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MLB 15 The Show News Post


MLB 15 The Show patch 1.02 is available now for both PlayStation 3 and PlayStation 4 consoles. Play a few games and let us know what you are seeing.

Check out the details below.
  • Online Gameplay – Game would occasionally hang following an Intentional Walk, a regular Base on Balls, a Hit by Pitch, or a Balk.
  • General – Batters would strikeout on the second strike when the performed certain check swings at pitches in the dirt.
  • Franchise mode – Edit Player screen was limiting users from editing generated players, and players on certain teams.
  • General – Specific home runs would result in a baserunner staying on 1st base, and not score correctly.
  • Online Franchise - Injuries were not occurring during Online Franchise games.
  • Online Gameplay – Guessing Pitches had a delay and users would occasionally fail to guess Location and Pitch Type when offering input quickly.
  • Online – Within Game Rooms, users were missing their rank logos that distinguished them as Rookie, Veteran, All-Star, Hall of Fame, or Legend rank.
  • Online – Play Now Rated and Diamond Dynasty – Home and Away team assignment was not random, resulting in some users always being the home team, or always the away team.
  • Online – Play Now Online rated – Controlling the KC Royals, user would be given control of the ace pitcher (Ventura) no matter who was chosen to be the starting pitcher in the Pitcher Select screen.
  • Card Collections – Redeem Legend button was missing after completing a collection.
  • General - CPU runners were not using correct lead off logic.
  • General – Specific edited rosters would cause the game to crash when loading into a Road To The Show Showcase game.
  • General – Andrew McCutchen’s hair has been adjusted – We gave him a haircut to match his current appearance.
  • General – Wrigley Field had some collision/Home Run detection issues. Certain foul balls were being counted as Home Runs down the 1st base line.
  • General – Sounds of the Show issues have been resolved. Custom music was not being saved correctly where users intended them to.
  • General – Public Announcer audio was frequently incorrect (announcing the wrong name) during the end of game wrap up and also when bringing relief pitchers into the game.
  • General – Highlight Reel was added back into post game menus, by popular demand!
  • General – Tweaking and refining of in game sound effects.
  • General – Front End User Interface tweaking. Team colors on User’s Player Card.
  • General – Tuning to trade logic, specifically how the CPU traded with other CPU teams in Franchise and Season modes.
  • General – Baserunning/Lead Runner windows were missing from Manager Mode.
  • General - Players will now wear sleeves when the game is played at lower temperatures.
  • General – Fixed many occurrences of consumer reported crashes, reported to us through the PS4 operating system crash reporting tool. Areas that encountered these rare crashes included: Exiting Amateur Draft in Franchise mode / Entering Diamond Dynasty / During initial boot-up / Using the Suggested Trade feature in Franchise mode / Specific in game scenarios.
  • Community Market – Changing pages in the marketplace completed order now works.
  • Gameplay – Animation clean up and tuning.
  • Gameplay – Adjustments to tagging sliding baserunners.
  • AI tuning – Bunt success rate was incorrect/too successful and accurate.
  • Year to Year Saves modifications – Properly handling a small batch of players who were not in the league in MLB 14, and how they transfer over to MLB 15.

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
# 501 bcruise @ 05/07/15 05:41 PM
Quote:
Originally Posted by Heroesandvillains
Don't start over just yet.

Tbarnes seems to be testing whether or not this is actually an issue with how the game is treating 30-team/Single-team trading.

If what Bcruise posted is consistent, and the issue is that 30-team only is broken, then maybe...just MAYBE...SCEA can isolate the cause and fix it.

Let's see if that's what's going on here first.
Yeah, those are my thoughts exactly - a fix to something involving 30-team doesn't need to include a trade logic change. I'm interested to see the results he gets now that this is out there - I'm pretty certain no one has been able to claim 23 trades in a season post-patch until now. At least that first sim he did with the live roster (22 trades) tells me this wasn't some isolated occurence with my game.
 
# 502 tabarnes19_SDS @ 05/07/15 05:43 PM
Here is a 30 team control using the latest rosters. There were 14 total trades. Many times there are fewer.

http://youtu.be/-ttl2Y_mU3w

bcruise by you simming spring training have you checked the injuries? Teams fill injuries with trades.

Even using single team control the most trades I have gotten has been 22 using default, live and custom. Most times they are between 14-18 trades. I skip spring training.
 
# 503 Heroesandvillains @ 05/07/15 05:43 PM
Quote:
Originally Posted by PhilliesFan13
Ok, thanks for the tip.

I am doing 30-team control but am only using the Phillies. I have the 29 other teams set to a CPU profile I made. I even tried switching that profile to see if it does anything. It was still the same. Only 4 trades and all in July.
Me too and I see the same stuff. This why I was saying earlier that I was surprised that only me and tbarnes (and a couple others) seemed to even notice this issue. But I guess it shouldn't surprise me, really. Most people haven't gotten far enough in their Franchise to notice it.

