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MLB 2K11 News Post


The MLB 2K11 patch has been released for the Xbox 360 and PC. 2K Sports has not yet posted the patch notes for this release, but we will be sure to update this news post when we get them.

In the meantime, post impressions about what the patch seems to have changed or not changed.

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UPDATE: Patch notes have been added to story

Batting

- Batters will no longer hit unrealistic, soft liners
  • More grounders instead of soft liners
  • Improved hit distribution

- How hard CPU AI batters hit the ball is more closely matched to their power ratings than it was before
  • More home runs by power hitting CPU AI players
  • Not as many HRs by weak hitting CPU AI players

- Improved CPU AI batter logic for taking pitches
  • Will not chase as many poorly thrown balls
  • Will take advantage of more poorly thrown strikes

- The 2K10 base running camera has been added as an option

- The pitch type “Splitter” is now considered a breaking ball rather than a “Fastball” when displayed in the pitch tells/batter’s eye while batting

- In-game sub screen off the directional pad will now show the batter’s pitch count when a pitcher is up to bat

Pitching

- All-star caliber and elite starting pitchers will not get subbed out of the game after giving up some early runs early in the game
  • Sub logic has been re-tuned to allow team’s aces to stay on the mound longer during rough, early innings

- Middle relievers do not stay in the game as long unless their performance warrants more innings
  • Poorly rated relief pitchers also have a much quicker “hook” to be taken out of the game

- In-game sub screen off the directional pad will show all relievers available pitch count range when pitcher is on the mound (including pitcher who is on the mound)

- In-game sub screen off the directional pad will now show the batter’s pitch count when a pitcher is up to bat

- The pitch type “Splitter” is now considered a breaking ball rather than a “Fastball” when displayed in the pitch tells/batter’s eye while batting

Fielding

- Fixed bug where robbing a HR counted as both an out and a HR

- Fixed bug where fielder clipped/penetrated through wall to catch HR

- Catches and gathers by both AI and User teams will not take as long to break out of
  • Throwing to a base or to the cut-off man is much more responsive now

- Fielders and catchers will not rotate or spin in place when setting up for a pop fly

- Fixed bug where CPU AI outfielders would hold the ball instead of throwing when users tag up
  • CPU AI outfielders attempt to gun out user base runners whenever there is a chance at a close play

- CPU AI fielders now make relay throws whenever possible

- Smoother looking catches
  • Fielders no longer stutter or pop when waiting underneath a fly ball

- Running throws will not trigger from standing catches
  • Smoother looking, more appropriate throw selection when a standing catch triggers

- Fielders will no longer play “give-up” animations in slow motion

- Bugs involving the correct number of errors have been addressed
  • Previously, multiple errors were recorded when runners advanced an extra base on a throwing error
  • Previously, a play would be incorrectly ruled a base hit instead of a throwing error when the 1st baseman was pulled off the bag by a poor throw on a play that should have resulted in an out

- Fixed bug where 3rd baseman would not attempt to tag a baserunner who was sliding in on a steal attempt after a strikeout

- Fixed ball warping on catches by the catcher

- Catcher behaves appropriately when home runs are hit and when line drives are hit
  • No longer stands and sits, nor does he face the wrong way

- CPU AI fielders will no longer chase down foul balls that are going to land several rows into the crowd

- There are no longer issues or bugs preventing you from assigning and playing with a left-handed 2B, SS, or Catcher

Base Running

- CPU AI base runners will behave more realistically
  • They will attempt to score from 2nd more often
  • They will go from first to 3rd more often
  • They will attempt doubles more often with 2 outs
  • CPU AI and user base runners will always run home from 3rd with 2 outs
  • CPU AI will send base runner home from 3rd on grounders with 0-1 outs
  • Base runners no longer leave the base path when returning to a base
  • Base runners can no longer overlap each other if the man on first retreats after the batter has already decided to go to 2nd
  • Baserunners retreat to their base quicker on line drive outs
  • Fast, aggressive base runners will behave accordingly
  • Creates more gun outs and more plays at the plate as well
  • Baserunners decelerate slightly when rounding bases
  • Rather than maintaining sprint speed

- The 2K10 base running camera has been added as an option

- Base runners no longer run in place nor in slow motion when retreating to a base after a pitch lands in the dirt

- Fixed bug where the player replacing an injured base runner would not appear in-game

- Fixed bug where pinch runner for injured player appears at the plate rather than on base

