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MLB 15 The Show News Post


The MLB 15 The Show livestream on Twitch has begun, featuring Franchise improvements, Inside the Radio Show and year to year saves.

Click the spoiler button below to watch it here or click this link to view it on a new page. Once the steam has completed, we will update this post with a link to the archive for those of you that miss it.



UPDATE: Link and spoiler button updated with archive. (Starts at roughly the 1:23 mark)

Game: MLB 15 The ShowReader Score: 9/10 - Vote Now
Platform: PS Vita / PS3 / PS4Votes for game: 31 - View All
MLB 15 The Show Videos
Member Comments
# 321 calripken8 @ 02/28/15 04:57 AM
you guys should update signature practice swings next year and allow 2 or 3 swings before pitch a lot of generic and wrong practice swings for guys
 
# 322 HozAndMoose @ 02/28/15 06:01 AM
Quote:
Originally Posted by Nwo4Life75
I have Kindle Fire HD and can't view the video. It's the only thing I have to watch it on. Amazon bought Twitch and I still can't watch it. It won't play. I don't know why it's doing this,unless I'm trying to view the live stream,which is no longer live. How do I go the archive of it? That's assuming they archived it on Twitch.
Fairly sure Kindle Fire has no flash player support. Would have to watch on YouTube or from twitch on a PC. YouTube link if you need it
 
# 323 Blzer @ 02/28/15 07:13 AM
Quote:
Originally Posted by P.A.D.
Yes but I'm willing to bet if you lower outfield grass friction, you'll also be turning hard hit, line drive singles into right fielders throwing runners out at first base.
I've listed the fixes/improvements that would need to be made to get it to work well. I think a lot of them need to be naturally done, though. Not so much: "How can we get more extra base hits from doubles?" Thinking in those terms will cause them to do things such as lowering RF arm speed on throws to first as they did in years past.

The first tweak, IMO, is pinching the corner outfielders closer to center field. They just hug the lines too much, even if by a few feet.
 
# 324 mlblover15 @ 02/28/15 07:57 AM
Quote:
Originally Posted by thaSLAB
I'm not 100% sure, but I'd suspect you have to use them in MLB15.
htcONE [M8] 5.0 | Tapatalk


Dude... that blows... i cant build my South Beach empire in the NL East with out my additional $250 Million dollars that the additional 12,000 stubs we get with the 10-year anniversary addition... because from what i saw in the previous feed the amounts of franchise funds have severely dropped from 20, 120, 250, to 4, 22, and 44 if memory serves correctly.

that willl hurt me drastically.. i was hoping to have a bank roll of $350 million to start my 15 run... now i will only have max if everything i think to be true about $150 Million.

that hurts.. biig time... my empire is crumbling before my eyes... i need to file or bankruptcy immediately...
 
# 325 mlblover15 @ 02/28/15 08:00 AM
Quote:
Originally Posted by calripken8
you guys should update signature practice swings next year and allow 2 or 3 swings before pitch a lot of generic and wrong practice swings for guys
might be a problem if they indeed implement a pitch clock into the works between the start of the off season next year adn start of ST for the MLB... just saying...
 
# 326 mlblover15 @ 02/28/15 08:02 AM
Quote:
Originally Posted by fairplayleagues
All these look like great additions just hoping all of the same features they did in franchise will all be included and work the same in "Online Franchise".
ive been on both here and TSN and there are some out there that believe that OLF is on its way out... it is just some peoples opinion due to lack of support for 14.. only the dev team knows for sure... just saying..
 
# 327 nemesis04 @ 02/28/15 09:53 AM
Quote:
Originally Posted by mlblover15
ive been on both here and TSN and there are some out there that believe that OLF is on its way out... it is just some peoples opinion due to lack of support for 14.. only the dev team knows for sure... just saying..
Online franchise was newly released in 14. That logic does not make sense to me.
 
