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MLB 14 The Show News Post

Franchise Mode has been an MLB The Show staple for quite some time now, and this year, we’re excited to introduce its long-awaited online version. We took the team-building aspects of Franchise, such as scouting and offseason contract negotiations, and merged them with the customizable schedules and divisional alignments of Online Leagues. We also continued to refine the game logic that governs trade values, lineups, player generation, and more. Let’s go over some of the main features in more detail.


FRANCHISE HOME

When you create an Online Franchise, you automatically become the league’s Commissioner. You’ll get to choose the divisional alignment, schedule type, Designated Hitter preference and whether or not to upload a custom roster, among other things. Once you’re happy with your settings, you’ll need to invite other players to the league, and also determine what teams will be controlled by the CPU (if any at all).


CREATE FRANCHISE

Building a successful team in Online Franchise is as much about what happens on the field, as about what happens off the field. One of the most important things you can do to remain competitive is to draft amateur players effectively, in order to keep replenishing your major league roster with top-tier talent. To do this, you’ll need to scout players throughout the regular season so that you don’t go into your live online draft unprepared. Without proper scouting reports, you’ll have a much tougher time trying to distinguish between future superstars and draft-day busts.


AMATEUR DRAFT

The vast majority of your drafted players will need some seasoning in the minors before they’re ready for The Show, so we’ve given you access to full minor league rosters. You’ll be able to move players up and down from Class-A all the way to the Majors, set training assignments, and also pull-off trades with other teams. Our trade logic has been greatly improved as well, so forget about lopsided trades involving three top prospects for an average major league middle reliever.


MANAGE ROSTER

This brings us to the offseason, which we divided into two parts. In Part 1, you will handle all of your contract renewable players, arbitration cases and draft pick signings. Our player contract logic has received a much needed overhaul, as we made MLB service time more of a factor when determining player interest and ideal salary. One example where this is really noticeable is when trying to offer contract extensions to your young players. In the past, you were able to sign young superstar players to extremely cheap long-term contracts, which is unrealistic in today’s MLB. Now, you’ll still be able to lock these players up early in their careers, but you’ll have to pay something much closer to their market value. This type of contract is becoming much more common in real-life lately, with teams like the Rays and Braves leading the way, and it was important for us to incorporate this new dynamic into the game.


CONTRACT RENEWALS

Free agent signings happen in Part 2 of the offseason, which is divided into an adjustable number of rounds, or advancement periods. Every team gets a chance to make their best offer, and then the commissioner advances to the next round.


FA ROUNDS

Players will either sign with a team, or they will remain on the market for the next round. The bidding wars that occur in this part of the offseason can become pretty intense, coupled with the fact that you’re competing against other human opponents makes the bidding all the more entertaining.


FREE AGENT CONTRACTS

Rounding out the whole package is our expanded record keeping, as we now store draft classes, retired players, and additional career stats and awards on the Player Card. In addition, League Events and Notifications will keep you up to date on what’s happening around the league, and what tasks you need to perform to manage your team properly.


RETIREMENT

We’re all extremely happy with the way Online Franchise turned out, and we hope you enjoy playing it just as much as we enjoyed putting it together. See you online!

Bleacher Report has posted an interview with MLB 14 The Show developers, Luis Martinez and Lance Leahy, providing even more information.

Game: MLB 14 The ShowReader Score: 8.5/10 - Vote Now
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MLB 14 The Show Videos
Member Comments
# 181 mmorg @ 03/07/14 05:51 PM
Quote:
Originally Posted by TGov
My only problem with that is what if you dont have a strong internet connection or one at all? And even if you do, wouldnt the usual problems still exist like it being laggy???
Or is it at all possible to control all 30 teams online but actually play offline as there wouldnt be a need to be online in the first place? (Hope that wasnt confusing)
If you're playing the CPU it's the exact same as playing an offline franchise. The only problems you would encounter with a laggy internet connect is lag in between menus and when information is being downloaded or uploaded.
 
