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MLB 14 The Show News Post


MLB 14 The Show patch 1.11 is available now, weighing in at 400 MB. The official announcement is here, or you can read it below.

Online Changes:
  • Community Challenges: Walks earned during the first situation will reset after the first pitch during the second situation.
  • Community Challenges: Gameplay ceases when user enters the bullpen after a flyout (but before the play ends).
  • Online: Community Challenges: The pitcher is switched back to the default pitcher when user edits a situation in which the pitcher was changed.
  • Community Challenges: Set scores are displayed incorrectly on the pause menu scoreboard.
  • Online: Diamond Dynasty: Fixed an issue that caused certain pages of DD league leaders to be blank. Pitchers were working, but position players were not.
  • Diamond Dynasty: Quitting or conceding incorrectly displayed a Win under Game History.
  • Online Gameplay: Fixed out/safe calls for tag outs.
  • Online Gameplay: Fixed hang when hitting select pitch and practice swing at the same time.
  • Online Gameplay: Fixed auto-pitch delays not getting reset upon pitcher input.
  • Online Gameplay: Fixed User hits a ground ball towards the SS, Title asserts/crashes for the offensive player as runners come into their respective bases.
  • Online Gameplay: Diving after a ball in the infield was cause the game to hang very rarely.
  • Online Gameplay: Pitcher freez when batter Hitting Interface is set to Pure Analog or Zone Plus Analog and the batter steals early with a baserunner.
  • Online Gameplay: Issue where the runner would sometimes run past a bag instead of sliding is fixed.
  • Online Gameplay: First baseman warping back to bag on a bunt down first base line.
  • Online Gameplay: Accessing the Quick menu after substituting a player breaks the users on-screen-display.
  • Online Gameplay: Both users in a Head to Head match would lose Pause menu functionality if a pitcher is put in to game too quickly after a pitcher is ejected from game.
  • Online Gameplay: After a pitcher is scheduled to be put in has come in, the offensive player would receive a pitch before seeing the presentation for them coming into the game.
  • Online Gameplay: Game Log displays multiple text regarding pitchers in bullpen after each pitch during Online Exhibition.
  • Online Gameplay: The Box Score Pitching stats are not tracking correctly. Player stats syncs were resetting pitcher stats.
  • Universal Profile: Fixed issue where hits on last 3 appearances in the universal profile would show the home teams hits for both teams.
  • Online Franchise: User accepting a franchise challenge would freeze if other user backs out.
  • Online: Accessing positioning or substitution options from the quick menu caused a stagnant pause timer to remain on screen during gameplay.
  • Sportscast Live: The player name displayed as the pitcher was incorrect.
  • Vaults: Title would hang on an error message when the User attempts to upload a Logo, Slider, or Roster with a name that has less than 5 characters when on a description selector.
  • Online: Exhibition and Game Room games are affecting Rating correctly in all situations now.
  • Online: Fix for player search options being allowed in offseason. If they are used, the next season could hang.
Offline Changes:
  • Back to Back trophy incorrectly unlocked after hitting a home run then calling for time with the next batter.
  • Fix for base coach playing incorrect version of fair ball call. Base coach was trying to do too many things at once.
  • Substitution screen: BRA text (Base Running Ability) has been replaced with STL (Steal ability).
  • With Playerlock on, defensive substitutions did not function. You could go through the operation of attempting to sub teammates, but nothing would happen, the situation would be simmed through, and gameplay would continue.
  • Incorrect SCORER where design calls for PITCH_COUNT totals in LAD jumbotron.
  • Miller Park - Milwaukee Brewers Franchise/Season: During a game at Miller Park, player info stat normally displayed on the Jumbtron during their initial at-bat could appear incorrect or not noteworthy. Fixed some grammar and added some more conditions to prevent un-interestinginformation from being displayed.
  • RTTS - Player Performance Evaluator for 'pitch type' bar graphic is inaccurate while attempting to play 1 full year.
  • RTTS: "Reset" did not function after changing page tabs in the Training screen resulting in loss of points with no increase in attribute.
  • Player Search contract remaining min/max text was too long.
  • Runner that reaches first on throwing error would sometimes get counted as a run.
  • Allow fielding errors in fielding training modes.
  • Include pre-pitch misses and phantom catches to conditions for 3Bman to set up for cut off to home cut off infield grass.
  • Catcher did not animate correctly when catching for an Intentional Walk.
  • Leading off or stepping back will cancel a queued up steal attempt.
  • RTTS/Lock-On: Title will soft lock when User calls for a pick off when RTTS 2B/SS is not near the base they are calling the pick off to.
  • Quick count balance and tuning- Tracking/accounting fix for balls/strikes and total pitch count, changes to the AI’s ball/strike frequency for smarter strategy, balance changes related to the power swing fix.
  • Manager mode quick counts - Too many strikes were being thrown.
  • Fixed issues with pitchers that pitch from the stretch with no runners on base.
  • Fixed issue causing ball-boy to use a full run instead of a jog when running to dead ball catches.
  • Fixed an issue causing a runner on 3rd to try to go home on a bunt when the catcher was fielding the ball right next to the line and could easily tag him out.
  • Added head tilt constraint to improve the head angle when a pitcher looks back at a runner on 2nd base.
  • Average runners have better steal success than before. This is a small change, but there are a lot of close plays getting them tagged out. The effect is pronounced when playing against certain pitchers, and for these pitchers the runners were being capped from getting their best jump (compared to last year).
  • In Manage Only Mode, opposing teams would never sac bunt.
  • Fenway Park (Boston Red Sox): Night and Day capacity numbers were switched.
  • Season/Franchise: When toggling through teams on Free Agents list, the background color does not change to match selected team's colors.
  • RTTS Showcase: An out of place Right Stick icon appeared in the mode header after accessing the Universal Profile. We didn't handle the Showcase play mode.

