Home
MLB 13 The Show News Post


Another MLB 13 The Show title update has arrived this morning, bringing it up to version 1.18. It weighs in at 167 MB, see below for all the details.
  • In offline and online games, there was an occasional hitch/millisecond delay just as the pitcher would release the pitch.
    - The title was writing data to the HDD at this point, causing the brief, but noticeable hiccup in the gameplay. When the title writes to the HDD has been adjusted, and this hitch/delay will no longer occur.

  • Franchise Fantasy Draft blank screen in Standard Def only. This was reported with a 100% frequency. In a Franchise mode, when performing a Fantasy Draft, the first round worked correctly. Every round after the first round would have a blank list of available players and drafted players. User could scroll through the empty list and choose players, but the player names were invisible. This was standard definition only. This has been fixed.

  • In online games, there was a very rare crash when putting a Pinch Hitter into the game. This was reported with a frequency of approximately 2% - 10%. Multiple pinch hit substitutions in the same inning could eventually result in a crash. This was fixed.

  • In a Franchise game, while playing with the Houston Astros, an On Screen Display showing division team comparisons would show the Houston Astros in their old National League division. This has been fixed.

  • Challenge of the Week - In game real time leaderboard would disappear/reappear frequently. This was reported with a 100% frequency. In game leaderboard on the right side of the screen would flicker in and out on almost every pitch. This has been fixed.

  • Online Game Rooms - Within a game room, we changed the terminology within Challenge Options pop-up. We removed the text "(Tracked)" as well as the text "(Unranked, Untracked)" from the top two challenge options within a game room. This was not a bug, but it caused some confusion with consumers. Safe text change that has been addressed.

  • Online - Timing batting was available for users in an online game. This was reported with a frequency of 100%. This setting was never intended for online gameplay and has been removed.

  • Within an online game created through a Game Room, users did not have the ability to Concede or Friendly quit through the Quit option. This was reported with a frequency of 100%. Concede/Friendly quit has been added to the Quit game menu.

  • Offline gameplay - Following a Fast Forward in any gameplay mode, the Pitcher would throw a fastball down the middle with about 90% frequency. This has been fixed.

  • Use Custom rosters in Leagues. Create some custom (created players) players and upload them to the rosters and form a league that way. Once the league is formed, make sure every teams roster can be generated. Specifically, any team that has a created player on that roster. Key step to this is when uploading a Roster, user must choose LOAD ROSTER FROM HD or LOAD ROSTER FROM VAULT

  • Create a league (Load weekly roster during creation process) and have any user control the Minnesota Twins - After activating the league, go to Manage Roster (for the Twins) and generate lineups and rosters. At this point (In PROD), user would receive an error message and the lineups would never be generated. Error Message: (Sorry, we could not generate a valid roster/lineup/rotation with the given players) Key step to this is when uploading a Roster, user must choose LOAD WEEKLY ROSTER.

  • Four significant Art changes:
    1. Addition of new 2013 Post Season logos. These can be viewed throughout the front end, and in game easily in PostSeason mode. Logos can appear in the frontend bracket screens, load screen bracket screens, on the field logos, and during on screen display pop-ups.
    2. Batting Practice hats for the Cleveland Indians. Removed an outdated logo batting hat.
    3. San Francisco AT&T stadium - There was a Minnesota Twins logo in the dirt of the pitching mound.
    4. Toronto Stadium - There was a large section of seating that appeared grey instead of blue (behind 1st or 3rd base). This was reported with a frequency of 100%. The art files have been changed to reflect the proper seat colors.

  • Online user vs user games - Concede/Friendly Quit option has been added to the quit menu in games formed and played through Game Rooms

  • Fixed an occasional hang that occured when loading a save file that was autosaved after purchasing budget in the Manage Contracts screen.

  • Player Progression issue in Franchise fixed. This would cause older players in season/franchise modes to regress at a faster pace than intended.

  • Fixed an issue with the one and two handed follow through setting in Edit Player. Two handed follow through was not carrying over into game.

  • Manager mode - All batters due up were being displayed as "L" for left handed batter. This has been fixed in HD displays.

  • Manager mode - Pitcher would never pitchout until it was requested by the manager. Pitcher will now occasionaly pitch out when the time is appropriate, when user selects Play Ball.

  • Fixed an issue where 2013 Hall of Fame players were not showing up.

  • Post game celebartion following a win. SF Giants were walking to/from the wrong dugout. This has been fixed.