Like I said, this literally kills the mode for me. Fingers crossed that the problem can get isolated and patched. Or worst case, that single team control ends up working fine so I'd just end up doing that instead.
 
# 504 Heroesandvillains @ 05/07/15 05:45 PM
Quote:
Originally Posted by tabarnes19
Here is a 30 team control using the latest rosters. There were 14 total trades. Many times there are fewer.

http://youtu.be/-ttl2Y_mU3w

bcruise by you simming spring training have you checked the injuries? Teams fill injuries with trades.

Even using single team control the most trades I have gotten has been 22 using default, live and custom.
How's the quality of the trading, though? Is it better than what we were seeing in 30-team (meaning have you noticed any logic improvements in single-team)?
 
# 505 tabarnes19_SDS @ 05/07/15 05:51 PM
Quote:
Originally Posted by PhilliesFan13
I just started a new Franchise as a test. The only different thing I did compared to my current Franchise is put instant trades to on. Started simming and saw 3 trades in April, 2 trades in May, 2 trades in June, 4 trades in July, and 2 trades in August. Still not a ton, but better.
Instant trades will give you more if you are using 30 team control. I averaged between 4-12 trades without instant trades post patch and 12-21 with instant trades.

Pre-patch I was getting between 18-28 trades.
 
# 506 bcruise @ 05/07/15 05:55 PM
Quote:
Originally Posted by tabarnes19
Here is a 30 team control using the latest rosters. There were 14 total trades. Many times there are fewer.

http://youtu.be/-ttl2Y_mU3w

bcruise by you simming spring training have you checked the injuries? Teams fill injuries with trades.

Even using single team control the most trades I have gotten has been 22 using default, live and custom.
Not while I was simming - the only thing I was interested in was the number of trades. I still have the save file and injury log from that sim, but it only goes back to late June. No shortage of DL stints in that time period, I can say that much.

I can try to do this more later tonight, but I have to get ready for work soon.
 
# 507 thaSLAB @ 05/07/15 06:00 PM
Are these all 'new' franchises? Meaning not carry-over from MLB 14?

htcONE [M8] 5.0 | Tapatalk
 
# 508 bcruise @ 05/07/15 06:01 PM
Quote:
Originally Posted by thaSLAB
Are these all 'new' franchises? Meaning not carry-over from MLB 14?

htcONE [M8] 5.0 | Tapatalk
Mine are new. Just rapid-firing them this afternoon.
 
# 509 tabarnes19_SDS @ 05/07/15 06:26 PM
Quote:
Originally Posted by thaSLAB
Are these all 'new' franchises? Meaning not carry-over from MLB 14?

htcONE [M8] 5.0 | Tapatalk
Yeah. The ones I tested before of carryover, knight did as well, if you had 30 team control and trades set to delay had very few trades.
(That was prepatch as well)

Post patch the frequency is reduced. I assume due to the tweaks in who is placed on the trade block. Fewer players are on the trade block especially for rebuild teams.
 
# 510 Armor and Sword @ 05/08/15 08:13 AM
Quote:
Originally Posted by Russell_SCEA
We won't be altering the trade logic in any future patches.

Ok. The logic is great....it is just the trade frequency seems to have been nipped a lot with 30 team control (29 teams all actions set to auto).

It is what it is.


Thanks for getting back to us on this.

I will figure out a cool and fun method (house rule) to up the activity with 30 team control and share it in my slider thread.
 
# 511 tabarnes19_SDS @ 05/08/15 08:17 AM
Quote:
Originally Posted by Armor and Sword
Ok. The logic is great....it is just the trade frequency seems to have been nipped a lot with 30 team control (29 teams all actions set to auto).



It is what it is.





Thanks for getting back to us on this.



I will figure out a cool and fun method (house rule) to up the activity with 30 team control and share it in my slider thread.

I have been taking teams in July that are deemed rebuild and using trade finder for their most likely trade chips.

1. I take the best trade for them
2. Must be traded to a playoff push team


Sent from my iPad using Tapatalk
 
# 512 Armor and Sword @ 05/08/15 08:22 AM
Quote:
Originally Posted by tabarnes19
I have been taking teams in July that are deemed rebuild and using trade finder for their most likely trade chips.

1. I take the best trade for them
2. Must be traded to a playoff push team


Sent from my iPad using Tapatalk
Exactly. I will use the trade finder as well and then if there are multiple offers for the same player I will use the random number method to determine which deal the team takes.

It's an easy work around and takes minutes to do before the trade deadline.

Again the logic tuning is really good. Hopefully for 16 the frequency for 30 team control is tuned back to pre patch as well.
 
# 513 tabarnes19_SDS @ 05/08/15 08:26 AM
Teams trade players on the trade block as well. I have not found a way to keep them on it yet. When I get time this weekend I'm going to try a few things to put players on the block and see how to keep them there without the CPU pulling them.

I'm also going to up the injury slider, sim spring training and see why there usually is A couple more trades using default rosters instead of custom. Not sure if it has to do with players in the minors being rated higher than the default.


