What I get from the stat based progression is this.
If a player has a 80 contact vs Rhp the game/team/organization/player expects that player to have a certain batting avg. lets say .290 against Rhp.
If the player hits that certain avg or close to it .280-.300, his rating remains the same. If he exceeds it and hits .310, it increases but not as much because the game expects him to hit Rhp well.
If the player hits below that certain avg based on his 80 contact vs Rhp and hits .260, the game is like "well you shouldn't be expected to hit like an 80, you should be lowered to a 75 contact vs Rhp.
Similarly if a player is rated 40 contact vs Rhp he is expected to hit around .220. If the player hits around .220 his rating is accurate and doesn't need to be altered. If he hits below .220 the game says your supposed to be bad, but not that bad, lower you 3-5 points.
If that player who is rated 40 contact vs Rhp hits well over his expected avg of .220 and hits let's say .250 the game is like well shoot we got your rating wrong, you obviously can hit Rhp so we'll raise your rating to a 50 and expect you to hit that avg now. But if you start sucking against Rhp again it'll go back to 40.
I don't see the problem here. It's not like if he's rated 40 and hits like a 40 should it'll drop even lower. As well as rated high and hits high. The real progression/regression aspect is when a player doesn't perform as expected, then expectations need to be changed, thus ratings change.
The only potential problem with this is....the game FIRST looks at ratings to
derive stats....so the chance to see a player that hits .330 then .280 then .330 is less likely(impossible with a heavy stat driven progression....but I don't see that and the Show uses a good dose of "chance" or "randomness" under the hood IMO)....
In your case....it would go.... .280.... .300 ....then .330.
Players hitting 20 HR's....then 45...then 30 would also be nearly impossible in the game with stat based progression.
Look at David Ortiz as an example....and tell me how you would justify stat based progression/regression in him from 2003 to 2012.
(without other factors such as random chance....etc)
There are so many people coming up with strawman arguments against the idea I had it's redic. Of course you are never going to have ultra realistic scouting or player eval, but you can have more realistic then is in the game presently.
A simple change of hiding the ratings and showing statistics on those screens would work just fine for evaluating players in terms of who to pinch hit/pinch run/trade away or trade for/set your lineups and rotation. You can do all of that simply from statistics provided in the game.
Of course it wouldn't be forced on people, the developers are not stupid it would kill sales of the game if people were forced to not be able to see ratings. It's an option you must toggle on to use that only a very small but passionate branch of franchise players would use. These points make no sense.
MLB The Show 16 is looking like a fantastic update to the series. But the top 3 things Sony should have on their white board and work on for MLB The Show 17 is the following!
Presentation and Commentary
Player Models
Franchise Mode
Who's with me
I'm convinced that nothing they do with the commentary will ever satisfy all those who complain about it now. They have such a huge library of dialogue from the current team, that has taken them many years to get recorded, that doing anything more than adding new commentary lines on top of it would be a massively huge undertaking.
New Player models would be nice
Franchise mode, to a lesser degree than commentary is another area where I feel like, no matter what they do to improve it, it won't be enough.
I haven't been able to find it, so forgive me please if it's been answered, but has the year-to-year schedule as far as interleague and whatnot been fixed or addressed at all? That's about the only thing I've got left on my "gripe" list. Everything else looks phenomenal!
I haven't been able to find it, so forgive me please if it's been answered, but has the year-to-year schedule as far as interleague and whatnot been fixed or addressed at all? That's about the only thing I've got left on my "gripe" list. Everything else looks phenomenal!
nope, yet again same interleague schdule into year 20 of your franchise....not that anyone makes it past year one so dont get all the complaints?
nope, yet again same interleague schdule into year 20 of your franchise....not that anyone makes it past year one so dont get all the complaints?
Lol, I actually did make it past year one, played all 162, no sim! That's why I ask, because that took a ton of time and effort, and then it was a let down to play the same schedule again in year two...
Lol, I actually did make it past year one, played all 162, no sim! That's why I ask, because that took a ton of time and effort, and then it was a let down to play the same schedule again in year two...
Now I play multiple seasons too with a 5 play 5 sim technique and I'll be honest, the schedule does not bother me one bit. I don't think it's that big of a let down.
I doubt the percentage of people getting past year one in offline franchise is that far off from the percentage of those in online franchise. It's not like every single online franchise makes it past year one and every offline one doesn't...
The only potential problem with this is....the game FIRST looks at ratings to
derive stats....so the chance to see a player that hits .330 then .280 then .330 is less likely(impossible with a heavy stat driven progression....but I don't see that and the Show uses a good dose of "chance" or "randomness" under the hood IMO)....
In your case....it would go.... .280.... .300 ....then .330.
Players hitting 20 HR's....then 45...then 30 would also be nearly impossible in the game with stat based progression.
Look at David Ortiz as an example....and tell me how you would justify stat based progression/regression in him from 2003 to 2012.
(without other factors such as random chance....etc)
M.K.
Knight165
Agreed.
I had a nice corollary to this but lost it cause I got logged out before I submitted.
In short, my concern is that the natural variance found within player performance will suffer in favor of the new system which will alter the players' arcs too much based on one year.
It's fairly common for a .260 hitter to have a great season and bat .300. It's less common for a .260 hitter to develop into a .300 for the remainder of his career. I fear we will see more of the second at the expense of the first.
