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MLB 14 The Show News Post


MLB 14 The Show patch 1.12 (PS4) and patch 1.17 (PS3) are available now for their respective consoles. Below are the patch details.
  • Online Gameplay stability (a lot of changes and improvements):
  • General online synching and stability.
  • Play results are now consistent on both users machines.
  • Fielder synching issues across two users online now fixed.
  • Batter desync when batter calls time.
  • Balks or balls in the dirt no longer cause hang.
  • Ball deflected collision on defensive players now consistent on both user screens.
  • Late fielding dives no longer cause the game to hang online.
  • Fielding decisions and throws are now consistent on both player screens.
  • Late Bunt (and bunts pulled back) and swing attempts now give the same game result
  • Check swing improvements to online gameplay
  • Challenge of the Week pitcher settings no longer carrying over from any other game mode.
  • Timing issues with pausing the game and guess pitching at the same time no longer cause issues.
  • Stealing home while batter takes strike 3 for the 3rd out issue fixed.
  • Ball 4 resulting in a walk on a wild pitch and trying to advance the runner on first issue fixed.
  • Fixed infrequent end of online game crash at closing on-screen-display graphic.
  • Fixed rare instance of on-screen bright color/black corruption affecting stadiums and players.
  • Fixed very rare corrupted player faces issue. This would show up as dark splotches and patches. This happened in certain player substitutions in Franchise mode Spring Training.
  • In Game Options for Camera changes are now saved when reloading the game.
  • Road to the Show crash when loading into Batting practice addressed
  • At-bat ambient Organ music addressed (wasn't playing when intended)
  • Custom Music applied to all players now properly working.
  • First HR in a Franchise game issue no longer stating "First Career HR" every time.
  • Umpire balls, strikes and 3rd strike audio calls now playing properly and consistently
  • With Music Mode on, stealing a base no longer skips the song track.
  • Andrelton Simmons face fixed!
  • Home Run Derby can now be entered during the install, once the needed assets are loaded.
  • Bernie Brewer now seen after a Home Run in Miller Park.
  • Addressed Strike Zone size on PS4 that cause ball/strike calls to appear very wrong.
  • Analog throw meter difficulty balanced on all levels.
  • Fixed issue with repeated jumping near a pop-up causing the runner to take off for the next base.
  • All Vault screens should now default to rating (no longer sorted by user name).
  • Diamond Dynasty> My Bids fix to prevent a crash when users have more than 500 transactions.
  • Online score posting fix to prevent lost online game scores and data.
  • Addressed a Login/Boot-up crash that would sometimes occur when logging in during peak hours.
  • Fixed Diamond Dynasty "vs cpu" pre-game line-up crash that could happen before proceeding into the game load.
  • The Show Live Double Header games now have crowds for both games.
  • Diamond Dynasty and The Show Live issue fixed where some players were showing Headley (PS4) and Jeter (PS3) heads on certain players.
Source - The Show Nation

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 Bobhead @ 07/20/14 01:41 PM
Quote:
Originally Posted by Heroesandvillains
I agree with Countryboy. It's the same.

The CPU hit terribly before, and they hit terribly now.

I'm working on it by boosting their hitting sliders and reducing my pitching sliders. But the new CPU hitting code (on AS/Classic/QC's at least) is producing the least intelligent and punishing AI I've ever seen in this series.

I LOVE the fact that they chase more realistically but otherwise I am not a fan of this year's approach at all.
That's funny because I'm pitching with Analog and I think the AI is still a little too superhuman. I'd wager your use of quick counts has more to do with our discrepancy than anything, though. Indeed, getting chases is not that challenging... The strikeout is the easy part.

The hard part is even getting to 2 strikes... the CPU is all over every single pitch I throw in the zone, and they hit it hard, no matter where I pitch. no matter where it is. It's like the Solid Hits slider for the CPU is set to 1,000.

I guess it's really just BABIP for the CPU that needs to be taken down a bit, at least in my experience.
 
# 182 Heroesandvillains @ 07/20/14 01:52 PM
Quote:
Originally Posted by Bobhead
That's funny because I'm pitching with Analog and I think the AI is still a little too superhuman. I'd wager your use of quick counts has more to do with our discrepancy than anything, though. Indeed, getting chases is not that challenging... The strikeout is the easy part.

The hard part is even getting to 2 strikes... the CPU is all over every single pitch I throw in the zone, and they hit it hard, no matter where I pitch. no matter where it is. It's like the Solid Hits slider for the CPU is set to 1,000.

I guess it's really just BABIP for the CPU that needs to be taken down a bit, at least in my experience.
LOL! It's BABIP that I specifically think needs to go up!