- Fixed pinch runner bug where inserting a pinch runner would put him on 1st instead of 2nd or 3rd

My Player/Franchise

- Fixed My Player crashes

- Fixed crashes involving departed players screen in Franchise

- Fixed franchise mode crashes that occur on the schedule screen when simulating games

- Addressed issue with pitcher fatigue in franchise mode
  • After a user game was played in-game, the pitchers who played would have their stamina reset to 99 the following day

- Both simulated injuries and in-game injuries occur with less frequency in all modes
  • Also, there won’t be as many players on the DL at the same time

- Assigning all free agents in franchise mode will no longer crash the game during the transition to the regular season

- Fixed crash when user trades 6 pitchers for 6 injured pitchers in franchise mode

- Fixed crashes involving edited players in a draft in franchise mode

- Improved logic for Comeback Player of the Year award
  • No longer will rookies who were called up in the middle of the season win comeback player of the year the following season

- Fixed PC bug in which headlines in franchise mode would not display the names of created players
  • Used to say “#######” instead of player name (now fixed)

- All team and individual records have been updated and/or corrected

- Addressed My Player mentor audio and text bugs

- My Player pitchers receive full amount of points awarded even when they do not pitch a complete game

- My Player pitchers no longer receive points twice for getting a win in a game

- ALCS, NLCS, and World series are now in the correct 2-3-2 format rather than 2-2-1-1-1

Online

- In the 2nd patch of MLB2K11, we wanted to do more than just address bugs. We've added new technology to create a batting experience online that is lag free. The responsiveness and twitch feels just like that of an offline game, regardless of varying connection speeds. Waiting patiently on an incoming pitch and determining whether it is a ball or a strike before swinging is now a part of the online battle at the plate. We are excited to roll this out as a part of the patch.

- Fixed online divergences

- Living Roster: The division and league standing show the current 2011 standings now rather than last yr’s 2010 standings

- Living Roster: Stats pages (player stats and league leaders) are now up to date for the 2011 season

- Living Roster: Fixed bug where incorrect players from multiple teams would appear in many different games when viewing the box score menu after the user resets rosters

General

- Fixed framerate issues during gameplay
  • Foul balls, balls hit into play, fielding fly balls

- Fixed in-game freezes and crashes
  • Presentation related crashes (team logos, graphics, etc)
  • Gameplay crash has been fixed on foul balls
  • Gameplay crash has been fixed when 2 players converge on same foul ball/popfly
  • Fixed injury related crashes in-game
  • Fixed in-game crashes associated with viewing defensive alignment

- Fixed crash involving changing all pitches in edit player to a fastball and then changing pitch 1 again

- Fixed all bugs which caused either 2 pitchers or 2 batters to appear simultaneously in-game
  • Injury-related

- Player of the game logic has been improved
  • Will no longer give the award to a member of the losing team

- Added an option to turn on “auto-fielding” for the user team
  • When this is turned on, all the user will have to do is handle the pitching when their team is in the field.

- Re-tuned sliders on the tougher difficulties so that realistic stats are achieved both in the field and at the plate

- Base runner speed slider now defaults to 40 instead of 50
  • Frequency of extra base hits are now more realistic

- Added an option to turn on “auto baserunning” for the user team
  • When this is turned on, all the user will have to do is perform the at bats when their team is up to the plate.

- In-game pause summary now shows the pitch count (PC) as yellow and then red when the pitcher is suffering from fatigue.

- Fixed bugs that were preventing custom sounds, music, and playlists from working properly

- Addressed PC button functionality bugs

- Fixed audio bug for umpire on walks
  • Sometimes the ump would say, “3-1” after ball 4 was thrown

- Correct hats are now worn by the Red Sox when they are wearing their alternate home and road uniforms

Game: Major League Baseball 2K11Reader Score: 5.5/10 - Vote Now
Platform: NDS / PC / PS2 / PS3 / PSP / Wii / Xbox 360Votes for game: 17 - View All
Major League Baseball 2K11 Videos
Member Comments
# 161 Chappy @ 05/19/11 07:34 AM
For those using the PC version, what controller are you using to play the game with?
 
# 162 Niklas @ 05/19/11 08:06 AM
Quote:
Originally Posted by Chappy
For those using the PC version, what controller are you using to play the game with?
I'm using the xbox 360 controller and I am very happy with it.
 