  • Fixed a minor bug that affected Starting Pitcher energy in League games.

  • End of inning music was missing in offline Fast Play games. This has been fixed.

  • Fixed an issue where setting scouting to auto wouldn't stick.

  • Online, fixed an issue where your online game settings wouldn't match you properly with your opponent.


  • Fixed an issue that caused the Mercy rule to appear incorrectly at the end of certian online games.
Server Fixes
  • Twitter feeds fix
    - Twitter feeds should now show up with today's Tweets # New telemetry TSD file

  • Updated player skill ranks
    - Using Play Now Rated games, users were staying at the Rookie level and not graduated to Veteran, All-Star, Hof, Legend. They should now move up and down based on Rating.

  • Game reset fix for playoff games
    - Playoff games were unable to be reset. Now they can.

  • Fixed league injury healing
    - When a player got injured if you set him to Inactive, "games returned" would never reduce. If you left him on the Active roster, it would count down. So doing it right punished users with a bug.

  • DD: Arena card colors adjusted to match new number ranges
    - A+ cards should now be platinum, platinum cards should always be A+. Using the Recylcer should provide a platinum card.

  • DD: Quality generation moved to after the aptitude is picked
    - Same test as above.

  • DD: APT cards cannot be sold for wrong prices anymore
    - To repro, you can create a buy order for a high Aptitude DD card. You yourself (or another user) could put up a sell order with a lower Aptitude DD card and qualify for that Buy Order.

  • DD: arena game summaries matched to histories by game_id
Thank you again, to our loyal community members, who have sent us feedback. The information we receive is instrumental for us in our effort to improve MLB 13, and build a better MLB 14.

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
# 301 Mike Lowe @ 03/27/13 10:37 AM
Sim stats look much better!

What's the consesus now on skipping spring training?

Before it seemed when NOT skipping it there were issues with regression.

Sent from my Samsung Galaxy sIII
 
# 302 Willis135 @ 03/27/13 10:41 AM
In my experience since the patch, it appears that the progression/regression has been alterered not only for the spring training issue, but during the season as well.

Pre-patch Tigers franchise example. Torii Hunter regressed from an 89 to 70 ovr by the end of the year. This is with using the "end spring training option.

After the patch through several sims. Hunter has regressed anywhere from a 74 during my first sim to a 78 by the end of my 1 year in my most recent sim.

Addiontally Benoit in my pre-patch dropped to somewhere in the low 70's in the first year. After the patch I noticed in one of my sims that he was still in the high 80's.

I was never too concerned about the high rate of regression of olders players(other than the spring training regression), but thought some might like to see there appears to be some randomness after the patch.

I hope they leave the rapid decline of older players in, not only for this year but in future years as well. Makes managing a franchise much more enjoyable.
 
# 303 LastActionHero @ 03/27/13 11:44 AM
Quote:
Originally Posted by Hutton
It looks like they fixed the light/darkness issue when playing night games! Now it gets dark in Comerica around the bottom 5th/top 6th, whereas prior to the patch it would take beyond the 7th inning stretch to have a reasonable amount of darkness.

Playing RTTS in AA it was getting dark as early at the bottom of the 3rd inning.

Played a playoff series game @ Oakland with a 7pm start & it was dark at the first pitch!
That's because a playoff game is in october and the begining of your RTTS carreer is April/May so it gets darker earlier. An Exhibition game is based on a midsummer time set where it won't get fully dark untill the 7th or so.
 
# 304 ckarlic @ 03/27/13 11:48 AM
This is for the SCEA Devs as well as all the people helping to make OSFM Rosters:
 
# 305 tribefan334 @ 03/27/13 12:42 PM
So I saw that they fixed the Indians BP caps, but did I misread when they said they changed an outdated batting helmet? Cause their road helmets have been wrong for years, did this patch fix them finally?
 
# 306 LastActionHero @ 03/27/13 01:17 PM
Quote:
Originally Posted by Hutton
That makes sense, but doesn't explain why it seemed to get darker sooner in an exhibition game post patch than it did pre patch.
True haha. Haven't checked for myself yet.
It wasn't a Show Live game?
 
# 307 kehlis @ 03/27/13 01:23 PM
Quote:
Originally Posted by Hutton
That makes sense, but doesn't explain why it seemed to get darker sooner in an exhibition game post patch than it did pre patch.
Yea I noticed a difference in the lighting last night as well, I think they must have tweaked something with regards to it.
 