Sent from my iPad using Tapatalk
 
# 514 sink4ever @ 05/08/15 08:40 AM
Quote:
Originally Posted by tabarnes19
Teams trade players on the trade block as well. I have not found a way to keep them on it yet. When I get time this weekend I'm going to try a few things to put players on the block and see how to keep them there without the CPU pulling them.

I'm also going to up the injury slider, sim spring training and see why there usually is A couple more trades using default rosters instead of custom. Not sure if it has to do with players in the minors being rated higher than the default.


Sent from my iPad using Tapatalk
I had meant to ask you if you had tried manually putting guys on the trade block for CPU teams. It's interesting that the CPU will take them off, I'll try to do some testing this weekend on that as well.
 
# 515 tabarnes19_SDS @ 05/08/15 09:11 AM
Quote:
Originally Posted by sink4ever
I had meant to ask you if you had tried manually putting guys on the trade block for CPU teams. It's interesting that the CPU will take them off, I'll try to do some testing this weekend on that as well.
I'm not sure why they pull them. sometimes they stay on for a week others they are off the next day. I get frustrated that teams in rebuild mode don't put vets on the trade block. Pre patch players like Utley would be on the block and get traded.
 
# 516 Marcus @ 05/08/15 11:28 AM
So...Trade frequency works fine controlling one team but is greatly reduced controlling all 30 teams? Do rebuilding teams still make trades with contenders on single team control?
 
# 517 Threeebs @ 05/08/15 11:42 AM
Quote:
Originally Posted by tabarnes19
I'm not sure why they pull them. sometimes they stay on for a week others they are off the next day. I get frustrated that teams in rebuild mode don't put vets on the trade block. Pre patch players like Utley would be on the block and get traded.
Maybe should have asked Ramone if they could tune the trade block to how it's worked in previous iterations? That sounds like the problem more than anything.

Also are the trades still being proposed between teams with trade delay on and just not being accepted by the team receiving the offer as frequently? 'Cause if that's the case then at the very least with 30 team control I can analyze the offer and accept it on the receiving team's behalf to up trade numbers...
 
# 518 tabarnes19_SDS @ 05/08/15 12:10 PM
Quote:
Originally Posted by Marcus
So...Trade frequency works fine controlling one team but is greatly reduced controlling all 30 teams? Do rebuilding teams still make trades with contenders on single team control?
I didn't notice a huge difference. It depends on the sim and injuries that occured and the roster used. In the tests I used I had as few as 12 trades in a season and as many as 22. There should be 20-30 trades in a "virtual" baseball world since there are MANY MANY more in MLB.



Quote:
Originally Posted by Threeebs
Maybe should have asked Ramone if they could tune the trade block to how it's worked in previous iterations? That sounds like the problem more than anything.

Also are the trades still being proposed between teams with trade delay on and just not being accepted by the team receiving the offer as frequently? 'Cause if that's the case then at the very least with 30 team control I can analyze the offer and accept it on the receiving team's behalf to up trade numbers...
Trades are proposed, but teams pull them for whatever reason. If you kept an eye every day and accept or decline them probably would get similar results to instant trades.

I think the trade block was a change made to tune the logic so I assume it was intentional. I think the quality of the trades has been drastically improved. I don't see the Tanaka for Kershaw straight up trades anymore. If a big name is traded then it is usually a 2 or 3 for one.

My only complaint I have on the system is that teams don't seem to trade for improvement or deal from strength. An example was pre-patch people complained that Dioneer Navarro would be traded. I thought that was realistic and made sense. You had two starting level catchers and deal from strength to fill another hole. That trade has NOT happened post patch. I don't see teams going and getting that big piece.

I think there are some workarounds I'll use. This game is fabulous and I play it to death. It is easily the best game out there for any genre for me. I always have some workarounds that make it more enjoyable. Last year I manually renewed all A potential players so they didn't sign cheap long term deals. I still sim to the last day of the exclusive period to have more players hit the market.

I am really thankful we have a solid development team that communicates and accepts feedback and improves each year!
 
# 519 redsoxfan31 @ 05/08/15 12:15 PM
is this the thread to post in to find out some info about the draft bug? I have experienced it a couple times that I can remember, on one occasion when it came to draft day it just froze on that screen and I couldn't enter the draft and on another occasion I went into the draft and the first overall pick belonged to a AAA team and then the rest were Orioles picks. I know this has been posted about elsewhere but I just wanted to see if the cause of this was known and/or if it is going to be patched. Thanks for any help
 
# 520 QuestGAV @ 05/08/15 12:25 PM
Quote:
Originally Posted by Woodweaver
Yeah, that's the one I was talking about. Is that different than the freeze about which Ramone was writing?
Just to clarify, are you thinking you squashed this in 1.02 or you have a fix in the works for next patch? If you think it's already squashed then definitely not. It's still reproducible 100% of the time under multiple setup configurations in 1.02 with this file:

File name
SBFM(OS) version1.0

Psn
Onebase24

There have been other roster files it occurs some percentage of the time but that's the only one I'm aware of hard crashing 100% of the time.
 


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