With QC's, I'm noticing that when my pitch timing is bad (with Classic, the game determines this automatically), the CPU is not getting much benefit. They seem to be "guessing" (and guessing wrong) far too often with their PCI, and very rarely do they ever put "Normal" timing on the ball.

I know that QC's has certain boosts given to hitters thanks to the count generation. If I recall correctly, the hitter receives a contact bonus if he starts with 2 strikes. I'd have to imagine the "pattern recognition" from normal full-game play must get amplified too though honestly this is just a guess on my part.

However, with my setup at least, the boosts and pattern awareness are not nearly enough. Not for the CPU hitters (I feel like my hitting is fine, by the way).

I'm wondering if possibly selecting an interface where my release timing gets determined by me may help. The CPU seems lost with Classic on AS right now, regardless of how good the hitter's ratings are. Especially with meatballs.
 
# 183 HozAndMoose @ 07/20/14 02:00 PM
Quote:
Originally Posted by Heroesandvillains
LOL! It's BABIP that I specifically think needs to go up!

With QC's, I'm noticing that when my pitch timing is bad (with Classic, the game determines this automatically), the CPU is not getting much benefit. They seem to be "guessing" (and guessing wrong) far too often with their PCI, and very rarely do they ever put "Normal" timing on the ball.

I know that QC's has certain boosts given to hitters thanks to the count generation. If I recall correctly, the hitter receives a contact bonus if he starts with 2 strikes. I'd have to imagine the "pattern recognition" from normal full-game play must get amplified too though honestly this is just a guess on my part.

However, with my setup at least, the boosts and pattern awareness are not nearly enough. Not for the CPU hitters (I feel like my hitting is fine, by the way).

I'm wondering if possibly selecting an interface where my release timing gets determined by me may help. The CPU seems lost with Classic on AS right now, regardless of how good the hitter's ratings are. Especially with meatballs.
I wish there was another difficulty between AS and HoF. On HoF i will give up 5+ easy. On AS i usually give up less than 2.
 
# 184 Heroesandvillains @ 07/20/14 02:33 PM
Quote:
Originally Posted by HozAndMoose
I wish there was another difficulty between AS and HoF. On HoF i will give up 5+ easy. On AS i usually give up less than 2.
There is! Hopefully next year SCEA lets us select it.

The chasm between AS and HOF is far too great, IMO. This I believe is also the reason why DD, although an excellent addition, isn't optimal in its current state. The difference between difficulties is so vast that for a certain type of player, the levels go up and down enough to makes your eyes spin.

I was holding out hope that this was going to get tuned in some way in the patch but unfortunately it looks like I'm on my own to try and create a balanced yet challanging game.

I'm with you Hoz.
 
# 185 Bobhead @ 07/20/14 03:06 PM
Quote:
Originally Posted by HozAndMoose
I wish there was another difficulty between AS and HoF. On HoF i will give up 5+ easy. On AS i usually give up less than 2.
Quote:
Originally Posted by Heroesandvillains
There is! Hopefully next year SCEA lets us select it.

The chasm between AS and HOF is far too great, IMO. This I believe is also the reason why DD, although an excellent addition, isn't optimal in its current state. The difference between difficulties is so vast that for a certain type of player, the levels go up and down enough to makes your eyes spin.

I was holding out hope that this was going to get tuned in some way in the patch but unfortunately it looks like I'm on my own to try and create a balanced yet challanging game.

I'm with you Hoz.
I agree with this 100%.

At first I was in love with dynamic difficulty - at least the idea of it - but I have absolutely no interest in playing on Rookie mode while the game slowly adjusts to my level. I wish I could just start on All-Star and let Dynamic Difficulty do the rest.

Or even better, just pick and choose the aspects of various difficulty levels... like the (lack of) control from Hall of Fame, and the plate vision from All-Star.
 
# 186 vinny_pizza @ 07/20/14 03:21 PM
Quote:
Originally Posted by forme95
Its called sarcasm lol. There were other issues that needed to be addressed and people are estatic about organ music lol

I would have been happy about the custom camera save, but it took so long, I got use to a preset so I have been sticking to that. Still toying with a custom setting, but yes it is nice that it saves now.
I get you. Camera save was my biggest annoyance, but people made the organ sounds cool I feel left out!

Sent from my SAMSUNG-SGH-I747 using Tapatalk
 
# 187 tabarnes19_SDS @ 07/20/14 03:25 PM
Quote:
Originally Posted by Heroesandvillains
There is! Hopefully next year SCEA lets us select it.

