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MLB The Show 16 News Post


MLB The Show 16 patch 1.04 is available now, weighing in at 237 MB, check out the details below and let us know what you are seeing!

UPDATE: The developers are aware of the issues users are reporting. Users are currently reporting the dreaded "Challenge Failed" error, pitch speeds not displaying correctly, and other various online problems.

UPDATE #2: We rolled out some server changes to address the challenge failed messages. Is anyone still getting them?

We will update this post when we get more details.

OFFLINE GAME-PLAY:
  • Dynamic Difficulty is now working as intended while batting.
  • The ball trail option will now correctly correspond in-game if set to off, or fade.
  • Several adjustments were made to the auto base running mechanics during offline game-play.
  • Fixed an issue within RTTS while pitching with certain Perks equipped would result in a crash.
  • Corrected the order in which the "Preloading a Throw” and “Double Play” tutorial appear.
  • Following a Year to Year file upload in Road To The Show, the player card stats would display incorrect team and player info. This should now be corrected.
  • Tweaks and adjustments were made to AI behavior and animations that should streamline game-play performance. Areas of adjustment include: Fielders tagging moving base runners, Routes to catch balls, running catch animations, Fielders correctly covering bases on complex double play situations, etc…
  • Within Franchise mode, some generated or additional players were listed as born in “Alaska” instead of their correct place of origin. This should now be corrected and no longer happen.
  • Adjustments made to both online and offline pitcher/reliever energy levels.
  • New scanned heads added to update user’s experience following a year to year file upload.
  • Fixed numerous hangs, crashes, soft locks, etc., reported by the community through the bug reporting tool.
  • Sponsors should now give rewards.
ONLINE GAME-PLAY:
  • Fixed a bug that could cause a loss for users who requested a friendly quit at certain times.
  • Resolved a number of freezing, soft locks, instability and crashes during online play.
  • Fixed an issue where a pitch could occasionally change path on its’ way to the plate, shifting from inside the zone to outside the zone within a frame.
  • Addressed an issue under certain circumstances a pitcher would automatically pitch when the batter came out of Batter's Eye Cam.
  • Changes were made to the Batters Eye Cam: How long it can be used, how many times it can be accessed per at bat, etc… This should limit exploits, but keep the feature usable for its’ intended purpose.
  • We’ve shortened the total amount of pause time from 6 minutes to 5 minutes during an online game.
  • The pitchers pitch type interface will now be hidden if the batter is using Guess Pitch or Pitch History (L2 Button). This should help the user who is pitching understand when they can and cannot start the pitching motion.
  • Fixed a bug where the user was not being awarded the “Free Swings” trophy in an Online Home Run Derby if specific operations were being performed.
AUDIO
  • Resolved issues where in game intro/walk-up music would not play properly.
  • Tuned commentary triggers to be more accurate in one-sided games.
  • Reduced the amount of repetitive audio clips for specific players.
  • Fixed an issue where player yells were being disabled through the controller within Road To The Show. An occasional sound burst could also occur during game-play.
  • Various other general bug fixes.
Source - The Show Nation

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
# 321 KBLover @ 05/05/16 03:03 PM
Quote:
Originally Posted by Smallville102001
I am not sure what my team' steal success rate is just started a franchise yesterday. I had been trying to find the right sliders and difficulty level to play on and been watching NBA playoffs. So I haven't had a lot of time to play but I do know that both me and the CPU are more successful then we are unsuccessful. I steal by pushing the steal button that makes it so your guy goes right when the pitcher starts his motion to home plate. That is with both baserunner speed and baserunner steal ability at 5. Have you tried upping baserunner steal ability to see if you can have a higher steal success with high pitch speed?

I already had that slider at 10 (as does nomo)

I tried raising baserunner speed (slider, not rating), saw no difference. Lowered infield arm strength (even though it says it doesn't impact catchers - might be old description, etc), no change.

Literally, the only thing that improved it for me was lowering the pitch speeds.
 