Game: MLB 14 The ShowReader Score: 8.5/10 - Vote Now
Platform: PS Vita / PS3 / PS4Votes for game: 12 - View All
MLB 14 The Show Videos
Member Comments
# 181 BrianU @ 04/28/14 07:38 PM
Quote:
Originally Posted by Threeebs

I agree with everything. All that would be just amazing and I'm sure in future games we will have quite the complete game but for this version on the PS3, at the very least, if it's possible of course, bring back last year's budget increases/decreases.

I'm not that picky when it comes too how the game works. If I can develop a personal work around, then all is eventually well and it won't even bother me. These budget increases though, that we can't even realistically work around, bother me. I want to take part in a long franchise this year, as always, and it's looking like it's going to be hard to make it happen.

I found last year was the best budgets have ever been in The Show, but even that had it's quirks. Compared to '12 though when only 10 teams had money, it was a giant leap. I don't agree when posters say they don't like to see small market teams spend, because they will spend, when the time is right, but we also don't need to see losing teams gaining 60% for losing again.

Even last year there was disparity in team's budgets, all be it every team spent a little more but there were still those big market/small market gaps...
It isn't logical to add year to year saves plus rework the generated players and progression to keep the integrity of the league and sim stats intact 5-10 years down the road while leaving salaries/budgets/AI contract logic a mess.

What is the pleasure in playing more than 1 season if the Yankees don't make a big splash in the offseason, teams don't make a playoff push after leading the division in June, and players don't stick up for themselves and get the biggest contracts they can find? I want the full franchise experience. I know it will never be like real life but it can be a hell of a lot closer. These changes are rather small compared to the whole sale additions like quick counts this year and pulse pitching last year. These things should be worked out now (meaning the relative future MLB 14 or 15) before any other improvements are added to franchise. I'd rather they took the development time to fix these core component before adding a new notification system or editable potential. I know resources are not unlimited, this seems like it should be a priority, once you fix it you don't have to touch it in another version just get it right then move on to bigger and better things. We have pointed out all of the major points, what is wrong with them, and how to fix them. It is important to be loud now as it may not make a difference this year but at least going forward it has a better chance to be worked on for next year.
 
