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MLB 13 The Show News Post


Now that the game is released to all, this is the place to post your impressions.

As a reminder, this is not a thread for questions. Please use the MLB 13 The Show Q&A thread for that.

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
# 241 stealyerface @ 03/07/13 09:16 AM
By the way... Pulse Pitching with Human Accuracy and Consistency set to Zero, and the ball marker off... is magnificently brilliant. The new pulse this year, without any ball marker in the middle, resembles a penny spinning on its side (at least that is how I view it), and if you get the marker at its absolutely smallest point, for the pitch and the confidence you are currently using, you get a fairly accurate outcome. When you start to get a little nervous out there, and the pulsing meter starts to rage, and the COO (circle of opportunity) becomes a pulsing orb of doom... you had better pitch smart.

Brilliant job on the new pulse mechanics, and by far, my favorite addition with the subtleness of how it looks this year.

~syf
 
# 242 Knight165 @ 03/07/13 09:29 AM
Just a note on the last couple of posts on collision detection.

I doubt you'll ever get in in the sense of players running into each other.

Think collision avoidance. That's what they are aiming for and some collisions that are animations.(like the double play break ups ...which aren't really collisions either)

They (so far) haven't geared their animation system toward collisions and I don't see that changing.

FWIW.

M.K.
Knight165
 
# 243 BobSacamano @ 03/07/13 09:49 AM
Huge thank you for fixing pitch repertoires. So many guys with non-fastball primary pitches, and accurate repertoires and velocities. Good show.
 
# 244 Millennium @ 03/07/13 09:53 AM
To follow up on the base running:

Think about it as real life. If you are running to a base with the intention of getting there as quickly as possible, you run in a straight line. That is great for beating a throw, but awful for rounding.

If you have the base easily acquired and are thinking about the next base, you round. You lose some distance, but it is more than made up for in retaining speed.

I believe this update to baserunning is intentional this year in The Show. You have to plan to go to the next base. The best proof is to set your baserunning to auto Or watch the CPU running. I haven't witnessed them stumble/slow down yet because they are always rounding at the proper times.

You need to preload your next base, just like you have to preload a throw. Awesome addition, in my opinion.

On a separate note: love the changes to defensive alignments. As someone who always uses Manual for defensive changes, love the new UI for the changes to each individual player.

Sent from my Galaxy Nexus using Tapatalk 2
 
# 245 stealyerface @ 03/07/13 09:54 AM
I understand that, and we have talked about this at length in the past iterations of the game.

I remember when they added the words, "Collision Avoidance" and had some neat animations like when the baserunner who was thrown out at first was making his way back to the dugout, and does the "side-step avoidance" move with the first baseman. That's cool, and was a nice touch.

In a perfect world we would get the collisions from World Series Baseball... oh that's right form 1999, when the guys would run into one another, and have just brutal collisions that even on the Genesis, looked awesome.

In a non-so perfect world, and I am going to come right out and say it:

Players who absolutely pass through one another, in the gen baseball game, is lazy. In my double play example, Cano crossed over the bag and I purposely slid Ortiz to the third base side of second base, as that is where Cano was going to have to end up (in real life) to turn the pair. I was correct, and I slid feet first towards Cano, and Ortiz slid through him. As in, no "avoidance" no detection, no break up animation, just traded molecular space, and blended together and it is quite possible that Cano could be pregnant with Ortiz's kid. Same with the pop up to the pitcher. The pitcher was highlighted to make the play, but we all know pitchers cannot catch, so I switched to Middlebrooks, to let him make the catch, and he ran right through Clay Bucholz... Bucholz never even side stepped or was animated out of the way.

So yes, we have had the discussion, and I am in agreement that they have no plans to make player collsions part of their game, but I think it is only fair to ask why.

They don't have to answer, but we are allowed to inquire as to why this is overlooked.

Just think about how awesome it would be, and what we would be talking about, if when there was a fly ball in the gap, and you took control of the right fielder, and saw the cpu-controlled centerfielder on a dead run towards the landing spot, you had to quickly press a button for the "call off" which would then start the animation of the called-off fielder peeling off and away from the catch region???

An occasional morph is bound to happen, but geez louise, guys running through each other in 2013 is really a bummer.

~syf
 
# 246 mikedouglas @ 03/07/13 10:07 AM
The game play was a lot smoother but they have digressed on the Franchise mode. I don't understand how it is 2013 and the Show's franchise mode is still not as in depth and challenging as the Franchise mode in "Triple Play 2002" for PS2...

The mode "Franchise" should involve ALL aspects of the business of baseball. From the amount you invest in your minor league stadiums to which day you want to make "bobble head". I almost feel insulted that the new game has lost some of the features of Franchise that made it a little bit fun. Bamboozled.
 
