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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
# 341 Cavicchi @ 02/28/15 02:08 PM
Has something changed with regard to the age of players? I noticed Kershaw was 27 years old in the video for 2015 Franchise. In The Show 14 Franchise, Kershaw was 25 in 2014 and 26 in 2015.
 
# 342 nemesis04 @ 02/28/15 02:17 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.
I doubt we'll see larger outfields. I has been confirmed by the developers quite a few times that things are to scale and I don't think that is the real issue. To me there are a few contributing factors giving you the impression the outfields play small in the game: fielder reaction time, max sprint speed and ball hang time. You are definitely going to see some improvements with this in 15 with the reduced speed. The outfields will feel bigger and with the speed slider guys will probably try to slow things down further.

Also, I think having the ability to move the outfielders individually as opposed to one core group could help things also but I know overall game balance comes into to play with this.
 
# 343 WaitTilNextYear @ 02/28/15 02:24 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.
Quote:
Originally Posted by nomo17k
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.
I think that SCEA's adding a separate slider for outfielders will go a long way toward allowing the end user to "fix" the issues of fielding in the OF. I am looking forward to playing around with it and slowing OF'ers down (w/o crippling INF defense) so that balls can finally get to the wall down the lines on sharply hit grounders.
 
# 344 thaSLAB @ 02/28/15 03:45 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.
Are you talking about physically too small, or they "play too small"?

Physically, they are the right size, in relation to player models. I know because I've check in the past (at CD), using a player T-model with a 6 foot wingspan lined up, as a measuring stick.

I think the camera zoom depths more than anything, create an illusion, throwing off your spatial perception.

htcONE [M8] 5.0 | Tapatalk
 
# 345 seanjeezy @ 02/28/15 04:27 PM
Chris mentioned some tweaks to the outfielder route logic in the first stream and I think we saw a couple examples of more conservative route running, or players misplaying hard hit balls. In '14 and years past, the CPU would take highly aggressive routes to hard hit balls instead of trying to cut the ball off at a point like in real life. Combo this with a reduction in friction and an increase in batted ball speed, you get shots down the line, gappers, bloop doubles, etc.

Nomo I have a question for you - will a perfect timing, perfect contact groundball have the same exit speed as a line drive or a flyball? Is there a possibility the game sees groundballs as a weaker hit type and are therefore not hit as hard?

I posted the statcast video of Panik's double play in another thread (I think it was the WAR one), it says the groundball Hosmer hit had an exit velocity of 106.1 MPH, which if he had hit in the air, would have enough velocity to make it over the fence.
 
# 346 Blzer @ 02/28/15 04:51 PM
Quote:
Originally Posted by seanjeezy
Nomo I have a question for you - will a perfect timing, perfect contact groundball have the same exit speed as a line drive or a flyball? Is there a possibility the game sees groundballs as a weaker hit type and are therefore not hit as hard?

I posted the statcast video of Panik's double play in another thread (I think it was the WAR one), it says the groundball Hosmer hit had an exit velocity of 106.1 MPH, which if he had hit in the air, would have enough velocity to make it over the fence.
This may be the case for the game, but there's something else that's a little more different for the game that does not differentiate itself like real life:

What is the difference between a ground ball up the middle and a ground ball down the line? Grass and dirt. Ball will maintain its speed down the line, even for one or two bounces more, than it will on any grass, even in Arizona.

Anyway, I don't have much to go on so somebody was referring to gameplay videos of 15, here is the segment when they kept hitting the ball down the line. This is right off the bat, so Puig hasn't yet moved:





Compared to that of the US Cellular Field shot (and keep in mind, Pierzynski is a pull-happy lefty), it really is simple: of the reasons we can't get doubles down the line, it's primarily because they are too close to the line and shallow enough to not only still cut it off, but cut it off early. Re-positioning would be the first step to then go to the second step of, "What else are we missing physics-wise?"





Even though the beginning of this talk was probably based on the gameplay portions within the stream, I really should stick to the topic though on franchise (now that I realize what thread I'm in haha), and that I will.

I wanted to ask this before, actually. It looks like things carry over well from franchise that we can use, such as the rewards and everything else. But what happens when they put in some advanced stats such as what team players previously played for, or when they received an MVP? Will previous games somehow have that saved on file that that can carry over in franchise? Or will those years show up with blank data? Just an interesting thought.
 
# 347 Heroesandvillains @ 02/28/15 04:53 PM
Quote:
Originally Posted by countryboy
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.
Excellent question.

If possible, I'd love for them put the MLB affiliate near the MiLB logo. Whether that be the MLB logo itself or even just the MLB team's name written in text.

When I get to the AA and AAA AS games and see a bumblebee logo only, I personally have no idea which MLB team he's affiliated with. LOL!
 
# 348 nomo17k @ 02/28/15 07:33 PM
Quote:
Originally Posted by seanjeezy
...

Nomo I have a question for you - will a perfect timing, perfect contact groundball have the same exit speed as a line drive or a flyball? Is there a possibility the game sees groundballs as a weaker hit type and are therefore not hit as hard?