# 308 sink4ever @ 03/27/13 01:27 PM
Quote:
Originally Posted by Caliboy626
I have noticed that older players are still declining exponentially while younger players are no longer progressing exponentially due to the spring training improvement being patched. I have only done one test sim franchise so far to confirm this but I am hoping its a fluke. Older players are still declining by up to 15 points per category during the season, but young players are only progressing 4 to 5 points max in any given category.

Its right back to how 10', 11', and 12' were where players only gained up to five points MAX in most categories. With the crackdown on PED's baseball has become a young mans game, the initial release of this game depicted this awesomely by having it so young players could actually improve within the first couple years of drafting them and actually contribute to the big league team.

Now im going to get "Not everyone can be a mike trout or bryce harper buddy", But that is not what Im looking for. I am just looking for substantial growth passed the capped 4 to 5 point attribute gains. The older players are still declining at arapid rate but young players progression has been toned down. The only difference is the older players are not declining during spring training anymore.

Now if I am correct most people were complaining about older player regression and not young player progression, so why did they completely eliminate the latter and just tweak the prior?!?! Now I have only done one test franchise so it might be a fluke. If anyone has any proof to counter this, PLEASE it would be greatly appreciated. Needless to say if not I will be playing with pre patch update if I am correct.
I think there's only a handful of players declining at a very rapid rate. And what I've seen theorized is that it is because those players are starting with unusually high ratings so the system compensates by reducing them rapidly. In the future I don't think you'll see such drastic reductions because the regression will start earlier.

In regards to progression, I was doing some simulations last night (post-patch) and I had an "A" potential draftee show some +9's (and even a couple +11's for some defensive categories). I think we need to gather more data before jumping to conclusions.
 
# 309 seanjeezy @ 03/27/13 03:07 PM
Quote:
Originally Posted by sink4ever
I think there's only a handful of players declining at a very rapid rate. And what I've seen theorized is that it is because those players are starting with unusually high ratings so the system compensates by reducing them rapidly. In the future I don't think you'll see such drastic reductions because the regression will start earlier.

In regards to progression, I was doing some simulations last night (post-patch) and I had an "A" potential draftee show some +9's (and even a couple +11's for some defensive categories). I think we need to gather more data before jumping to conclusions.
Manual or auto training? Biggest jump on manual I've seen is +11, only +7 on auto...
 
# 310 bwiggy33 @ 03/27/13 03:58 PM
The only other thing I want fixed is the bluriness of the road scoreboard and the bullpen scoreboard at Target Field. It's like the LED resolution is stretched out on the boards and you can't even read them at all. They've been perfectly clear since they added authentic LED scoreboards a couple years ago so I'm really not sure why they are so blurry. The bad part is both boards are visible when hitting so it's distracting. I also use the bullpen scoreboard when hitting to know how many pitches the the opposing pitcher has thrown. Right now it's not really visible at all. I guess if it can't be fixed via patch, I would just like to know why this problem happened this year. I'm extremely happy as always with the game, this is really the only thing annoying me right now.

Has anyone else experienced this in any of the other stadiums?
 
# 311 Threeebs @ 03/27/13 04:20 PM
Quote:
Originally Posted by Caliboy626
I have noticed that older players are still declining exponentially while younger players are no longer progressing exponentially due to the spring training improvement being patched. I have only done one test sim franchise so far to confirm this but I am hoping its a fluke. Older players are still declining by up to 15 points per category during the season, but young players are only progressing 4 to 5 points max in any given category.
Quote:
Originally Posted by Caliboy626

Its right back to how 10', 11', and 12' were where players only gained up to five points MAX in most categories. With the crackdown on PED's baseball has become a young mans game, the initial release of this game depicted this awesomely by having it so young players could actually improve within the first couple years of drafting them and actually contribute to the big league team.

Now im going to get "Not everyone can be a mike trout or bryce harper buddy", But that is not what Im looking for. I am just looking for substantial growth passed the capped 4 to 5 point attribute gains. The older players are still declining at arapid rate but young players progression has been toned down. The only difference is the older players are not declining during spring training anymore.

Now if I am correct most people were complaining about older player regression and not young player progression, so why did they completely eliminate the latter and just tweak the prior?!?! Now I have only done one test franchise so it might be a fluke. If anyone has any proof to counter this, PLEASE it would be greatly appreciated. Needless to say if not I will be playing with pre patch update if I am correct.
I think you're mostly looking at B and C (which make up the majority of prospects) rated players development because they do not move ahead nearly as quick as A rated potential players. I noticed that depending on what kind of A potential the player is (A+,A,A-), he'll move up faster as well. I wouldn't worry about it man I think the system is a lot more variable then people think. I've seen players regress differently from different franchises, and this was pre-patch.
 