# 247 sink4ever @ 03/07/13 10:12 AM
Quote:
Originally Posted by [email protected]
The game play was a lot smoother but they have digressed on the Franchise mode. I don't understand how it is 2013 and the Show's franchise mode is still not as in depth and challenging as the Franchise mode in "Triple Play 2002" for PS2...

The mode "Franchise" should involve ALL aspects of the business of baseball. From the amount you invest in your minor league stadiums to which day you want to make "bobble head". I almost feel insulted that the new game has lost some of the features of Franchise that made it a little bit fun. Bamboozled.
I believe it was explained that certain things were removed because they just generated money that couldn't really be used for anything. It just allowed you to accumulate money in the bank. This year they're overhauling how budgets work, and I wouldn't be surprised to see more added in the coming years to make it all more integrated and meaningful.
 
# 248 thaSLAB @ 03/07/13 10:12 AM
Quote:
Originally Posted by cbrown119
I have been playing the show since '10, and have just begun playing '13.

I don't know if its me, but I am having an unusually difficult time picking up the ball during day games. Not batting, but from the defensive aspect.

Once the ball is hit, its during the transition from pitching (pitching default camera - analog) to the defense - infielders mostly. I don't if it is my imagination or not, but there seems to be a split second flash when transitioning from pitching that confuses me and I end up totally misjudging the play...one time, this is embarassing to say, I thought it was a fly ball to the LF when it was actually a ground ball to 3rd.

I don't think its the game at all.....I think I am just having problems with the brightness during day games this year. I was in exhibition mode Cardinals vs Nationals - day (obviously).

I don't have these problems with '12. Well, except picking the ball up (as a batter) in Cleveland during the day until the shadows covers the mound.....

Is there a way to adjust the brightness? If so, which setting would I change? To me, I would not know the difference between gamma, anti-alising???...xrays....I probably adjust the wrong setting and end up making more stupid plays..

Thanks.

Sent from my GT-I9000 using Tapatalk 2
Not sure how familiar you are with your PS3 settings, but in the Video Settings on the XMB, there is a setting called Super White (HDMI). You could toggle that off, and it should help a bit. Some TVs have this same setting too.

Sorry for the off-topic post, so I guess I should leave an impression too...

The first one is more of a little thing (literally), but Jose Altuve's player model cracks me up! I wonder if they used a certain Move Controller-toting developer for his mo-cap... I keed, I keed lol

Another change that is really becoming my favorite, is the removal of the CPU's psychic abilities and the way that they play more human-like. Seeing them misplay balls off the wall or running to the wall on homeruns is just lovely. My cousin, who doesn't get deep into the details of the game even notice this and mentioned it to me yesterday. It really is a thing of beauty!
 
# 249 nemesis04 @ 03/07/13 10:17 AM
Quote:
Originally Posted by stealyerface
I understand that, and we have talked about this at length in the past iterations of the game.

I remember when they added the words, "Collision Avoidance" and had some neat animations like when the baserunner who was thrown out at first was making his way back to the dugout, and does the "side-step avoidance" move with the first baseman. That's cool, and was a nice touch.

In a perfect world we would get the collisions from World Series Baseball... oh that's right form 1999, when the guys would run into one another, and have just brutal collisions that even on the Genesis, looked awesome.

In a non-so perfect world, and I am going to come right out and say it:

Players who absolutely pass through one another, in the gen baseball game, is lazy. In my double play example, Cano crossed over the bag and I purposely slid Ortiz to the third base side of second base, as that is where Cano was going to have to end up (in real life) to turn the pair. I was correct, and I slid feet first towards Cano, and Ortiz slid through him. As in, no "avoidance" no detection, no break up animation, just traded molecular space, and blended together and it is quite possible that Cano could be pregnant with Ortiz's kid. Same with the pop up to the pitcher. The pitcher was highlighted to make the play, but we all know pitchers cannot catch, so I switched to Middlebrooks, to let him make the catch, and he ran right through Clay Bucholz... Bucholz never even side stepped or was animated out of the way.

So yes, we have had the discussion, and I am in agreement that they have no plans to make player collsions part of their game, but I think it is only fair to ask why.

They don't have to answer, but we are allowed to inquire as to why this is overlooked.

Just think about how awesome it would be, and what we would be talking about, if when there was a fly ball in the gap, and you took control of the right fielder, and saw the cpu-controlled centerfielder on a dead run towards the landing spot, you had to quickly press a button for the "call off" which would then start the animation of the called-off fielder peeling off and away from the catch region???

An occasional morph is bound to happen, but geez louise, guys running through each other in 2013 is really a bummer.

~syf
There needs to be some sort of collision detection at the very least in some key areas where contact naturally occurs which is on the base-paths and home plate. I am not a fan for just seeing fielders ramming into each other and falling down but it would be nice to see true take out slides, collision interaction at home-plate and even some interaction on close plays at first.
 