# 163 Vermin @ 05/19/11 09:15 AM
Looks like a good list of fixes, but sad to say that on my first game last night (X360), I locked up before I could even take the field. No problem after rebooting, but in the third inning I lost Carlos Pena for 9 days with a groin pull. Not too convinced that the crashes and injuries have been significantly improved given this small sample set.

Still ticked that the "Last Game's Score" still displays as double what it should be during the pre-game presentations. That bug's been there since 2K10 and it's driving me nuts.
 
# 164 cardswin2006 @ 05/19/11 09:29 AM
Was finally able to get a game in last night. The main thing I noticed was better hit variety from the CPU. There was even a dribbler back to the pitcher! I had never seen that before today.

As for baserunning, I know most of us jacked the baserunning aggression in an attempt to get the CPU to take the extra base when warranted. I had to go back and put it down to 60 from 75 when Ryan Braun tried to turn a triple into an inside the park homerun. It wasn't really that close, either. After I made the adjustment I didn't see any weird baserunning mistakes, though.

One other note about the baserunning, I have a feeling it's going to significantly effect the amount of runs I was giving up and scoring. The CPU definitely takes the extra base now, and they do try to throw you out if they think they might be able to get you. I know I'd had numerous occassions where my player was able to score easily because of the lackadasical CPU cut-off man. Not so anymore.

Also, it may be a statistical outlier, but I crushed the ball last night. Granted it was against an inferior pitcher, but I hit 4 HRs and 6 doubles last night against three different pitchers.

Thankfully it was the last game of the season for my Franchise, so I can start fresh the following year and adjust accordingly.

Overall, I'm happy so far with the patch.
 
# 165 Blazzen @ 05/19/11 09:48 AM
Quote:
Originally Posted by cardswin2006
Was finally able to get a game in last night. The main thing I noticed was better hit variety from the CPU. There was even a dribbler back to the pitcher! I had never seen that before today.

As for baserunning, I know most of us jacked the baserunning aggression in an attempt to get the CPU to take the extra base when warranted. I had to go back and put it down to 60 from 75 when Ryan Braun tried to turn a triple into an inside the park homerun. It wasn't really that close, either. After I made the adjustment I didn't see any weird baserunning mistakes, though.

One other note about the baserunning, I have a feeling it's going to significantly effect the amount of runs I was giving up and scoring. The CPU definitely takes the extra base now, and they do try to throw you out if they think they might be able to get you. I know I'd had numerous occassions where my player was able to score easily because of the lackadasical CPU cut-off man. Not so anymore.

Also, it may be a statistical outlier, but I crushed the ball last night. Granted it was against an inferior pitcher, but I hit 4 HRs and 6 doubles last night against three different pitchers.

Thankfully it was the last game of the season for my Franchise, so I can start fresh the following year and adjust accordingly.

Overall, I'm happy so far with the patch.
I saw much of the same. Hit a dribbler back to pitcher myself.

I lowered cpu running aggression from 100 down to 80. They try to go first to third a lot now which is good. Makes the cpu manufacture more runs which they weren't able to do before.

I also hit with some more pop. I'm using 35/55 user batting and 60 cpu pitch success and I've hit 3 HR's in 1.5 games - One with McCann 80 power, Gonzalez 75 power and McClouth 68 power. Nice to see a lower power guy getting a HR.

I did have my franchise freeze last night which is probably the second time TOTAL I've had it freeze. Very odd it froze right after they did all those fixes to freezes lol.

The game plays smooth as silk now. Overall it was a very, very solid patch.
 
# 166 DaveMN @ 05/19/11 10:05 AM
Quote:
Originally Posted by Fitzgerald1
For example, they had a runner on first with no outs and hit a grounder in the hole between short and third. I threw to second to get one and tried to get the double play at first but he was clearly safe. The runner ran through the bag like usual but then took off for second, while my first baseman still had the ball. So easy tag out, double play.
Saw this as well. Other than this, I'm extremely impressed with the patch. Everything in general seems to flow more smoothly.
 
# 167 cardswin2006 @ 05/19/11 10:11 AM
Quote:
Originally Posted by Hal Fowler
What were your contact and power sliders set at? Small sample size, but that sounds promising.
I'll have to check when I get home from work tonight (shhh...don't tell my boss I frequent OSatwork.com ), but they are slightly down from the "Pro" settings, but not quite at All-Star. I think I have my power at 40, contact at 55? I'll double check though. I also have a pretty deep lineup in my franchise with a lot of power (I believe it was Vlad, Mark Reynolds, Matt Wieters [who hit a bomb btw], and Alan(?) Riemold). Everyone was 71 power or higher.

