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MLB The Show 16 News Post


GameInformer has posted a new MLB The Show 16 video with Ramone Russell. They discuss many of the new features in the game, including franchise, player morale and much more. Check it out and post your thoughts!

Thanks for the tip, Grant Thomas!

Game: MLB The Show 16Reader Score: 8/10 - Vote Now
Platform: PS3 / PS4Votes for game: 23 - View All
MLB The Show 16 Videos
Member Comments
# 121 tabarnes19_SDS @ 02/21/16 07:41 PM
Quote:
Originally Posted by og236
Jason Heyward (your "hypothetical" example)

I cracked the code Lol

I'll answer by saying he doesn't get the same contract in The Show as real life


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The point I am making is even real baseball uses projections and "potential" as a basis for contracts.

I would like to see stats weighted a little more heavily in the Show for contracts. I've been asking for that for awhile, but last time I'm going to comment...

What I am afraid of is everyone calling out for stat based progression or "xp" stye progression which I feel is unrealistic. (Reason I have stopped playing football)

We are making the chicken before the egg argument. Stats do not drive a player to get physically better, it's skills that improve which result in better performance. This is built into the Show already to some degree. Look at how many players change potential.

Now if there were a confidence rating...then that would be ideal for stats to heavily influence since I do believe confidence contributes to the growth of an athlete.

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# 122 MrOldboy @ 02/21/16 07:52 PM
Quote:
Originally Posted by tabarnes19
The point I am making is even real baseball uses projections and "potential" as a basis for contracts.

I would like to see stats weighted a little more heavily in the Show for contracts. I've been asking for that for awhile, but last time I'm going to comment...

What I am afraid of is everyone calling out for stat based progression or "xp" stye progression which I feel is unrealistic. (Reason I have stopped playing football)

We are making the chicken before the egg argument. Stats do not drive a player to get physically better, it's skills that improve which result in better performance. This is built into the Show already to some degree. Look at how many players change potential.

Now if there were a confidence rating...then that would be ideal for stats to heavily influence since I do believe confidence contributes to the growth of an athlete.

Sent from my SAMSUNG-SM-N920A using Tapatalk
I don't think anyone is making this argument really. It appears unrealistic that a player can progress while performing poorly and a player can regress while performing well. It is that appearance that is driving the whole "stats affect progression" argument.

Is it realistic that a player's power increases because he hit 25 home runs when his rating indicates he should have hit 10? No, But neither is having the game see that player as a 10 HR power threat. There needs to be a balance between what you are arguing for and what others are. And it all hinges on how the game's AI evaluates and uses players. Because the game looks at the ratings so heavily that is why people look at the ratings as not the players physical skills, but basically a scouting report. That is basically what the game is using them for when it makes evaluations. Like someone mentioned player skill and scouting (AI evaluation) need to be separate things. I think then everyone can have what they like.
 
# 123 Russell_SCEA @ 02/21/16 08:30 PM
So many back seat game designers in this thread opc orn:
 
# 124 WaitTilNextYear @ 02/21/16 09:04 PM
Quote:
Originally Posted by Russell_SCEA
So many back seat game designers in this thread opc orn:
So, Luis is taking notes??
 
# 125 MrOldboy @ 02/21/16 09:04 PM
Quote:
Originally Posted by Russell_SCEA
So many back seat game designers in this thread opc orn:
That's what happens when you introduce new things and we get scared.
 
# 126 Lovesports @ 02/21/16 09:11 PM
Quote:
Originally Posted by MrOldboy
I don't think that was what he was arguing exactly. I would want a combination of what tabarnes and lovesports are saying. A player's skill should remain fairly constant, but performance should also take a larger part in at least regression than it does now.

In the Trout example I find it very reasonable that if a player has an extended period of low performance, than his ratings should be affected. ONLY because the game's AI uses the ratings so heavily in it's decision making and lovesports is referencing this. If Trout hits 10 HRs in his walk year, it would definitely affect his contract, but the game will still see him as a 99. Now if the game's AI used the performance of the player more heavily in decision making I don't think performance needs to be tied to progression at all. Just have little +/- for hot/cold streaks within a season.

But, I do agree that performance should affect regression very heavily to prevent the undervaluing of players and how the game handles playing time and retirement.

Now if the game does look at performance more heavily instead of just the ratings I think this discussion changes dramatically. You could have what both tabarnes and lovesports want. Trout performs poorly, but his skills remain fairly constant, but the AI does not value him on his 99 rating and instead values him on his performance more heavily.
I agree with this 100%.

