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MLB 13 The Show News Post



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Quote:
The Show Live allows you to play any games from the 2013 MLB schedule with the most up-to-date rosters, lineups, and statistics, fed directly from MLB.com. Whether the game is starting in an hour, or was played a month ago, the presentation and commentary in The Show Live is dynamic to the landscape of the MLB on the date the game was scheduled. Relive a player’s 40th Home Run, clinch the pennant for a team that choked it away, or play along with the game you’re watching or listening to. The Show Live is a mode for the truest of MLB fans.

Source - Live with MLB 13’s The Show Live (PlayStation.Blog)

Game: MLB 13 The ShowReader Score: 9/10 - Vote Now
Platform: PS Vita / PS3Votes for game: 36 - View All
MLB 13 The Show Videos
Member Comments
# 181 seanjeezy @ 02/16/13 04:04 PM
Quote:
Originally Posted by nomo17k
Those numbers are from labeling pitches by movement, and not how the pitcher/scout/people call those pitches, correct? The complication here is that the name "circle change" derives from how the pitcher grips the ball, and not how it moves. There are many guys who throw (straight) change which moves like circle change in the game (tailing action).
That's the problem, I've stated many times that the name of the pitch is insignificant, proper movement is much. more. important. I don't know why this is so hard to understand lol



Felix has been given a straight change every year he has been in The Show... Does that look like a straight change to you?

AFAIK, scouts aren't very picky about pitch types... fastball, slider,curve,change,specialty (cut,split,knuckle, etc.) is all they need to know. pitches aren't differentiated by grip, they are differentiated by movement. You often hear these words - Life, run, fade, ride, cut, sink, bite, sweep, two-plane break, slurvy... The list goes on. Since the game requires one to be overly specific when determining pitch types, movement is the way to determine pitch classification, or else the result is an inaccurate representation of the pitch.
 
# 182 nomo17k @ 02/16/13 05:17 PM
Quote:
Originally Posted by seanjeezy
That's the problem, I've stated many times that the name of the pitch is insignificant, proper movement is much. more. important. I don't know why this is so hard to understand lol

Felix has been given a straight change every year he has been in The Show... Does that look like a straight change to you?

AFAIK, scouts aren't very picky about pitch types... fastball, slider,curve,change,specialty (cut,split,knuckle, etc.) is all they need to know. pitches aren't differentiated by grip, they are differentiated by movement. You often hear these words - Life, run, fade, ride, cut, sink, bite, sweep, two-plane break, slurvy... The list goes on. Since the game requires one to be overly specific when determining pitch types, movement is the way to determine pitch classification, or else the result is an inaccurate representation of the pitch.
No, Felix's change doesn't go straight down, but he probably doesn't grip it making a circle with his thumb and and index finger, does he (IDK myself)? That's what makes the system confusing right now.

I don't think it's hard to understand, but it's just the limitation right now... if you go by the movement, the pitch may be given weird name, if you go by name, the pitch doesn't necessarily move correctly. Pitch labeling in the game isn't a perfect system and I'm not sure if there's anything new coming up to drastically change one way or another. I want to see a system that purely goes by pitch fx data (even more so that right now), but that might not happen so easily...
 
# 183 seanjeezy @ 02/16/13 05:45 PM
Quote:
Originally Posted by nomo17k
No, Felix's change doesn't go straight down, but he probably doesn't grip it making a circle with his thumb and and index finger, does he (IDK myself)? That's what makes the system confusing right now.

I don't think it's hard to understand, but it's just the limitation right now... if you go by the movement, the pitch may be given weird name, if you go by name, the pitch doesn't necessarily move correctly. Pitch labeling in the game isn't a perfect system and I'm not sure if there's anything new coming up to drastically change one way or another. I want to see a system that purely goes by pitch fx data (even more so that right now), but that might not happen so easily...
He throws a split-circle, the "OK" sign is just a way to put pressure on the inside of the ball to manipulate the fading/diving movement.

Anyway, I know there's a really fine line here... I'm sure there are people who could care less how the pitch moves as long as its "labeled" correctly, and then there's the rest who don't care about the name and more about the movement. I've come to cope with the limitations of the system and try to incorporate both when I do edits, off the top of my head the most notable example is Kimbrel's breaking ball - he calls it a curve, it breaks like a curve, but its speed is more like a slider and therefore f/x calls it a slider... In-game the velocity cap for curveballs is 84 mph, so I have no choice but to give him a slurve. Situations like these require a human eye, there's no way around it.
 
# 184 nomo17k @ 02/16/13 05:58 PM
Quote:
Originally Posted by seanjeezy
He throws a split-circle, the "OK" sign is just a way to put pressure on the inside of the ball to manipulate the fading/diving movement.

Anyway, I know there's a really fine line here... I'm sure there are people who could care less how the pitch moves as long as its "labeled" correctly, and then there's the rest who don't care about the name and more about the movement. I've come to cope with the limitations of the system and try to incorporate both when I do edits, off the top of my head the most notable example is Kimbrel's breaking ball - he calls it a curve, it breaks like a curve, but its speed is more like a slider and therefore f/x calls it a slider... In-game the velocity cap for curveballs is 84 mph, so I have no choice but to give him a slurve. Situations like these require a human eye, there's no way around it.
Yup... eventually I want to see different pitches even more dynamically affecting the gameplay and more closely aligned with pitch fx data...

I don't know if this has been mentioned, but the pitch edits in the player editor this year works like RTTS, where the min and max pitch speed for individual pitch vary according to the rest of the pitch speed repertoire. Don't know if this solves the Kimbrel issue but if you are doing pitch edits that's something to keep in mind.....
 