# 182 tabarnes19_SDS @ 04/28/14 07:42 PM
Quote:
Originally Posted by CaseIH
Lets hope they patch it, but I know what you are saying. Personally I dont think game testers do much if any franchise testing sadly or stuff like this would be caught, or it could possibly be that game testers for sports games arent all that knowledgeable to the sport game they are testing, because we see issues as well with other sport franchise modes nowadays. Considering we have seen issues like this in the past that give us issues with MLBTS franchise and they not fixed it, so it is hard to get very optimistic that they will fix this unfortunately. Im hoping enough of us are complaining that this will indeed get fixed this year, but the FA bug never got patched, nor did regression issues last year, so the track record dont look to promising.
I don't think it is quite fair to ask how something can get through game testers because things might be working correctly on one build and change on the next when they have moved on to testing something else.

Being out there first hand, I know they work their butts off. I also have seen how game development works. It is very amazing. Different devs and programmers are working on different parts of the game concurrently. Sometimes a change that one dev makes on an area of the game, that they are working on, affects the game in another area.

A butterfly effect where a small ripple in the code someplace can cause huge headaches somewhere else.

With that being said I am sure they will look into modifying it. Does that mean it will be perfect this year? Probably not, but like I said they have to be careful because a small change to tighten the budgets up could cause a BIG issue somewhere else.
 
# 183 bcruise @ 04/28/14 08:14 PM
tabarnes:

Have you seen any budget decreases yet? Because I just did in a season mode sim (not franchise):



Unfortunately it was the only decrease, and I can't see any rhyme or reason in several of the others. Colorado finished 62-100 so I can understand that one, but the Cubs went up 92% and finished 3rd in the division.

It's baffling.
 
# 184 tabarnes19_SDS @ 04/28/14 08:19 PM
Quote:
Originally Posted by bcruise
tabarnes:

Have you seen any budget decreases yet? Because I just did in a season mode sim (not franchise):



Unfortunately it was the only decrease, and I can't see any rhyme or reason in several of the others. Colorado finished 62-100 so I can understand that one, but the Cubs went up 92% and finished 3rd in the division.

It's baffling.
I have seen the occasional decrease. Usually one in the first season of 1-2%. A couple in season 2. I really liked the concept of budgets moving based on record etc., but like you said I don't see that. It feels very much like budgets are a reflection of the roster composition of the team, instead of the performance of the team.
 
# 185 miknhoj1983 @ 04/28/14 08:20 PM
Need that Vita update. Any word?
 
# 186 CaseIH @ 04/28/14 08:38 PM
Quote:
Originally Posted by tabarnes19
I don't think it is quite fair to ask how something can get through game testers because things might be working correctly on one build and change on the next when they have moved on to testing something else.

Being out there first hand, I know they work their butts off. I also have seen how game development works. It is very amazing. Different devs and programmers are working on different parts of the game concurrently. Sometimes a change that one dev makes on an area of the game, that they are working on, affects the game in another area.

A butterfly effect where a small ripple in the code someplace can cause huge headaches somewhere else.

With that being said I am sure they will look into modifying it. Does that mean it will be perfect this year? Probably not, but like I said they have to be careful because a small change to tighten the budgets up could cause a BIG issue somewhere else.
I figured after games were completed that they were tested. I do know that they probably do some testing thru different builds as well, but I dont really know anything about making a game so I cant say for sure.

It just seems nowadays that franchise modes in all sports get overlooked to a certain degree. Maybe the final build dont get tested, but I would think it would, and you would think that sims would be ran to check budgets, stats, etc.

I know its a very complicated process and I know the devs work extremely hard, especially the MLBTS devs. Im also sure no matter how good someome goes thru testing it is easy to miss some things. However if franchise modes were tested at final build you would think that the budget would be 1 of the 1st things checked. I always figured game testers for the most part were like those telemarketers, and some probably did not have a lot of knowledge of sports, although Im sure there are atelast some that are very good and knowledgeable. I very well could be wrong and it is actually top qualified people doing testing. So if it is then I hope I didnt offend anyone.
 
# 187 econoodle @ 05/01/14 05:16 PM
tabarnes you said this about 14


Quote:
I'm not seeing the bidding wars and higher contract values for free agents that was incorporated last year. Last year free agent salaries adjusted based on team need and quality of position. I see in every sim the players sign with different or same teams for the same salary.
has it changed?

also could you give me an example of it in 13?
 