# 250 Blzer @ 03/07/13 10:20 AM
Quote:
Originally Posted by Millennium
To follow up on the base running:

Think about it as real life. If you are running to a base with the intention of getting there as quickly as possible, you run in a straight line. That is great for beating a throw, but awful for rounding.

If you have the base easily acquired and are thinking about the next base, you round. You lose some distance, but it is more than made up for in retaining speed.

I believe this update to baserunning is intentional this year in The Show. You have to plan to go to the next base. The best proof is to set your baserunning to auto Or watch the CPU running. I haven't witnessed them stumble/slow down yet because they are always rounding at the proper times.

You need to preload your next base, just like you have to preload a throw. Awesome addition, in my opinion.

This is a good write-up and all and I agree completely (was just re-preaching this to the high school softball team I coach), but I've been pre-loading my next base since MLB 06: The Show. Even on a pop-up to the infield, I do it. That's actually when I noticed the slow run around the bases.

Note: I didn't notice it on the Vita version.
 
# 251 Unit303 @ 03/07/13 10:33 AM
Animators are not cheap. It seems The Show does not invest a TON of money into their animators. It will be interesting to see how they make a PS4 game because a lot of this old stuff is going to have to go. A new engine should really make things a lot easier to implement. Animation like ND does in their games for baseball would be amazing.
 
# 252 Woodweaver @ 03/07/13 10:41 AM
Quote:
Originally Posted by stealyerface
I understand that, and we have talked about this at length in the past iterations of the game.

I remember when they added the words, "Collision Avoidance" and had some neat animations like when the baserunner who was thrown out at first was making his way back to the dugout, and does the "side-step avoidance" move with the first baseman. That's cool, and was a nice touch.

In a perfect world we would get the collisions from World Series Baseball... oh that's right form 1999, when the guys would run into one another, and have just brutal collisions that even on the Genesis, looked awesome.

In a non-so perfect world, and I am going to come right out and say it:

Players who absolutely pass through one another, in the gen baseball game, is lazy. In my double play example, Cano crossed over the bag and I purposely slid Ortiz to the third base side of second base, as that is where Cano was going to have to end up (in real life) to turn the pair. I was correct, and I slid feet first towards Cano, and Ortiz slid through him. As in, no "avoidance" no detection, no break up animation, just traded molecular space, and blended together and it is quite possible that Cano could be pregnant with Ortiz's kid. Same with the pop up to the pitcher. The pitcher was highlighted to make the play, but we all know pitchers cannot catch, so I switched to Middlebrooks, to let him make the catch, and he ran right through Clay Bucholz... Bucholz never even side stepped or was animated out of the way.

So yes, we have had the discussion, and I am in agreement that they have no plans to make player collsions part of their game, but I think it is only fair to ask why.

They don't have to answer, but we are allowed to inquire as to why this is overlooked.

Just think about how awesome it would be, and what we would be talking about, if when there was a fly ball in the gap, and you took control of the right fielder, and saw the cpu-controlled centerfielder on a dead run towards the landing spot, you had to quickly press a button for the "call off" which would then start the animation of the called-off fielder peeling off and away from the catch region???

An occasional morph is bound to happen, but geez louise, guys running through each other in 2013 is really a bummer.

~syf

Short answer is that it is a vey "expensive" feature. It takes a few cycles to process the collision detection, handle the IK reactions, and not to mention the AI/Logic changes that would need to be coded to handle these situations. If you like more than 30 frames a sec, it would be difficult (if not impossible to achieve) given this generation of hardware and everything else going on in the game currently to get the type of collision you are talking about. World Series Baseball is a different game with different code/features on a different system.
 
# 253 stealyerface @ 03/07/13 10:55 AM
I appreciate the honesty and thank you for the answer.

I suppose if the design team asked me if I had to choose between lifelike animations in the field, lifelike envioronments, and a tru and accurate representation of the actual game, versus players running into one another every few games, I would choose for the more accurate gameplay, which incidentally, I am thrilled with.

So, I shall cease and desist on my Collision Detection Brigade...

Until next year.

Thanks again,

~syf
 
# 254 Openroad_7 @ 03/07/13 11:26 AM
Played my 2nd online League game, went into my Pitching Rotation, didn't see my #1 Pitcher's stamina reduced in any of the screens, I was able to see the reduction in the pitchers selection screen when selecting my pitcher for the current game.
 
# 255 Blzer @ 03/07/13 11:44 AM
Anyone else notice the diversity in wild pitches this year? I appreciate the diversity in all senses of the word, but it's kind of funny when it flies out so far that the pitcher is the one who gets the ball. Fooled me so much that the pitcher caught me between first and second (since I thought it would be a good time to go, shooting so far from the catcher and what not).