# 182 TGov @ 03/07/14 05:57 PM
Wouldn't it be the same as playing online like in last years game with the lag DURING the games??? or was there only lag during the games because of the connection between you and your opponent?

Because if theres only lag (if any) during menus or so, that wouldnt be a big deal to me as long as it doesnt screw up my gameplay experience... but I guess time will tell once we play.
 
# 183 bcruise @ 03/07/14 06:13 PM
Quote:
Originally Posted by TGov
Wouldn't it be the same as playing online like in last years game with the lag DURING the games??? or was there only lag during the games because of the connection between you and your opponent?

Because if theres only lag (if any) during menus or so, that wouldnt be a big deal to me as long as it doesnt screw up my gameplay experience... but I guess time will tell once we play.
Ask yourself if you ever noticed any in-game lag in Challenge of the Week and you'll have your answer to that. Because that'll be essentially the same as playing against the CPU in online franchise.

For me, CotW was completely lag-free. For that matter, I played games vs. the CPU in Diamond Dynasty, and they were also lag-free. It's the same idea.
 
# 184 twinsfan34 @ 03/07/14 06:19 PM
Quote:
Originally Posted by bcruise
Ask yourself if you ever noticed any in-game lag in Challenge of the Week and you'll have your answer to that. Because that'll be essentially the same as playing against the CPU in online franchise.

For me, CotW was completely lag-free. For that matter, I played games vs. the CPU in Diamond Dynasty, and they were also lag-free. It's the same idea.
Solid points!

So it could be alright for the "offliners"...might take a little more time with loads/saves...but gameplay...in this case...shouldn't lag.

That's the hope...they sort of have a code to execute to load...and when the games over...to 'update' to the server. If that's the case...should'nt be a problem.

The multi-player, obviously, real-time...has more dependent factors.
 
# 185 ahuffman @ 03/07/14 06:58 PM
Quote:
Originally Posted by HustlinOwl
Can control all 30 with online franchise, however no word yet on if online franchise files are transferable to MLB15 MLB16 etc
Excellent, thanks man! In that case, nevermind what I said, lol.
 
# 186 HustlinOwl @ 03/07/14 07:02 PM
Quote:
Originally Posted by ahuffman
Excellent, thanks man! In that case, nevermind what I said, lol.
Even more awesome your franchise will be online and stat tracking etc via web

Sent from my LG-L40G using Tapatalk
 
# 187 TGov @ 03/07/14 07:08 PM
I know there's the fact sheet out there as well as some info for Online Franchise but someone should put together a pros and cons of online and offline franchises so itll be easy to compare... that someone not being me lol ... just kidding...

So far what I get from this is...
Offline:
Will be the usual dependability and excellence we come to expect year after year... with the following improvements provided by Russell...
  • Hire and fire coaches during season
  • Edit Player Potentials
  • CPU draft logic improvements
  • Simulator stat improvements
  • Refined player generation logic
  • Improved player Overall formula
  • Player regression has been improved (slowed)
  • Player salary logic improvements
  • Budget logic changes
  • Player Search screen
  • Player Lock feature availability
  • New Notification system

Online:
Will have MOST of offline plus more customizing and... (provided on the fact sheet...)
  • Refined player generation
  • New contract decision logic
  • New lineup logic
  • Refined trade logic
  • Retired players stored for every season
  • More player stats stored
  • And on TheShowNation.com you have user management, and the ability to manage trades, resolve and simulate games and manage games... (But not like MoM, these will be mostly for people who have more than 1 human player in their franchise)

The only thing we don't really know is what is in the Offline Franchise that ISN'T in the Online Franchise...
I know they aren't a copy of each other and they have different coding, I just mean what are the main feature differences...
 
# 188 fdr216 @ 03/07/14 11:09 PM
Quote:
Originally Posted by The_Duke
Thanks for putting this list together.

After comparing the two I really don't feel as bad about the online getting most of the features. I'll be playing offline and considering I always do 30 team control, the trade and lineup logic won't be an issue. The one thing I really wish made it in the offline is the storing of player stats.
This is exactly how i feel its really ain't a big issue.
 