# 188 bohica45 @ 05/08/14 06:43 PM
Please Help!! I spent all of this money for this years version of MLB the show for the PS3. I bought a new ps 3, the game and also a mobile hotspot from straight talk for downloading rosters and updates. However the 1.11 update will not download for me. It always gets to 20% or 25% then an error message occurs I have the space on my ps3 and from the hot spot. I am currently living at a place with bad internet connection. So I would like to find out if the latest patch can be stored to a usb flash drive? I have a flash drive which I have used to download rosters to. Is there an offline file of this update or what can I do. I know this shows as my first post but I have been a member of this fine community in the past. I just had to re-open an account since I have a new email addy. Please, couild some one just help me with any suggestions or ideas? I am open to anything, because I can't even get the latest roster updates without the version 1.11 update first!!
Thanks in advance for anyone whom replies!!
 
# 189 bohica45 @ 05/08/14 06:44 PM
One more thing it is the mobile hotspot from straight talk.
 
# 190 Heroesandvillains @ 05/08/14 07:01 PM
Quote:
Originally Posted by bohica45
One more thing it is the mobile hotspot from straight talk.
I work in the cell phone industry, but it's in accessories (I own an accessories store meaning I see a lot of phones), so bare with me.

I believe Straight Talk has two things going against you:

1. 3G speeds. Very slow and very unreliable.

2. They say "unlimited," but after 2.5 GB, it's pretty useless as they throttle your speed.

First, make sure that your phone isn't going to "sleep" due to inactivity. This may be why it stops abruptly. Try turning off or at least delaying sleep mode (or make sure touch your screen to keep it awake often).

Second, try it again if it's your only option after your billing cycle resets.

Lastly, and ideally, see if you can either use a friends phone with 4G or (ideally) take the console to a dedicated connection at a friend's house instead.

Also, be sure the console and phone are near each other and that your service bars are as full as possible for as long as possible.

Outside of that, there's nothing you can do. These updates are not available in the traditional file sense where you can transfer them to a USB.
 
# 191 rdsxfn85 @ 05/12/14 01:49 PM
The patch is not working during auto baserunning. Two times in the same game I was thrown out when I was not trying to run by the same player. The first time the computer sent three pickoffs to first base although I was not trying to run. One time I pressed the R2 button like I would do in last year's game successfully, but the runner (Pedroia) got thrown out stealing with Ortiz on deck. It is extreme frustrating. This is an issue that is deciding game, and I was wondering if the next patch can address it so that auto baserunning does not include steals, because the runner is unrealistically running. Never would Pedroia have run with Ortiz on deck on real life even if he believed he could make it. In fact, I would have never sent him. I wish there was a way I could stop him from going, without having to control all the baserunners in manual baserunning.
 
# 192 CaseIH @ 05/12/14 02:46 PM
Quote:
Originally Posted by rdsxfn85
The patch is not working during auto baserunning. Two times in the same game I was thrown out when I was not trying to run by the same player. The first time the computer sent three pickoffs to first base although I was not trying to run. One time I pressed the R2 button like I would do in last year's game successfully, but the runner (Pedroia) got thrown out stealing with Ortiz on deck. It is extreme frustrating. This is an issue that is deciding game, and I was wondering if the next patch can address it so that auto baserunning does not include steals, because the runner is unrealistically running. Never would Pedroia have run with Ortiz on deck on real life even if he believed he could make it. In fact, I would have never sent him. I wish there was a way I could stop him from going, without having to control all the baserunners in manual baserunning.
I tought you can override it, by hitting R1 to overide them stealing, but maybe thats wrong. I dont mind my guys stealing on their own.
 
# 193 KBLover @ 05/12/14 03:38 PM
Quote:
Originally Posted by tabarnes19
I have seen the occasional decrease. Usually one in the first season of 1-2%. A couple in season 2. I really liked the concept of budgets moving based on record etc., but like you said I don't see that. It feels very much like budgets are a reflection of the roster composition of the team, instead of the performance of the team.
I don't know. Just because a team is losing would the team's owner say "we can't spend money to get better because we sucked last year"?

I guess I see as payroll vs budget as two different things. I might have a ton of revenue - but not spend it yet because I'm leaving room for my studs hitting arb. or their walk year and want to extend them. Or I might be mid-market, but max it knowing money coming off the books.