The chasm between AS and HOF is far too great, IMO. This I believe is also the reason why DD, although an excellent addition, isn't optimal in its current state. The difference between difficulties is so vast that for a certain type of player, the levels go up and down enough to makes your eyes spin.

I was holding out hope that this was going to get tuned in some way in the patch but unfortunately it looks like I'm on my own to try and create a balanced yet challanging game.

I'm with you Hoz.
I play with classic pitching and they still seem to punish me.
 
# 188 bcruise @ 07/20/14 03:44 PM
Quote:
Originally Posted by ThreeKing
Has anyone else noticed the fielding is not as responsive after the patch?

It's like they lost their sense of urgency. I know my timing of pre-loading isn't off.
I don't think it is, it doesn't seem any different to me. In fact I just got a really quick 3B turn-and-throw animation in my current game that I don't think I've seen very often - usually this kind of play ends up with the 3B coming to the "rest" position before throwing. I was extremely quick on the pre-load though, using Pure Analog Fielding (which I can definitely say is much more playable now post-patch).




 
# 189 bcruise @ 07/20/14 04:11 PM
Quote:
Originally Posted by ThreeKing
I think it's because I have my fielder reaction slider down too low.

Hey bcruise, do you notice that the computer defense is faster and more quicker than the guys you control? Or am I seeing things?
Not to the point where I could eyeball it from just my first game post-patch. I don't think I could tell even if I was trying to test it out anyway - which is why I prefer to not mess with those sliders at all. I'm just playing on defaults for now, starting out post-patch.

Just had this happen too - this is the kind of play that everybody hates, but this is pure user error - that is, me throwing to the wrong base.






Just look how the runner is barely out of the box when Dominguez is coming up to the throw ready position and how the animation moves him in a perfect position to throw to 1st. Then, because I decide to go to second (2 outs, btw) instead he has to take the time to go into an entirely different throw animation and makes the play much closer than it should be (still go the out, though).

This is why I really believe that user error (either through bad throwing decisions or late preloads) is the #1 cause of people's complaints with the fielding. Simply put: The Show's engine doesn't like it when I play bad baseball.
 
# 190 forme95 @ 07/20/14 05:43 PM
@ Knight and @legend, I just finished my first game (RTTS) going with all pitches and playing whole game. Oh man was it fun. I use to just do when I was at bat or the play was to me. This is way more fun. Glad I saw ur posts. Thanks
 
# 191 jeffy777 @ 07/21/14 02:22 AM
Online play is still pretty buggy too. Hopefully we get another patch.
 
# 192 Factzzz @ 07/21/14 05:38 AM
Are they ever going to fix it so you can wear an elbow guard and armband at the same time?

The way it is now, if you put an elbow guard on the same time as an armband, the armband disappears at bat.
 
# 193 baseballphanatic @ 07/21/14 09:38 AM
I'm convinced that they fixed other small things that werent listed....slides have changed and I am actually seeing legit bloop hits! anyone else c this?
 
# 194 LastActionHero @ 07/21/14 11:00 AM
There are always other small things fixed/tweaked that are not on the list.
 
# 195 2kguy @ 07/21/14 12:42 PM
Were any changes made for offline play? I play RTTS exclusively and there are several things that need tweaking/fixing, but the release notes basically talk about online stuff only?
 
# 196 Pimpton23 @ 07/22/14 03:35 AM
So I take it I WAS the only one who noticed a difference in crowd noise during key moments in games AFTER the latest patch? Lol.


Sent from my iPhone using Tapatalk
 
# 197 Armor and Sword @ 07/22/14 08:50 AM
Has anyone had this happen to them?

Bases loaded, 2 outs. I draw ball 4 on a wild pitch, catcher picks up the ball steps on home...inning over.

Never ever saw this before and it happened last night.
 
# 198 Candymandagreat @ 07/22/14 11:38 AM
I wish they would put legends in the game on their legendary teams. it would be cool to play with jackie robinson, babe ruth, hank aaron, and my all-time fav....andre dawson.
 
# 199 HustlinOwl @ 07/22/14 11:55 AM
Quote:
Originally Posted by Candymandagreat
I wish they would put legends in the game on their legendary teams. it would be cool to play with jackie robinson, babe ruth, hank aaron, and my all-time fav....andre dawson.
all time rosters already created by community and in vaults
 
# 200 Candymandagreat @ 07/22/14 12:29 PM
Quote:
Originally Posted by HustlinOwl
all time rosters already created by community and in vaults
im going to have to check it out....just bought the game last week and i havent checked out the vault yet.
 


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