# 185 seanjeezy @ 02/16/13 06:31 PM
Quote:
Originally Posted by nomo17k
Yup... eventually I want to see different pitches even more dynamically affecting the gameplay and more closely aligned with pitch fx data...

I don't know if this has been mentioned, but the pitch edits in the player editor this year works like RTTS, where the min and max pitch speed for individual pitch vary according to the rest of the pitch speed repertoire. Don't know if this solves the Kimbrel issue but if you are doing pitch edits that's something to keep in mind.....
Hmm... very interesting. I haven't really dabbled into RTTS since '10 so I don't really remember how the system works - what is the minimum difference in fastball/changeup separation? I'm really hoping you say zero lol
 
# 186 Unit303 @ 02/16/13 10:15 PM
Can somebody tell me if they have changed Anti-Aliasing from 2xMSAA to a post-processing method? I think maybe I have been playing on PC too long but this one is looking extra jaggy to my eyes. Thanks for any help. I know how they are starved for memory. PS4 coming soon!
 
# 187 nomo17k @ 02/16/13 11:33 PM
Quote:
Originally Posted by seanjeezy
Hmm... very interesting. I haven't really dabbled into RTTS since '10 so I don't really remember how the system works - what is the minimum difference in fastball/changeup separation? I'm really hoping you say zero lol

It's not an entirely new system... I don't remember how those speeds vary, they could be exactly the same as in MLB 12 or different. But roughly what happens is that, say, you want your pitcher to have 100 mph 4SFB. So, you give Pitch Speed = 99. However, this doesn't quite bring his velocity to 100 mph, if the rest of his pitches have low pitch speed ratings....

So this might actually alleviate too much speed differentials among pitches... though how exactly this happens, I didn't test thoroughly (I could've... see how much I blanked out at the event). But, unfortunately, I think the game doesn't treat CH as a pitch to take some speed off of the pitcher's fastest pitch.... so if you let a position player pitch, then I think he'd still have 75 mph 4SFB and 84 mph CH or something like that.
 
# 188 zack4070 @ 02/17/13 01:14 AM
Hate to be a nitpicker but I thought it was pretty funny when at the 2:45 mark the Rangers player slid into third, came up jersey still looking pearly white and then proceeded to brush himself off!
 
# 189 Thruter @ 02/17/13 10:46 AM
Quote:
Originally Posted by zack4070
Hate to be a nitpicker but I thought it was pretty funny when at the 2:45 mark the Rangers player slid into third, came up jersey still looking pearly white and then proceeded to brush himself off!
So real it's unreal !

To me it's more about how they run the bases. They run like robots!
 
# 190 LastActionHero @ 02/17/13 11:07 AM
Quote:
Originally Posted by Thruter
So real it's unreal !

To me it's more about how they run the bases. They run like robots!
For robotic running you should check out the other game.
 
# 191 Thruter @ 02/17/13 11:34 AM
Quote:
Originally Posted by LastActionHero
For robotic running you should check out the other game.
We can say that for almost every features then. Interesting to see how Bluenames here are reacting to any feedback not inline with their thinking.
 
# 192 Knight165 @ 02/17/13 11:41 AM
Quote:
Originally Posted by Thruter
We can say that for almost every features then. Interesting to see how Bluenames here are reacting to any feedback not inline with their thinking.
Bluenames?

You mean non-freeloading members of O.S.?

M.K.
Knight165
 
# 193 Curahee @ 02/17/13 12:37 PM
Quote:
Originally Posted by Thruter
We can say that for almost every features then. Interesting to see how Bluenames here are reacting to any feedback not inline with their thinking.
The person who made that comment, isnt a "bluename", so maybe its actually reality rather than reaction.
 
# 194 thaSLAB @ 02/17/13 12:45 PM
Quote:
Originally Posted by Thruter
We can say that for almost every features then. Interesting to see how Bluenames here are reacting to any feedback not inline with their thinking.
I think you were actually supposed to wait for the rise you were trying to induce from a bluename, before calling out a bluename...


-- Sent from the Future...
 
# 195 speels @ 02/17/13 02:24 PM
Quote:
Originally Posted by Knight165
It does(make sense...and is a good question)....and I think that if the player is on the updated roster from later in the year....he will appear when playing that earlier in the year game.

M.K.
Knight165
That would be sweet, that way I would just have to wait a day or two before playing with the "real" new players.
 
# 196 MetsFan16 @ 02/19/13 04:03 PM
I don't know if this has been answered already, but in MLB 13 can we go back and play games from 2012 with the accurate '12 rosters? And if yes, how far back in time can we go?
 
# 197 Knight165 @ 02/19/13 08:34 PM
Quote:
Originally Posted by MetsFan16
I don't know if this has been answered already, but in MLB 13 can we go back and play games from 2012 with the accurate '12 rosters? And if yes, how far back in time can we go?
I believe the only 2012 game available is the last game of the W.S.
That's all we had at C.D.

M.K.
Knight165
 
# 198 ticats8 @ 02/26/13 07:22 PM
Has anybody found out if the mode will be functional for Spring Training games?
 
# 199 Majingir @ 03/01/13 01:57 AM
Quote:
Originally Posted by ticats8
Has anybody found out if the mode will be functional for Spring Training games?
Only way to find out is to go online, and doubt anyone with early game will wanna risk that..


Can't wait to use this mode. I always liked this feature in NBA 2K and wished other sports games had it too.
 


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