# 328 countryboy @ 02/28/15 09:57 AM
quick question, not sure if CD guys will be able to answer.

During the All-Star Games, most notably the AAA and AA All Star Games, is there a way for you to be able to know which team a player is from?

Like say on the overlay that shows stats, it tells what team he is from?

I use the minor league all star games as a way to see which young prospects to target.
 
# 329 nemesis04 @ 02/28/15 09:57 AM
Quote:
Originally Posted by Blzer
I've listed the fixes/improvements that would need to be made to get it to work well. I think a lot of them need to be naturally done, though. Not so much: "How can we get more extra base hits from doubles?" Thinking in those terms will cause them to do things such as lowering RF arm speed on throws to first as they did in years past.

The first tweak, IMO, is pinching the corner outfielders closer to center field. They just hug the lines too much, even if by a few feet.
Pinching the corner fielders reduces your gappers. If you remember we played this chess game years back at CD.
 
# 330 Blzer @ 02/28/15 10:13 AM
Quote:
Originally Posted by nemesis04
Pinching the corner fielders reduces your gappers. If you remember we played this chess game years back at CD.
I don't remember the actual experimentation (and if you say you did it I believe you), but I have always understood that balls hit into the gap are not only faster via speed off the bat, but also stay in the air longer thus maintaining that high rate of velocity. There are just a lot more things in play here that are physics based which are either unaccounted for or not utilized in this game.

All I'm saying is I hope that fixing doubles is a result of naturally making the game more authentic on all levels of the physics being applied to the balls, ground, air, players, etc. and not little things like slowing down an outfielder's arm on this kind of play to remedy what is a worse situation already.

For example, one issue also has always been outfielders getting to balls too quickly to throw a runner out at home. A suggested issue is that the outfielders play too shallow, and the proposed fix is to back them up more by default. Someone might then jump in and say that there will be an issue of no balls going over outfielders' heads then, when really the reason for outfielders playing in might be to make that very thing happen. The actual fixes might be doing things such as: creating more line drive/fly ball types that have a heavier fall so they can get over their head or reducing outfielder speed going back on balls rather than going in or to the side.

I think not having an authentic broadcast camera hides our ability to compare the difference between something in this game versus real life to really pinpoint what the true issues are, but I believe they are all physics-based, and small tweaks will just create larger issues.

I mean take a look at this, this is A.J. Pierzynski batting on July 27th and he has eight home runs. I guess that means he's a little less than a rare home run guy, but he's not going to finish with 20 on said season.



Outfielders play back because it's easier to go in on a ball, and they cover the gaps because balls hit there will get by them more quickly than down the lines, and besides only a handful of players they understand that the most a player can get out of a hit down either line is a double. I don't have a statistic for this, but I'm willing to bet more triples are hit in power alleys.

I just think there is a lot to adjust with this game, and I think the fixes are being brought about backwards. What I mean by that is I think the issues were looked at, and then the question asked was, "How do we get more of this result without going for the complete overhaul?" and the fix was to move the outfielder positioning. Rather, if the time was there to make this happen, the optimal solution would be to place the outfielders were they are supposed to be, ask: "Now what needs to be completely overhauled to get desired results based on where they are at?" Basically, it's a calibration thing.
 
# 331 countryboy @ 02/28/15 10:23 AM
Quote:
Originally Posted by Blzer
I don't remember the actual experimentation (and if you say you did it I believe you), but I have always understood that balls hit into the gap are not only faster via speed off the bat, but also stay in the air longer thus maintaining that high rate of velocity. There are just a lot more things in play here that are physics based which are either unaccounted for or not utilized in this game.

All I'm saying is I hope that fixing doubles is a result of naturally making the game more authentic on all levels of the physics being applied to the balls, ground, air, players, etc. and not little things like slowing down an outfielder's arm on this kind of play to remedy what is a worse situation already.