I also did what Blazzen did, upping the CPU pitch success so I don't get as many meatballs. However, there were a ton last night which contributed to the offensive success, but again, it was against their 5th starter and sub-par bullpen, so it will take a few games before I make a final decision on what adjustments to make.
 
# 168 SynShadowzz @ 05/19/11 11:04 AM
Quote:
Looks like a good list of fixes, but sad to say that on my first game last night (X360), I locked up before I could even take the field. No problem after rebooting, but in the third inning I lost Carlos Pena for 9 days with a groin pull. Not too convinced that the crashes and injuries have been significantly improved given this small sample set.
Really man? You get one pretty minor injury, and you're questioning the injury fix?
 
# 169 SynShadowzz @ 05/19/11 11:12 AM
Anyways, a few impressions:

The fielding: WOW. That is a smooth transition. Much much much better. Pre-patch, the delay in response to hitting the dive (RT) button would cause me to miss a grounder by a good margin. Now the fielder will actually dive right when you press the button. I was able to make my first manual diving stop on a ground ball last night.

This was a franchise game (Rangers vs. A's). Cahill just absolutely dominated me through 7 innings, striking out 10. I could not time his offspeed stuff, and when he'd gun in at 94 MPH, I was late. Finally, with 1 out in the bottom of the 8th, I was able to string together a walk, and a few basehits to eventually win the game 2-0.

I had Colby Lewis going for me, and pitched a CG 5-hit shutout. The A's were definitely making contact, but they were aggressive as all hell with a lot of swinging strikes. I MIGHT change the CPU contact rate (can't remember what it is now). It is the A's though, so 5 hits might have been realistic. Colby Lewis is no slouch either, so it could have just been a great performance by Colby.

I'll report back more as I play.

Sidenote: I'm confused as to why they chose to temper the power of weaker CPU hitters. When I give up a HR, it's usually to a HR hitter. I don't know if I've seen any non-HR threats hitting jacks in my franchise. Anyone else feel this way?
 
# 170 lnin0 @ 05/19/11 11:14 AM
Had shelved MLB for a few weeks and it was nice to get back into the swing.

I noticed (360) a lot of the hiccups improved. Also looks like the jaggy shadows have been toned down as well. Hit variety seemed a little better - noticed more grounders and a few hot ones but also had a few of the soft infield liners. Baserunning is excellent. Going to make the game much harder and more realistic knowing the AI isn't going to be so laxed.

My first game back was fantastic pitching battle - who would have thought a pitching battle in a video game would be so much fun.

ATL (Hanson) vs ARZ (Saunders) that ended with me loosing 0-1. Braves 3 hits and Dbacks with 4. My timing was a bit rusty so I went down swinging 8 times but on the flip side, whoever said the AI didn't take cuts was wrong. Hanson sat down 11 and worked the entire game. I was getting guys to strike on outside pitches after working sliders in the zone from the same edge.

Hanson gave up the run in the 1st with a lead off base hit and then a blast by Upton that got lost in the right field corner. Upton stretched it for a trip which I don't think would have been the case pre-patch. The only other spot of bother was late in seventh when Hanson let two runners on but worked out of it.

Anyway. Nice work 2k
 
# 171 cardswin2006 @ 05/19/11 11:49 AM
Quote:
Originally Posted by SynShadowzz
Anyways, a few impressions:

Sidenote: I'm confused as to why they chose to temper the power of weaker CPU hitters. When I give up a HR, it's usually to a HR hitter. I don't know if I've seen any non-HR threats hitting jacks in my franchise. Anyone else feel this way?
I completely agree, although I have had a few weak hitters hit a HR off me. But I actually liked it that way, because it forces you to take every hitter seriously. I would have a problem if it was like that on the Human side of things, but I rarely gave up HRs to begin with, so I'm not sure why they would need to tweak that. Oh well
 
# 172 Tyrant8RDFL @ 05/19/11 12:35 PM
I was enjoying the game pre patched, and have to say the game is more enjoyable after the patch.

I definitely see a bigger difference in the hitting dept. The hit variation is much deeper now.

A.I on the cpu side of hitting is better also. They seem more life like as to how the approach their at bat.

Reaction time in throwing the ball to the cut off man is better also. I was able to nail someone running to third base , and it looked very natural.

Nice job with the patch! Thank you!
 
# 173 RedLine @ 05/19/11 12:44 PM
I like the patch so far too, it has addressed most (not all) of the issues I have encountered.