Neither one of those payroll decisions impacts the revenue my team and market is capable of bringing, which is what seems to be represented by budget.

I don't know if winning or losing really alters those things all that much?

Granted, basing it on current roster make-up isn't a good idea either. I just think "we lost a lot so we're not going to spend to get better players" isn't an approach that makes sense to me. Because the team lost - they need to spend more on talent/player development.
 
# 194 tabarnes19_SDS @ 05/12/14 07:41 PM
Quote:
Originally Posted by KBLover
I don't know. Just because a team is losing would the team's owner say "we can't spend money to get better because we sucked last year"?

I guess I see as payroll vs budget as two different things. I might have a ton of revenue - but not spend it yet because I'm leaving room for my studs hitting arb. or their walk year and want to extend them. Or I might be mid-market, but max it knowing money coming off the books.

Neither one of those payroll decisions impacts the revenue my team and market is capable of bringing, which is what seems to be represented by budget.

I don't know if winning or losing really alters those things all that much?

Granted, basing it on current roster make-up isn't a good idea either. I just think "we lost a lot so we're not going to spend to get better players" isn't an approach that makes sense to me. Because the team lost - they need to spend more on talent/player development.

A losing team brings less fans into the seats...so there would be less revenue. A small market team that is winning ends up having the owner open the purse strings to spend more.

No team has 30 million or more available to spend at a whim, all teams have a budget. I think the way that was adjusted on the ps4 is well done, not perfect, but a Huge improvement.


Sent from my iPad using Tapatalk
 
# 195 CaseIH @ 05/13/14 02:26 AM
Quote:
Originally Posted by tabarnes19
A losing team brings less fans into the seats...so there would be less revenue. A small market team that is winning ends up having the owner open the purse strings to spend more.

No team has 30 million or more available to spend at a whim, all teams have a budget. I think the way that was adjusted on the ps4 is well done, not perfect, but a Huge improvement.


Sent from my iPad using Tapatalk
I sure hope thats fixed in a pacth for the PS3, since they got it right in the PS4 version. It will really suck if we got stuck with it broke on the PS3 this year. I just thought the budget issue was because of top prospects signing 5 and 6 yr deal at around 1 mil a year is why budget was kind of whacked with all teams having plenty of money and why in a short time there wasnt any small market teams in the franchise. I have always been very happy with SCEA overall, they have been a much better company than 2k or EA, but if this isnt fixed for the PS3 this year, I will be disappointed in them. Since it got fixed in the PS4, surely that means the PS3 version will gte fixed with a patch.
 
# 196 Armor and Sword @ 05/13/14 01:35 PM
Any word on one more major fix patch coming for the PS3?

Gotta believe they have some things to still fix both offline and online.

Fingers crossed.
 
# 197 CaseIH @ 05/13/14 03:13 PM
Quote:
Originally Posted by Armor & Sword
Any word on one more major fix patch coming for the PS3?

Gotta believe they have some things to still fix both offline and online.

Fingers crossed.
I would like to know this as well. You got to believe another patch has to be coming with this major flaw in franchise mode, that got fixed for the PS4 version. Seems like in the past we have always seen 2 patches after the game comes out, and with the big flaw this year, you just got to have hope its fixed.
 
# 198 rdsxfn85 @ 05/14/14 06:58 AM
Quote:
Originally Posted by CaseIH
I tought you can override it, by hitting R1 to overide them stealing, but maybe thats wrong. I dont mind my guys stealing on their own.


R1? I have been hitting R2, as I have done in the past with classic base running. How do you know if they are going to steal with the runner?
 
# 199 CaseIH @ 05/14/14 04:10 PM
Quote:
Originally Posted by rdsxfn85
R1? I have been hitting R2, as I have done in the past with classic base running. How do you know if they are going to steal with the runner?
R2 tells them to steal. I thought maybe if you saw a guy take that extra step if you were to hit R1 if it would cancel out the steal. I was just guessing, dont know it to be the case tho. Like you said you really dont know if they are going to steal or not, but if they take that extra lead there is probably a good chance they are going.
 


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