For example, one issue also has always been outfielders getting to balls too quickly to throw a runner out at home. A suggested issue is that the outfielders play too shallow, and the proposed fix is to back them up more by default. Someone might then jump in and say that there will be an issue of no balls going over outfielders' heads then, when really the reason for outfielders playing in might be to make that very thing happen. The actual fixes might be doing things such as: creating more line drive/fly ball types that have a heavier fall so they can get over their head or reducing outfielder speed going back on balls rather than going in or to the side.

I think not having an authentic broadcast camera hides our ability to compare the difference between something in this game versus real life to really pinpoint what the true issues are, but I believe they are all physics-based, and small tweaks will just create larger issues.
Personally, I've always thought this issue was due to how the runners round the bases. If you watch, and either last year or year before was the worst, the runners will slow down in speed as they round bases. Its as though the change of direction when rounding the base, slows them down more than it should.

I think that baserunning is a key component to some of the issues people are having with both doubles, triples, and players getting thrown out at home. Not saying that the fielders, physics and other elements don't need to be addressed/fixed, just that in my opinion, baserunning has to be added to the equation.
 
# 332 Blzer @ 02/28/15 10:35 AM
Quote:
Originally Posted by countryboy
Personally, I've always thought this issue was due to how the runners round the bases. If you watch, and either last year or year before was the worst, the runners will slow down in speed as they round bases. Its as though the change of direction when rounding the base, slows them down more than it should.

I think that baserunning is a key component to some of the issues people are having with both doubles, triples, and players getting thrown out at home. Not saying that the fielders, physics and other elements don't need to be addressed/fixed, just that in my opinion, baserunning has to be added to the equation.
Oh, I definitely don't disagree with that. We had a nice thread about MLB 13: The Show on baserunners. I contributed probably a dozen posts to that thread, most substantially this one. That was a very bad issue that seems to have since been addressed.

But yeah, there is a lot more going on than the baserunning that would need to actually be looked at, and I think one fix fixes all, if you know what I'm saying. Instead of looking at the desired results, they really just have to look at how physics take course in this game in reality. I mean obviously they do, which is why we always get updated ball physics (and I'll never understand what happened in MLB 10 with those wonky physics).
 
# 333 Jr. @ 02/28/15 10:42 AM
Quote:
Originally Posted by Blzer
Outfielders play back because it's easier to go in on a ball, and they cover the gaps because balls hit there will get by them more quickly than down the lines, and besides only a handful of players they understand that the most a player can get out of a hit down either line is a double. I don't have a statistic for this, but I'm willing to bet more triples are hit in power alleys.

I just think there is a lot to adjust with this game, and I think the fixes are being brought about backwards. What I mean by that is I think the issues were looked at, and then the question asked was, "How do we get more of this result without going for the complete overhaul?" and the fix was to move the outfielder positioning. Rather, if the time was there to make this happen, the optimal solution would be to place the outfielders were they are supposed to be, ask: "Now what needs to be completely overhauled to get desired results based on where they are at?" Basically, it's a calibration thing.
This point really depends on the field layout. But a ball down the RF line is probably more likely to turn into a triple than a ball in either gap, unless its a deep gap (like in Houston, Arizona, or Colorado, for instance). But I completely agree with your ultimate point that it seems like results are trying to be achieved around the limitations, rather than fixing the overlying issues.

Quote:
Originally Posted by countryboy
Personally, I've always thought this issue was due to how the runners round the bases. If you watch, and either last year or year before was the worst, the runners will slow down in speed as they round bases. Its as though the change of direction when rounding the base, slows them down more than it should.

I think that baserunning is a key component to some of the issues people are having with both doubles, triples, and players getting thrown out at home. Not saying that the fielders, physics and other elements don't need to be addressed/fixed, just that in my opinion, baserunning has to be added to the equation.
I agree it's partly how baserunners round bases, especially 3rd base. I would love to see deeper leads (more toward the OF) with 2 outs in order to cut down the angle and take a more direct route to home plate.

but the OFers are also too aggressive coming in on balls on the ground in the OF. They don't really break down and come in at full speed. In real life, it's rare that an OF is going to sprint full speed and maintain that speed as he fields a ball on the ground.