In the beginning of every season, players get their video game "ratings" based on how they perform in real life the year before. This is fact. However, some attributes should stay constant. My only solution is to create a player attribute such as "performance" attribute which is only affected by the player performance and calculated into their overall. Example contact 70, power 50, speed 85, performance 90. This assures that the players playing attributes stay pretty much unaffected, however, their "performance" rating is what makes them a highly sought out player and their pay becomes higher. just an idea
 
# 127 Russell_SCEA @ 02/21/16 09:14 PM
Quote:
Originally Posted by WaitTilNextYear
So, Luis is taking notes??

That's a big fat negative ghost rider.
 
# 128 MrOldboy @ 02/21/16 09:20 PM
Quote:
Originally Posted by Lovesports
I agree with this 100%.

In the beginning of every season, players get their video game "ratings" based on how they perform in real life the year before. This is fact. However, some attributes should stay constant. My only solution is to create a player attribute such as "performance" attribute which is only affected by the player performance and calculated into their overall. Example contact 70, power 50, speed 85, performance 90. This assures that the players playing attributes stay pretty much unaffected, however, their "performance" rating is what makes them a highly sought out player and their pay becomes higher. just an idea
We're on the same page. I wouldn't have it as a rating though, I'd just want the AI make evaluations based on performance. If the game is getting new stats like WAR I think there is a lot to work with without having to introduce a new rating. The game is getting more and more robust each year so I think this will happen as more stats are tracked and new ones are introduced. They have teased that the 20-80 scale is in franchise for scouting so maybe the AI has been tweaked to do more of what you are saying.
 
# 129 Lovesports @ 02/21/16 09:47 PM
Quote:
Originally Posted by Knight165
You're mixing two different things though.
tabarnes is talking about performance not being the largest factor in progression....
You're saying that having a big season should bring a guy a bigger contract.
Two totally different things.

But let's continue onto the last part of your post....
So if Mike Trout does have a year of .250.....10 HR's and 200 K's....you're saying he should drop like a rock in ratings?

....and guys that hit .290 30 out of no where always continues that rocket skyward?

Because that's basically what a stat driven progression would do.

VERY unrealistic IMO.

M.K.
Knight165
I'm not saying that he should hit rock bottom at all, but he certainly shouldn't be a 99 player who won't resign for any less than 25mil because of his rating. i do think that player contracts and trade value should be based on performance for sure even if you guys disagree that progression should. Let's pretend that the Show got rid of ratings altogether (not a bad idea) and kept them internal and not visible. How would you sign and trade for players? I'd say based on stats. So wouldn't it make more sense if performance carried more weight than it currently does? I remember hitting over .300 with 20 plus homers with a no name guy who was no more than a 60 overall and had a D potential. Guess what happened next year, he was still a 60 overall guy with a D potential that I resigned for like 400k. This would never happen in real life.
 
# 130 Knight165 @ 02/21/16 09:54 PM
Quote:
Originally Posted by Lovesports
I'm not saying that he should hit rock bottom at all, but he certainly shouldn't be a 99 player who won't resign for any less than 25mil because of his rating. i do think that player contracts and trade value should be based on performance for sure even if you guys disagree that progression should. Let's pretend that the Show got rid of ratings altogether (not a bad idea) and kept them internal and not visible. How would you sign and trade for players? I'd say based on stats. So wouldn't it make more sense if performance carried more weight than it currently does? I remember hitting over .300 with 20 plus homers with a no name guy who was no more than a 60 overall and had a D potential. Guess what happened next year, he was still a 60 overall guy with a D potential that I resigned for like 400k. This would never happen in real life.
Again....progression was the topic.

I would LOVE for players to be signed on a mix of performance(stats) as well as potential and even past performance(on the hope of a last gasp....or regaining of that previous spark...whatever)
I absolutely agree that contracts and FA/trades...etc should be MUCH more dependent on that.

Players progressing in rating based mainly on performance is problematic and not realistic IMO...

Not that I think the current progression/regression(at least '15 did give you a chance to have much more of a chance of a player playing above/below his ratings...making it much less "boring") is perfect or great....

...and I'd be all for hiding ratings.....I've actually posted that quite a few times.
The internet would explode though if that happened.
The Web Gen gotta have their OVR's!

M.K.
Knight165
 
# 131 Jr. @ 02/21/16 10:00 PM
Quote:
Originally Posted by Russell_SCEA
So many back seat game designers in this thread opc orn:
Sorry for intruding.

 
# 132 dran1984 @ 02/22/16 12:52 AM
Quote:
Originally Posted by tessl
With coaches now being part of player morale I wonder if they will still work the same way as before by providing + or - to the team based upon each coach or manager's attributes.
Yea, the coach/manager attributes have always been ridiculous. Some of the best pitching coaches and managers in baseball always have like -2 and -3 attributes.
 