# 322 KBLover @ 05/05/16 03:05 PM
Quote:
Originally Posted by countryboy
Yeah I don't know if it was coincidence or something to it. Definitely going to have to continue playing to see how it plays out.

I'll be interested to hear/read how the cpu handles Ichiro.

I had one situation with him, but I think it was before 1.04. AI matched up L vs L, which of course played right into Ichiro.

I might have to play him more in 1.04 just to try to see more situations.
 
# 323 Pompeo89 @ 05/05/16 04:37 PM
In RTTS when I take a strike my batter just kind of freezes up in his stride position rather than taking the pitch and backing out of the box as he should. Just looks a little weird?
 
# 324 Threeebs @ 05/05/16 04:43 PM
Quote:
Originally Posted by tabarnes19
Just did a Sim to see if rp start. Here are the end of season stats for starts by rp.Attachment 120004

Sent from my SAMSUNG-SM-N920A using Tapatalk
You sure this sim was done with latest patch? Another member posted a screen shot of relievers with end of year game started totals highlighted in the bullpen fix thread and only one reliever started games (8) which was David Phelps of the Marlins... Check it out!
 
# 325 tabarnes19_SDS @ 05/05/16 04:47 PM
Quote:
Originally Posted by Threeebs
You sure this sim was done with latest patch? Another member posted a screen shot of relievers with end of year game started totals highlighted in the bullpen fix thread and only one reliever started games (8) which was David Phelps of the Marlins... Check it out!
Did it last night. Post patch with osfm rosters.

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# 326 bcruise @ 05/05/16 04:52 PM
Quote:
Originally Posted by tabarnes19
Did it last night. Post patch with osfm rosters.

Sent from my SAMSUNG-SM-N920A using Tapatalk
If my sim is the other one in question here, mine was done with stock SCEA rosters. Not sure if that would matter.

Also had starter/reliever stamina sliders zeroed, but logically that shouldn't mean RP's would get less starts...it should mean they'd get more.

Maybe I just got an oddball sim? Did you use default sliders tabarnes?
 
# 327 tabarnes19_SDS @ 05/05/16 04:58 PM
Quote:
Originally Posted by bcruise
If my sim is the other one in question here, mine was done with stock SCEA rosters. Not sure if that would matter.

Also had starter/reliever stamina sliders zeroed, but logically that shouldn't mean RP's would get less starts...it should mean they'd get more.

Maybe I just got an oddball sim? Did you use default sliders tabarnes?
Yes default sliders. Rosters can have alot to b do with it. I believe the cpu really forces 5 rp this year. I know this because teams that have 2 cp will send the 6th sp down. I changed nova to a sp and the cpu sends him down every time due to having to closers.

I'll run a couple Sims quick.

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# 328 RidinDwnKingsley @ 05/05/16 05:07 PM
Quote:
Originally Posted by tabarnes19
Yes default sliders. Rosters can have alot to b do with it. I believe the cpu really forces 5 rp this year. I know this because teams that have 2 cp will send the 6th sp down. I changed nova to a sp and the cpu sends him down every time due to having to closers.

I'll run a couple Sims quick.

Sent from my SAMSUNG-SM-N920A using Tapatalk


Thats why it is critical to have starters turned to rp if they are being used that way, guys like Feldman (Hou) etc. Staying on top of your base roster is important for sim accuracy
 
# 329 tabarnes19_SDS @ 05/05/16 05:17 PM
Ok ran 3 Sims. One with default rosters and sliders. Attachment 120035

One with osfm with default rosters and sliders Attachment 120036

one with osfm and Injury slider up 2 notches.Attachment 120033Attachment 120034

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# 330 bcruise @ 05/05/16 05:33 PM
I ran several myself in the last half hour on the same settings as before and, yeah, it looks that too - all over the map. Sometimes a guy in double digits, other times multiple guys with 3 or 4, still other times barely any at all. And it was some low stamina guys as well as high ones. Didn't have any like that one last night where Warren had 8 and no one else had any - although with results this varied it's certainly easy to see that happening.

