Outside fastball, you have more leeway as to where your point of contact can be because you can extend your arm. And that's why inside fastball is great pitch to tie you up...

In game, I do feel what I described above is implemented to some degree; for example I see this in how I need to be a bit quicker to hit inside fastball in general. What probably is not implemented well (don't mean it can... probably it's very difficult to implement this any way), however, is that the relative placement of bat with respect to the pitch... IRL you might control this by turning of your wrists (faster to pull, later go opposite)... The game however can only go by the timing of when you initiate swing and has no knowledge of your intention to pull or go opposite.

So I'm speculating the game is coded to pull when you are a bit early and to go opposite when a bit late. And we tend to be late more often since pitch speed is fast in this game...
 
# 493 Bobhead @ 05/28/11 11:28 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.

etc etc...
I definitely have to agree with the reasoning in this post. A lower timing slider reduces the window of opportunity for "perfect" timing, making it instead easier to be "just early" or "just late". By increasing the timing slider, you would have to be even earlier to meet the "early" criteria, and that is essentially what is happening here.
 
# 494 nomo17k @ 05/28/11 11:46 AM
Quote:
Originally Posted by Bobhead
I definitely have to agree with the reasoning in this post. A lower timing slider reduces the window of opportunity for "perfect" timing, making it instead easier to be "just early" or "just late". By increasing the timing slider, you would have to be even earlier to meet the "early" criteria, and that is essentially what is happening here.
Even if this is true, why then people feel a difference between button and analog? If the code is shared, this should affect both button and analog similarly.

I wish the devs say something about this. It really depends on how the game is coded. This could be true, but on the other hand, they could easily widen the timing window to the late side and not to the early side.
 
# 495 thaSLAB @ 05/28/11 12:25 PM
Quote:
Originally Posted by nomo17k
Perhaps you never miss low on 3-X counts to induce dropped balled four. CPU throws a lot of them in the dirt at these counts.
Can you post a video or screenshot the next time it happens?

Sent from my PC36100 using Tapatalk
 
# 496 nomo17k @ 05/28/11 12:48 PM
Quote:
Originally Posted by thaSLAB
Can you post a video or screenshot the next time it happens?
I've never posted a video so will do if I can figure out how, but you can easily see it if happening in your game.

http://www.operationsports.com/forum...post2042343921

At the end of the game, filter for errors in replay vault. All these walks that show up are catcher dropping ball four errors.
 
# 497 thaSLAB @ 05/28/11 02:03 PM
Yeah, I wanted to see a video so that I can see what the ball is doing. Like I said before, I'm not saying it doesn't happen, I just haven't seen it (and I play the game A LOT). I've had tons of walks on balls in the dirt, but can't recall any where the catcher fielded it cleanly. Actually I don't see that many errors in a game (maybe once in a while) but for the most part it is around 3 total for both teams... usually throwing, fielding, or failure to throw due to a cancelled throw.


Sent from my PC36100 using Tapatalk
 
# 498 Bahnzo @ 05/28/11 04:36 PM
Quote:
Originally Posted by Bobhead
I definitely have to agree with the reasoning in this post. A lower timing slider reduces the window of opportunity for "perfect" timing, making it instead easier to be "just early" or "just late". By increasing the timing slider, you would have to be even earlier to meet the "early" criteria, and that is essentially what is happening here.
I played my franchise game last nite with the timing slider lowered to 2 (I use 5 normally) and it does seem to alleviate the problem a bit. Could be on to something here.....
 
# 499 mpbaseball22 @ 05/28/11 07:03 PM
Quote:
Originally Posted by thaSLAB
Yeah, I wanted to see a video so that I can see what the ball is doing. Like I said before, I'm not saying it doesn't happen, I just haven't seen it (and I play the game A LOT). I've had tons of walks on balls in the dirt, but can't recall any where the catcher fielded it cleanly. Actually I don't see that many errors in a game (maybe once in a while) but for the most part it is around 3 total for both teams... usually throwing, fielding, or failure to throw due to a cancelled throw.


Sent from my PC36100 using Tapatalk
Yea this has happened to me many many many times... I'll see about a video if i can get it to work here soon..
 
# 500 nomo17k @ 05/28/11 09:55 PM
Quote:
Originally Posted by thaSLAB
Yeah, I wanted to see a video so that I can see what the ball is doing. Like I said before, I'm not saying it doesn't happen, I just haven't seen it (and I play the game A LOT). I've had tons of walks on balls in the dirt, but can't recall any where the catcher fielded it cleanly. Actually I don't see that many errors in a game (maybe once in a while) but for the most part it is around 3 total for both teams... usually throwing, fielding, or failure to throw due to a cancelled throw.
Here goes. My first video attempt.

You know what, the catcher doesn't actually drop the ball in this case. The pitch was just in the dirt.

 


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