I also think the OF is too small compared to the players' size and stride length when running, but that's just speculation on my part.
 
# 334 Blzer @ 02/28/15 10:56 AM
Quote:
Originally Posted by Jr.
This point really depends on the field layout. But a ball down the RF line is probably more likely to turn into a triple than a ball in either gap, unless its a deep gap (like in Houston, Arizona, or Colorado, for instance). But I completely agree with your ultimate point that it seems like results are trying to be achieved around the limitations, rather than fixing the overlying issues.
Absolutely, and I mean I understand that the game doesn't account for the stadium they are in. For instance, if you play at Polo Grounds you aren't going to see the outfielder strategically shy away from the lines and cover the power alleys, meanwhile at Wrigley you aren't going to see the RF line hugged more with power lefties (then again, they are probably right at where they need to be right now anyway ).

Quote:
I agree it's partly how baserunners round bases, especially 3rd base. I would love to see deeper leads (more toward the OF) with 2 outs in order to cut down the angle and take a more direct route to home plate.
QFT. I know for certain I mentioned this in the "rounding third" thread.

Quote:
but the OFers are also too aggressive coming in on balls on the ground in the OF. They don't really break down and come in at full speed. In real life, it's rare that an OF is going to sprint full speed and maintain that speed as he fields a ball on the ground.
Honestly, this is it more than anything else. Players rarely, rarely are seen sprinting upon fielding a ball on the ground. Anybody, go outside right now and try to play head-on with a ball coming on the ground at 50 MPH while you're sprinting. Heck, try it in the air. Your amount of control, precision, and everything else is very hard to get right in this situation. It just doesn't work.

The game obviously doesn't need to account for this because you can still "catch" a ball at these speeds until the next animation kicks in, which is why I'm always for a sprint button and even a... not a jog button, but like a controlled run modifier (like setting up under a fly ball or behind a base hit).

The final thing of course, as I have mentioned in the past, is introducing a momentum system. In this game, you can cut the ball right off no matter which direction you're going, and the consequences for your throwing power or timing will not much be affected. In real life, you want to get your body geared toward the place you're going to throw the ball to. So if I'm in RF and a base hit comes to me, cutting the ball off running to my left will not help me get an outfielder out at home any time soon. I'll have to take a deep angle, get around it, and start coming in toward the ball so my momentum can take my throw that way. Same with... you guessed it... balls hit down the lines and the way they take their deep angles.

Quote:
I also think the OF is too small compared to the players' size and stride length when running, but that's just speculation on my part.
Sometimes it really does feel that way. Like, maybe they need to take an inch off their bodies or something. But hey, that's one important inch! Maybe their strides are too long, as you said. I'm not saying they accelerate too quickly, but their amount of coverage is astounding. Thankfully we have sliders to help a bit, but I don't know if, once again, minor tweaks address the overall bigger concerns.
 
# 335 LastActionHero @ 02/28/15 12:00 PM
Great stream, lots of info and just great fun to watch these guys having so much fun playing the game. This passion is a big factor for why this game is one of the best sport titles out there.

Ok so now I really hope the next stream is about stadiums/graphics.
 
# 336 Will I Am @ 02/28/15 12:01 PM
Nice posts Blzer.

I say give us a hustle button, similar to pys. Gives just a slight boost in speed that turns outs into close call doubles and triples. I know it sounds arcadey but it actually works pretty well and it also gives the user more input. Just a thought.
 
# 337 Blzer @ 02/28/15 01:14 PM
Quote:
Originally Posted by Go Yankees
I thought they added a hustle button for defenders this year?
Did they? I'd love that!

Should come with some heavy sacrifices, though. Can't catch a ground ball while sprinting really, only be able to on/slide/fall on it. Also tracking a fly ball should make that landing target bigger or "bouncy" (depending on how they would want to create that system).