Doesn't seem like the sliders or the rosters are having much effect - it's just one heck of a random dice roll.
 
# 331 torpidbeaver @ 05/05/16 05:37 PM
Darn, that's a bummer.

Did you happen to notice if the computer happened to promote any SPs to fill in spot starts in any of your tests?
 
# 332 tabarnes19_SDS @ 05/05/16 05:38 PM
I think it has alot to do with the number of injuries. The test with injury slider up 2 notches had 2 pages of rp with starts. That is probably the variable you are seeing.

What is your injury slider set at?

Sent from my SAMSUNG-SM-N920A using Tapatalk
 
# 333 bcruise @ 05/05/16 05:47 PM
Quote:
Originally Posted by tabarnes19
I think it has alot to do with the number of injuries. The test with injury slider up 2 notches had 2 pages of rp with starts. That is probably the variable you are seeing.

What is your injury slider set at?

Sent from my SAMSUNG-SM-N920A using Tapatalk
Default for all of them, including the Phelps (not Warren - I'm getting my sims mixed up again) 8 GS sim I posted in Brian's thread.
 
# 334 Kodii Rockets @ 05/05/16 06:29 PM
Quote:
Originally Posted by jb12780
So after playing a few games with the new patch, I'm satisfied and happy with the game.

Mr. Kodii Rockets can attest to how realistic a number 5 starter is against a formidable lineup.

Sent from my LGLS991 using Tapatalk
Just browsing the 'ol Patch thread minding my own business, then this ****.

Put some respek on my name jb.

 
# 335 Knight165 @ 05/05/16 06:30 PM
Bummer.
I was sure it was fixed.

I only saw the CPU promote SP's when other SP's got injured.
Did you guys take a look mid-season to see what the rosters looked like when those RP's got starts?
Were the minor league teams depleted of SP's?
How many were on the 40 man for those teams?

I'll try and check that out more tonight if you guys didn't notice.

M.K.
Knight165
 
# 336 countryboy @ 05/05/16 06:35 PM
In my season (I'm at May 20th) the following relief pitchers with low stamina have started 1 game:

* Justin Wilson for Detroit
* Antonio Bastardo for NY Mets
* Hansel Robles for NY Mets


With that said, I am seeing a lot of starts for minor leaguers that are significantly less than guys that have been in rotation for entire season suggesting that the cpu more often than not brings up a minor league player to start in place of an injured player instead of using a relief pitcher like in year's past.

Its also worth noting that I have only played 6 games since patch 1.04, so the patch could cure this issue. Also, I'm using the default rosters that came with the game.

Just thought I'd share what I am seeing. I'm not happy about those 3 starts, but I am encouraged by the fact that the cpu is looking as though is calling up pitchers from AAA/AA to start for injured starters instead of using relief pitchers.

I also checked, and no relief pitcher is in any rotation. So maybe those three starts are due to injury right before the game?? I dunno, but this looks better than it has in past years.
 
# 337 Knight165 @ 05/05/16 06:46 PM
Also...just to note....(although it shouldn't matter but everything does when testing things out)

I was using single team control(Mets)

1 year I manually injured pitchers.
The other two or three I let regular injuries dictate.

M.K.
Knight165
 
# 338 tabarnes19_SDS @ 05/05/16 06:55 PM
I used 30 team control with the tests. One thing though I found was I left my one profile, which I use for my team (all manual ), during the Sim the cpu and my profile completed a trade without me initiating it.

I hope that bug isn't still in when simming. I'll have to test that more later.

Sent from my SAMSUNG-SM-N920A using Tapatalk
 
# 339 tabarnes19_SDS @ 05/05/16 08:06 PM
This is my favorite Show to date as well. Plays a great game of ball and franchise has had some nice tweaks.

I probably have played this version more than any previous version.

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# 340 mrCPUgeek @ 05/05/16 08:52 PM
I'm having a great time with it. Wish my Bravos were better but I don't guess I can blame the Devs on that one.


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