I appreciate that it's possible to sky fly balls off low pitches in this year's game. I just crushed one 410 feet in Coors Field (still didn't go out of the park) and it was literally below the strike zone. I'll post a pic when my game is done.
 
# 256 Knight165 @ 03/07/13 11:47 AM
Quote:
Originally Posted by Millennium
To follow up on the base running:

Think about it as real life. If you are running to a base with the intention of getting there as quickly as possible, you run in a straight line. That is great for beating a throw, but awful for rounding.

If you have the base easily acquired and are thinking about the next base, you round. You lose some distance, but it is more than made up for in retaining speed.

I believe this update to baserunning is intentional this year in The Show. You have to plan to go to the next base. The best proof is to set your baserunning to auto Or watch the CPU running. I haven't witnessed them stumble/slow down yet because they are always rounding at the proper times.

You need to preload your next base, just like you have to preload a throw. Awesome addition, in my opinion.

On a separate note: love the changes to defensive alignments. As someone who always uses Manual for defensive changes, love the new UI for the changes to each individual player.

Sent from my Galaxy Nexus using Tapatalk 2
Yes...exactly...!!!
I finally did pre-load and it makes a difference!

I never really "play"...mostly manage only and I was wondering why it looked so much smoother.

M.K.
Knight165
 
# 257 Motown @ 03/07/13 11:54 AM
Quote:
Originally Posted by Knight165
Yes...exactly...!!!
I finally did pre-load and it makes a difference!

I never really "play"...mostly manage only and I was wondering why it looked so much smoother.

M.K.
Knight165
I know I shouldn't be asking Qs here, but do they run with a lean on auto baserunning? just curious...thanks for the impressions gang.
 
# 258 Majingir @ 03/07/13 11:59 AM
Guess I gotta go back to veteran and just adjust sliders. Or stay on all star(which is what I'm gonna do first) and fix up sliders.

I go to all star, and suddenly I can't hit(after more than doubling the MLB average in offense in my 5 games played on veteran) and I suddenly can't pitch....(allowed 3HR in like 5 pitches).

I sorta wanna be on all star just for the sake of being on all star(since all star is like the middle difficulty setting based on how much there are), but might just have to stay on veteran eventually. Cause in the 5 games I played with default sliders on veteran, pitching wise I did ok(only thing was that I just threw too many strikes) but offense was way too good(8 runs per game). Default on all star had me allowing twice as many runs as I did on veteran, and scoring like 80% less runs/hits than I was before.
 
# 259 slthree @ 03/07/13 12:36 PM
Quote:
Originally Posted by Majingir
Guess I gotta go back to veteran and just adjust sliders. Or stay on all star(which is what I'm gonna do first) and fix up sliders.

I go to all star, and suddenly I can't hit(after more than doubling the MLB average in offense in my 5 games played on veteran) and I suddenly can't pitch....(allowed 3HR in like 5 pitches).

I sorta wanna be on all star just for the sake of being on all star(since all star is like the middle difficulty setting based on how much there are), but might just have to stay on veteran eventually. Cause in the 5 games I played with default sliders on veteran, pitching wise I did ok(only thing was that I just threw too many strikes) but offense was way too good(8 runs per game). Default on all star had me allowing twice as many runs as I did on veteran, and scoring like 80% less runs/hits than I was before.
I'm only one opinion but All Star is best for me. I know it's early but I always have used All Star.

The changes I make are as follows:

-Reduce solid hits for both down to 2
-Reduce cpu pitcher sliders to 2
-Reduce cpu throw strikes to 0 (this slider only affects early count according to the description and it has reduced the first pitch strike to mirror real stats, which I believe is a little over 50%

This will improve hitting because you'll get in to better hitter counts

-increase cpu power by 1 (I enjoy fearing power hitters) it forces me to be careful and, since I use Classic pitching, I wince every time I let the pitch fly because I never know if it's gonna drift over the plate.

I use contact swing unless I have 2 strikes AND am behind in the count. That's when I use the circle button swing.

I have hit home runs with the circle button swing with power hitters so I don't worry about using it.

As far as pitching goes, don't be scared to walk a power hitter. Also, get ahead of them if possible. Lots of them will take a first pitch strike.

The cpu knows whats a fast ball count. On 2-0 and 3-1 especially, they're looking for a fb in the zone. Surprise them with a Bender or a Change Up.


please bear with any typos/spelling errors as this message was sent from the best smartphone in the world
 
# 260 JDL375 @ 03/07/13 12:58 PM
SCEA,

I was wondering if in the next roster update you could please change Joba Chamberlain's body type to "BUFF"?

He is far too fat in the video game and in real life does not have that huge protruding gut that the "FAT" body type has.



Thank you very much!
 


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