# 189 smiley3 @ 03/08/14 12:54 AM
Seeing that some of the features of online franchise won't make the offline franchise is it reasonable to just make an online franchise by myself? Will it feel the same?
 
# 190 HustlinOwl @ 03/08/14 01:35 AM
Quote:
Originally Posted by smiley3
Seeing that some of the features of online franchise won't make the offline franchise is it reasonable to just make an online franchise by myself? Will it feel the same?
same if not better
 
# 191 Willis135 @ 03/08/14 09:42 AM
I'm not too worried about the differences between online or offline franchise. I'll look at both, see which one has the features I want the most and go from there. Carryover saves is a must tho. If online has carryover saves, I will most likely go that route, if not, I will be more than happy doing an offline franchise.
 
# 192 blkatk87 @ 03/08/14 10:31 AM
Has anyone seen anything on how player progression will be handled or what the criteria will be for player attribute advancement?
 
# 193 xxspeedkills @ 03/08/14 07:02 PM
Last year the schedule didnt allow to pick 1 game series. This for online leagues really helps us to be able to play more teams(buddys in league who we love to play at least once). It also means you arent looking for same opponent all the time. Please add back feature '12 &'11 etc, had..
this is what helps leagues survive and makes them fun.
Please add this feature back. Its the difference of playing 20 different opponents instead of 7/8 over an approximate 40 game schedule.

Thanks
Mike
AIM -xxspeedkills
PSN- TDSpeedkills
PS3 Leagues SwagNation & Showtime
 
# 194 ChrisHansen59 @ 03/09/14 05:37 PM
All the changes are well and good if the servers are actually reliable this year. Online has always been the Achilles Heel of this series.
 
# 195 MrOldboy @ 03/09/14 06:43 PM
Quote:
Originally Posted by ChrisHansen59
All the changes are well and good if the servers are actually reliable this year. Online has always been the Achilles Heel of this series.
I feel like this sentiment gets posted a lot on here and in the past yes the net code has been TERRIBLE. I will not argue that. But it has vastly improved the last couple of years and MLB 13 was very playable online to the point where if both players were on wired connections and in the US the lag was barely noticeable. Even when I had to play on wifi the games were still lag free, mI could notice a few hitches, but overall the game was still more than playable.
 
# 196 ajblithe20 @ 03/09/14 06:54 PM
I rarely have problems playing online in any of my games, but I've never enjoyed an online game of The Show. Even last year.
Lag really kills online games for me, but I don't typically have to deal with it. It hurts even more in baseball though, there's too much timing involved in the game for lag to not effect it.
If the net code is really improved, I might give this a shot. I like playing sports games offline more, but there's some really cool things in here
 
# 197 tessl @ 03/10/14 12:29 AM
Quote:
Originally Posted by blkatk87
Has anyone seen anything on how player progression will be handled or what the criteria will be for player attribute advancement?
I haven't seen anything to indicate it will change. It involved training and potential previously.

Worst case scenario would be to emulate what Madden did with arcade xp to assign.
 
# 198 mmorg @ 03/10/14 01:33 AM
Quote:
Originally Posted by tessl
I haven't seen anything to indicate it will change. It involved training and potential previously.

Worst case scenario would be to emulate what Madden did with arcade xp to assign.
The fact sheet states that they rewrote progression, regression, and player generation logic for online franchise.
 
# 199 MantiMania @ 03/10/14 09:47 AM
Quote:
Originally Posted by mmorg
The fact sheet states that they rewrote progression, regression, and player generation logic for online franchise.
What a punch in the nuts to offline players.
 
# 200 HustlinOwl @ 03/10/14 11:47 AM
Quote:
Originally Posted by MantiMania
What a punch in the nuts to offline players.
Simply create an online franchise and play against all AI teams problem solved and Im guessing progression/regression rewrote because of shorter seasons

Sent from my LG-L40G using Tapatalk
 


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