# 133 WaitTilNextYear @ 02/22/16 12:56 AM
Quote:
Originally Posted by dran1984
Yea, the coach/manager attributes have always been ridiculous. Some of the best pitching coaches and managers in baseball always have like -2 and -3 attributes.
It will be nice to see if they've added some personality to the managers. In the game right now, managers are just a source of attribute boosts and there are no differences in how they manage a game or interact with their teams.
 
# 134 eric7064 @ 02/22/16 01:27 AM
Quote:
Originally Posted by WaitTilNextYear
It will be nice to see if they've added some personality to the managers. In the game right now, managers are just a source of attribute boosts and there are no differences in how they manage a game or interact with their teams.
Agree completely would like to see them make major changes.
 
# 135 MrOldboy @ 02/22/16 02:29 AM
Watched the GI video finally. Some curious things. One is that the ratings bonus from morale isn't displayed so I wonder what ratings were affected or is it just an artificial boost to OVR that the AI looks at. One thing I was wondering about was the region preferences and how they will be applied to players. Will all have a region preference in that they will want to be close to home. That could create some weird dynamics where all the canadian players want to play for the Blue jays and all the players from Washington want o play for Seattle. Or at least only get a ratings boost if on those teams. Hoping that these morale categories are applied randomly so that some players won't care where they play or if they have a compatriot.

Also Ramone showed all the stats tracked for Mauer. I'm assuming RC is wRC which is close to Fangraph's wRC. WAR is also close to fWAR.

The OVR boosts don't seem huge, except for Nunez where he had 5/7 "happy" and got a 4 point OVR boost. I wonder what the boost might be for 7/7 "happy" 5-7 OVR? That might be significant especially if it affecting ratings like CON/POW.
 
# 136 R9NALD9 @ 02/22/16 03:34 AM
Love all of it! Really impressed with everything I've seen in this video. Maybe have effects on attributes reduced a bit but no problem that morale effects player attributes at all.

In my mind if you are unhappy then you will under perform, sure it won't make you slower etc. but in the video game world with attributes this is probably the only way to achieve this. And it will force us to stop taking advantage and signing talents to long cheap contracts and loading our rosters.

And I was planning on skipping Show 16...dammit Russel, you guys came out of nowhere and now it's a day 1 purchase for me.
 
# 137 LeftyShortstop @ 02/22/16 11:02 AM
Quote:
Originally Posted by R9NALD9
Love all of it! Really impressed with everything I've seen in this video. Maybe have effects on attributes reduced a bit but no problem that morale effects player attributes at all.

In my mind if you are unhappy then you will under perform, sure it won't make you slower etc. but in the video game world with attributes this is probably the only way to achieve this. And it will force us to stop taking advantage and signing talents to long cheap contracts and loading our rosters.

And I was planning on skipping Show 16...dammit Russel, you guys came out of nowhere and now it's a day 1 purchase for me.
I used to skip the even years of the Show... So the Show 16 is great buy with all the new huge improvements.
 
# 138 NDAlum @ 02/22/16 12:07 PM
Left me wanting so much more info on franchise...

Only mode I care about.
 
# 139 breakfastcat @ 02/22/16 12:37 PM
Quote:
Originally Posted by MrOldboy
I'm assuming RC is wRC which is close to Fangraph's wRC. WAR is also close to fWAR.
Runs Created (RC) and Weighted Runs Created Plus (wRC+) are two very different stats. wRC+ uses RC as well as many other offensive stats to create a rating between 0 and 200 where 100 is exactly league average. For example, if a player has a wRC+ of 115, that means offensively that player was 15% better than league average that year. In that screenshot, it appears to be regular RC, which is actually already in the game. I really hope they added wRC+ and other similar stats like ERA+, but I think maybe calculating league averages could be difficult in game.
 
# 140 MrOldboy @ 02/22/16 02:10 PM
Quote:
Originally Posted by breakfastcat
Runs Created (RC) and Weighted Runs Created Plus (wRC+) are two very different stats. wRC+ uses RC as well as many other offensive stats to create a rating between 0 and 200 where 100 is exactly league average. For example, if a player has a wRC+ of 115, that means offensively that player was 15% better than league average that year. In that screenshot, it appears to be regular RC, which is actually already in the game. I really hope they added wRC+ and other similar stats like ERA+, but I think maybe calculating league averages could be difficult in game.

When I saw it I hoped it was wRC+ as well, but it does not line up with that.
 


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