Everything is running very smoothly now, no stutters when the ball is put into play. In general the game looks better (less jaggies) and plays just much better overall, even at the default settings. I think the fielding is more responsive and fluid now as well. The hit variety and quality also seem to be improved too (less soft liners, more grounders).

I have seen a few odd graphical oddities like the catcher "skating" instead of running when he's trying to field a foul ball that is popped up. Speaking of catcher popups, I'm also happy to see that there are fewer popups to the catcher now, that was a little crazy before.


I'm disappointed that my favorite mode MLB Today, still is not working correctly or even as good as MLB 2K10. Examples, the Pitcher stats are not there for the year, current player stats are always be correct, etc. It's still a fun mode but I thought they would be cleaning that up.

Regarding fatigue, I don't play franchise much but I like to play the Post Season game mode as a mini-franchise. And unfortunately the fatigue fix did not affect this mode (at least not as far as I can tell). Anyone have input on this? I like to play this mode with my buddy over several weekends, and it would help if the system would track the pitchers used and their fatigue so we can't use them again or overuse relievers next time we play.

Overall I'm happy with the patch and current game state, and if we don't get another patch I can enjoy this game for a long while. This should be a good foundation to build on for next year's edition.
 
# 174 Spanky @ 05/19/11 12:52 PM
One game post-patch:

I put it on auto baserunning and noticed my runners are very aggressive, maybe too aggressive. Had three triples in first inning with Reds vs. Brewers and another occasions of a batter stretching what appeared to be a routine single into a double.

But that's better than the alternative. Base running was an abomination otherwise. Very cumbersome doing it manually (runner on third not moving on grounders hit to right side, etc.) So I'll take it this way.

Don't recall experiencing a single framerate hitch in a 6-inning game. Fielding appears smoother. Cather, oddly, overthrows pitcher tossing the ball back. Hope that doesn't become an issue with runners on base.

I wish the graphics weren't so damn dark. Needs to be brighter.
 
# 175 SynShadowzz @ 05/19/11 01:14 PM
"I wish the graphics weren't so damn dark. Needs to be brighter."

That sounds like a TV issue. This game isn't really that dark...
 
# 176 davis420 @ 05/19/11 02:58 PM
I'm playing my 1st game since the patch. It's a MLB Today game, Yankees(me) at O's(cpu).I'm playing on pro with no slider changes. The Cpu is almost TOO aggressive now. I'm in the field in the 3rd inning of a 1-0 game, I'm winning. I go to turn a 3-6-1 Double play and before Jeter turned to throw back to 1st, the batter was trying to take 2nd!!?? I have to play a little more but this seems too much.
 
# 177 DaveMN @ 05/19/11 03:31 PM
Quote:
Originally Posted by davis420
I'm playing my 1st game since the patch. It's a MLB Today game, Yankees(me) at O's(cpu).I'm playing on pro with no slider changes. The Cpu is almost TOO aggressive now. I'm in the field in the 3rd inning of a 1-0 game, I'm winning. I go to turn a 3-6-1 Double play and before Jeter turned to throw back to 1st, the batter was trying to take 2nd!!?? I have to play a little more but this seems too much.
Looks like there's definitely a new glitch with CPU batters in a double-play situation. I posted this in the bug/glitch thread:

CPU had a runner on first. Grounder hit- I threw to second to get one out and then to first to try for a double play. Runner was safe at first, but then ran through the bag and took off for second while first baseman still had the ball. First baseman tags runner out for double play.
 
# 178 randogu @ 05/19/11 03:43 PM
Quote:
Originally Posted by DaveMN
Looks like there's definitely a new glitch with CPU batters in a double-play situation. I posted this in the bug/glitch thread:

CPU had a runner on first. Grounder hit- I threw to second to get one out and then to first to try for a double play. Runner was safe at first, but then ran through the bag and took off for second while first baseman still had the ball. First baseman tags runner out for double play.
Go ahead and add me to the list of guys that have seen this. Exact same situation occurred in a game I played last night.
 
# 179 jasonw2 @ 05/19/11 04:28 PM
i just saw a broken bat, that's the first time for me.
 
# 180 TimeBombTown @ 05/19/11 04:35 PM
I'm still having the issue of created player names showing up as "######" in Franchise mode on the Headlines screen. The patch notes say this was fixed, but apparently not. Am I right in assuming I'd have to restart my franchise for that to take effect?
 


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