Actually, speaking of which line drives should have a bigger landing target, at least in terms of "is it going over my head or not?" kind of stuff.
 
# 338 nemesis04 @ 02/28/15 01:15 PM
Quote:
Originally Posted by Go Yankees
I thought they added a hustle button for defenders this year?
There is no hustle button.
 
# 339 Blzer @ 02/28/15 02:30 PM
Quote:
Originally Posted by P.A.D.
Just looking at that picture last page of the White Sox, the outfield is VAST! In my opinion, the reason for the down the line issues and the gapper issues and the balls over the outfielders head issue are all because the outfield simply isn't big enough. In real baseball, outfields seem cavernous. In the show, outfields are simply too easy to cover. But making every single outfield bigger seems like an unrealistic and resource-intensive fix.
Well, technically they are more than likely proportionately accurate with the infield. That's probably the easiest thing for them to be able to replicate. But yes, in terms of outfield coverage, it is much harder to make happen than games make it seem. I think as Jr. initially stated, they can just get into deer-like strides way too easily. There are only so many players who can "close gaps" like that, and when they do it's normally on fly balls. On ground balls, they will approach slowly and behind the ball, more focused on how to get the ball in rather than how to catch it. The Show gets to disregard this because any physics systems that apply will let you go straight to it and get it in without any repercussion. I mean I can't blame them, I think every baseball game is like this. The Show doesn't have quite the remedies that other games have apparently, though.

I mean the perfect example of The Show having something wrong is on base hits in general. There are times when the ball is already caught by the cutoff guy and your batter-runner has to do that slight round-around first kind of thing. Normally they should be already heading back to the bag as the cutoff man is receiving the ball.
 
# 340 nomo17k @ 02/28/15 03:03 PM
Quote:
Originally Posted by seanjeezy
There are a few culprits - Batted balls down the line have little to no slice, the playing surface has excessive friction, and balls are not hit as hard as in real life.

I remember a few years ago there was a presentation package centered around batted ball velocity and Karros would wet his pants over a 100 MPH line drive... when guys are routinely hitting 110+ MPH HRs in real life. If a guy can hit a homerun that goes 110 MPH, then surely he can hit a line drive 120 MPH. One solution should be upping the power slider, but then you get too many homeruns.


In talking to the B. Ma, he did mention that he obtained an updated batted-ball tracking results and he made some adjustments according to the data. While things were not that off (and you really cannot guarantee totally realistic results when the gamer controls players), it's nice to hear that adjustments like that are always being made. Given that MLB is accumulating so much data and SCEA has tons more data now (much of which I believe they haven't started utilizing), I only expect things to improve further in this type of things.

Now, that discussion was about hit types (basically initial trajectory of batted ball) and not what happens the rest of the ball physics, but in general I agree there are still improvements that can be made, in particular how the ball interacts with various surfaces. The ball stops slicing after the first contact with an object one of them.



In terms of outfielder mechanics, in addition to things Blzr has mentioned, I actually want to see a proper momentum system implemented for players. One of the major reasons why the kind of "uncertainties" that Blzr mentions needs to be factored in when you play an outfield position is that because of momentum, in real life you cannot suddenly change your course when approaching a ball. That makes outfielders play on a safer side for a lot of plays, like not trying to go directly to the ball, dive to catch it, but instead stay back or even retreat and then try to approach the ball so that he can make plays in front of him. Doing so requires the fielder to "naturally" take the curved path toward the ball... because you just cannot go 90 degrees to your side while you are running like you can with players in the game.

To some extent the new curved routing to the ball solves this issue, but that mechanics only applies to CPU fielders, and not to user-controlled fielders.

I think it would be nice to see a kind of momentum system that we see in FIFA for example, where you have to feel the mass and speed of your body all the time when you try to change your direction. In The Show, the momentum really kicks in only when you tries to go in the opposite direction. That's actually not how the real physics works.
 


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