I posted the statcast video of Panik's double play in another thread (I think it was the WAR one), it says the groundball Hosmer hit had an exit velocity of 106.1 MPH, which if he had hit in the air, would have enough velocity to make it over the fence.
I mean, there are enough hard hit grounders already in the game that I don't see that should be a concern (i.e., not all grounders are weakly hit in the game). Besides, the game (to my knowledge) doesn't decides hit type based on clear categorization like pop-up, fly ball, line drive, grounder, chopper, etc. They are categorized as such *after the fact* based on how fast and which direction the batted ball goes based on the quality of contact made, so it's not like the game is doing "okay, it's time to generate a grounder, so which one among the grounder trajectories should I choose for this one..." type of thing. I think the game generates a ball trajectory from a wide and continuum spectrum of possible hit types already... so something like 100+ mph grounder I don't think is prevented from happening per se.
 
# 349 nomo17k @ 02/28/15 07:48 PM
Quote:
Originally Posted by Blzer
...

I wanted to ask this before, actually. It looks like things carry over well from franchise that we can use, such as the rewards and everything else. But what happens when they put in some advanced stats such as what team players previously played for, or when they received an MVP? Will previous games somehow have that saved on file that that can carry over in franchise? Or will those years show up with blank data? Just an interesting thought.
In fact, I think this is one of the primary concerns among people who think carry-over save is not generally a good idea for a game like this...

(1) Not many games have done this very well before, which means it is not a trivial task.

(2) Might make adding "breaking" changes harder to incorporate to new games, making the devs reluctant to make improvements that could break the ease of carry-over save.

(3) Some people don't see the appeal of playing season/franchise/RTTS modes being surrounded by generated players (others disagree of course).

(4) What is it that we really want to carry over? Is it necessary that the whole thing carries over, when a sport game franchise is always pressured and expected to add shiny new features every fukcing year, but doing so might actually make it harder for carry-over save to work? Even if we cannot carry over the whole thing, shouldn't it be enough if we can carry over parts of previous game to at least have the feeling of continuation?

I personally think the jury is still out as to what the future holds for the carry-over save feature. I like very much having the option of carry-over saves, but only if that doesn't hinder the process of improving the game itself, which is always under heavy pressure to produce every year.

To the credit to the devs, the feature at the current state worked very well at CD. I tried a few different save files that I've brought from home and it worked like a charm.
 
# 350 garyjr33 @ 02/28/15 10:31 PM
Quote:
Originally Posted by og236
Easiest way to help from getting some guys traded would be some sort of "team loyalty" rating to each player. For example, Derek Jeter would've had a 99 compared to a let's say Stephen Drew, who would have a 50(default). We could edit the numbers to our liking, & basically anyone with a 99 would never get traded.


Sent from my iPhone using Tapatalk
Interesting idea. I kind of like it.
 
# 351 feztonio @ 03/01/15 08:30 AM
Did they improve a Computer-controlled team in franchise mode from throwing players onto the Trade Block 4 or 5 weeks into the beginning of year one of a new franchise, that teams would never ever trade block? the new franchise I just started after updating all the rosters to 2015 spring training (hey - i get bored waiting for a new season), and by mid-may Toronto trade block'd SP-Sanchez, and LAD trade block'd Joc Pederson, BAL trade block'd Kevin Gausman, and WASH trade block'd Max Scherzer. this would obviously never happen in a billion years in actual real life. so does 2015 have any improved logic in this regard or will i have to disable computer trades to prevent a 2015 Franchise mode from looking like fantasy baseball by the end of the 1st season?
 
# 352 MauerMorneau09 @ 03/01/15 10:13 AM
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.
One thing I think about when I hear the whole batted balls down the line is Michael Cuddyer's triple to cap off the cycle in '09. (Although it's somewhat more of a blooper, down the line nonetheless.)

 
# 353 Brandwin @ 03/02/15 03:36 PM
I am sure it's been answered, but are roster files able to be moved over so the guys don't have to work from scratch creating new ones?
 
# 354 sink4ever @ 03/02/15 03:42 PM
Quote:
Originally Posted by Brandwin
I am sure it's been answered, but are roster files able to be moved over so the guys don't have to work from scratch creating new ones?
Not yet, but I believe they're going to try to get that in next year.
 
# 355 seanjeezy @ 03/02/15 03:43 PM
Quote:
Originally Posted by Brandwin
I am sure it's been answered, but are roster files able to be moved over so the guys don't have to work from scratch creating new ones?
Not for '15, its been mentioned as something potentially for '16 though.
 
# 356 zbundy3 @ 03/02/15 04:33 PM
Quote:
Originally Posted by CubFan23
Yes there is, go to the Manage roster screen and you'll see the teams strategy in the upper right. you can cycle through all the teams

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Does anyone know if this changes for certain teams throughout the franchise? Say Miami starts out the franchise in rebuilding mode can they switch to a team making a playoff push?
 
# 357 HozAndMoose @ 03/02/15 04:46 PM
Quote:
Originally Posted by zbundy3
Does anyone know if this changes for certain teams throughout the franchise? Say Miami starts out the franchise in rebuilding mode can they switch to a team making a playoff push?
Yes they can. It might even change during a season. Not 100% sure on that though.
 
# 358 Russell_SCEA @ 03/02/15 04:57 PM
Quote:
Originally Posted by HozAndMoose
Yes they can. It might even change during a season. Not 100% sure on that though.
They change
 


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