# 312 geisterhome @ 03/27/13 04:31 PM
Quote:
Originally Posted by Willis135
In my experience since the patch, it appears that the progression/regression has been alterered not only for the spring training issue, but during the season as well.

Pre-patch Tigers franchise example. Torii Hunter regressed from an 89 to 70 ovr by the end of the year. This is with using the "end spring training option.

After the patch through several sims. Hunter has regressed anywhere from a 74 during my first sim to a 78 by the end of my 1 year in my most recent sim.

Addiontally Benoit in my pre-patch dropped to somewhere in the low 70's in the first year. After the patch I noticed in one of my sims that he was still in the high 80's.

I was never too concerned about the high rate of regression of olders players(other than the spring training regression), but thought some might like to see there appears to be some randomness after the patch.

I hope they leave the rapid decline of older players in, not only for this year but in future years as well. Makes managing a franchise much more enjoyable.
is this true those old guys are regressing slower now at the beginning of a franchise?

Sent from my GT-I9100 using Tapatalk 2
 
# 313 Threeebs @ 03/27/13 04:44 PM
Quote:
Originally Posted by geisterhome
is this true those old guys are regressing slower now at the beginning of a franchise?
Quote:
Originally Posted by geisterhome

Sent from my GT-I9100 using Tapatalk 2


Yes, but they're still regressing as much as they can regress during the course of the season. It just stopped happening in ST. It's for the better, so those established guys at least have a job out of spring training.
 
# 314 BrianU @ 03/27/13 05:23 PM
So how does progression/regression work in Spring training after patch? Is it okay to play those games now you dont have to use 'End Spring training'?

Do no players progress/regress during ST or do players progress just not regress?
 
# 315 RoyalBoyle78 @ 03/27/13 07:03 PM
Damn, after the patch I feel the game is playing so much better, I can gets walks now and if I get a great hit no matter the pitcher he will pay. Enjoying the game even more now
 
# 316 MC2 @ 03/27/13 07:28 PM
Anyone having high scoring games post patch? Could just be a coincidence but by the time its the 4th inning my games have been at like 5-6 runs a team.
 
# 317 Nick_Wilhite @ 03/27/13 07:36 PM
Quote:
Originally Posted by Threeebs

I think you're mostly looking at B and C (which make up the majority of prospects) rated players development because they do not move ahead nearly as quick as A rated potential players. I noticed that depending on what kind of A potential the player is (A+,A,A-), he'll move up faster as well. I wouldn't worry about it man I think the system is a lot more variable then people think. I've seen players regress differently from different franchises, and this was pre-patch.
How are you determining A+,A,A-? All I ever see is A?
 
# 318 sink4ever @ 03/27/13 08:32 PM
Quote:
Originally Posted by seanjeezy
Manual or auto training? Biggest jump on manual I've seen is +11, only +7 on auto...
Auto training, it was a computer-generated "A" potential drafted player. The only +11's were in two fielding categories that he was very low in.
 
# 319 DallasRocks @ 03/27/13 08:53 PM
Quote:
Originally Posted by MC2
Anyone having high scoring games post patch? Could just be a coincidence but by the time its the 4th inning my games have been at like 5-6 runs a team.
Yeah same here, small sample size but I'm now seeing 7-5, 8-4 games. Te gameplay feels sooooo much better now
 
# 320 Threeebs @ 03/27/13 09:12 PM
Quote:
Originally Posted by Nick_Wilhite
How are you determining A+,A,A-? All I ever see is A?


Something that isn't shown to us exactly (besides when you actually view draftable players that are accurately scouted of course) is players are either even,+, or - in whatever potential they currently show. I take it these stages are necessary for progression between potential ratings so a player doesn't just shoot from a B to an A in one fell swoop. Recently, while playing in a frachise I experienced a generic players that must have had a potential rating of C+ move all the way up to an A- potential in 4 seasons! This was the first time I've ever seen a C move up to an A. It must be extremely variable as well because oddly enough that same generic player was on my team for a franchise before the first roster update and he never even graduated to a B.
 


Post A Comment
Only OS members can post comments
Please login or register to post a comment.