You can see the variance in almost every major league player, and as you said, this variance was already built into the game, and its present even when you are in control. Now we seem to be moving in the direction where this natural variance will be used to boost or penalize ratings even more. At best this seems superfluous, at worst illogical.
Perhaps I'm in the minority, but in franchise mode I want my own effect over player progression to be more limited. This move seems like it will turn your franchise into a RTTS experience with your entire roster. I'd prefer more emphasis on the managerial aspect, which means less control over progression arcs. There seems to be a number of different ways one might affect player progression without resorting to statistical performance.
As you point out, and this seems to be getting lost, the ratings are prerequisite - they come first. I see many folks characterizing the ratings as a type of report card. To me this is backwards, but I think it derives from the RTTS approach in a way. And perhaps the fundamental disagreement lies in how we're viewing franchise mode altogether.
In any case, it would be nice if the devs could shed more light on all this. Perhaps some of our concerns can be put to rest.
ok from what we know that DD and that other mode are the top two units in this game... they are the ones that make the game money due to cards and all that stuff that franchise doesn't really use.. and now to find out that the two NEW modes are DIRECTLY linked to DD is really not good news...
as someone said very early on in this tread... this is a huge franchise base site and we are still not getting the majority of the respect we deserve... deep dive into franchise my rear end... that was well anyway....
i really wish we could turn off morale in franchise mode...
also wish we coulld turn off card packs in franchise... or be able to put them in the market place... for those of us that are just wasting them when we play every day...
Really? No one here deserves anything in that regard. It is their game and they can do what's feasible and what will make their game grow. They come to these forms for suggestions all the time they don't add in everything because even the 1% here has so many ideas not everyone going to be happy.
If you really feel they owe you something then I'm just going to keep shaking my head
ok from what we know that DD and that other mode are the top two units in this game... they are the ones that make the game money due to cards and all that stuff that franchise doesn't really use.. and now to find out that the two NEW modes are DIRECTLY linked to DD is really not good news...
as someone said very early on in this tread... this is a huge franchise base site and we are still not getting the majority of the respect we deserve... deep dive into franchise my rear end... that was well anyway....
i really wish we could turn off morale in franchise mode...
also wish we coulld turn off card packs in franchise... or be able to put them in the market place... for those of us that are just wasting them when we play every day...
You are definitely a riddle wrapped up in a enigma!
I finally got a chance to actually watch the stream and thought it was funny that in the 4 innings that the guys played of the Marlins/Rockies games, there were 2 balls hit off the pitcher and the runner was thrown out both times.
I guess there's still some tuning that will need to be done regarding that.
Will young quick developed players still start regresing at 28? It was one of the worst things on past the shows. I like to play and sim 50-50%, I love draft, develope the farm and the offseasons, but when I get to.. 2021 for example, Mookie Betts or Bogaerts, just in their prime start losing, 5-6 overall points.
Aside that every pitcher 4 years into the franchise throws 100mph fb and is 85+ overall at least.
I finally got a chance to actually watch the stream and thought it was funny that in the 4 innings that the guys played of the Marlins/Rockies games, there were 2 balls hit off the pitcher and the runner was thrown out both times.
I guess there's still some tuning that will need to be done regarding that.
Caught this too. Hope it's fixed by release as they said it had been tuned way down this year. Nothing worse than thinking you have a hit up the middle only to have that happen.
If you think about it, having the attributes hidden and just seeing stats, especially in franchise mode, would add a huge amount of realism imo. Example would be if you were to sign a free agent who had a good stat year but ultimately is a low rated player you may would take the risk because of the stats shown. If you see that same player is rated a 55 then you're in no way going to sign him. You could really add to the risk aspect and flow of signing and managing players. It's a cool idea, I'm not sure how or if it could work. But it definitely makes you speculate
I would absolutely love this as well. It would be nice to have the option at least, for those who want to implement this kind of system in their franchise. It's impossible to not have ratings for game modes such as diamond dynasty (people would riot), but it would be a nice option to have for those seeking player management depth in their franchises. It would also make drafting prospects significantly more difficult and uncertain, such is the case in reality.
I finally got a chance to actually watch the stream and thought it was funny that in the 4 innings that the guys played of the Marlins/Rockies games, there were 2 balls hit off the pitcher and the runner was thrown out both times.
I guess there's still some tuning that will need to be done regarding that.
Says "work in progress" so maybe they still have time to fine tune this.
There is a toggle to turn GM mode on or off - unless you carry over a save and then you are forced into GM mode even if you don't want it which ruined the idea of carry over saves for me. I'm not going to assume this idea wouldn't somehow creep into my franchise.
One thing I agree with - if you told people they couldn't know the attributes of players on their own team and unable to determine the attributes of players you are looking to acquire it would hurt sales.
Fifa does it, and their sales are doing just fine. All though once that player is on your team you see his ratings.But theirs is more of a hybrid system, where you have to scout to view a players ratings. Still the same principal though.
I wasn't sure it was addressed, but does player morale take small sample size into consideration?
Like, if we've only played 2 games all season, is my team going to implode because everyone is freaking out that we're in last place? And if Robbie Cano also starts the year 0-10... God help me.
I hope different players react with more/less emotion than others. It'd probably have to just be a hidden number; I think Ramone said in a stream, long long ago, that MLBPA had a problem with assigning "emotional attributes" to players. For example, the union could/would object to one player being "volatile" or "vocal" while another is labeled "mellow" or "quiet."
I'd be interested to know how the NBA2K team got around that. Different unions, but still.