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MLB The Show 16 News Post


The following bullpen details were also added to the latest MLB The Show 16 1.04 patch.
  • CPU managers will let starters pitch slightly longer in various situations. They're less likely to pull starters over individual runners on base.
  • In simulated games, CPU managers will pull starters slightly sooner. I.e. games you sim on the front end and fast forward (both RTTS and manual).
  • When a closer hasn't played in 3 or more days, the CPU may make them play regardless of the save situation to give them work.
  • As a result of the two previous changes, starters will pitch fewer total IP (and IP/G), while relievers and closers will play more games.
  • Other changes to how CPU managers manage relief pitchers in certain situations. These are all tuning changes.

Game: MLB The Show 16Reader Score: 8/10 - Vote Now
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Member Comments
# 41 countryboy @ 05/05/16 03:19 PM
Quote:
Originally Posted by bcruise
This was one of my franchise sims from last night:



One guy in the league had 8. The rest had none. And Phelps is indeed a long reliever.
This is great. As you said, Phelps could spot start on occasion.

Man I love this game.

 
# 42 WaitTilNextYear @ 05/05/16 03:32 PM
I may have missed this in the notes in the OP, but since the bullpen AI has been thoroughly touched on...

...have you (Brian or other Sony programmers) seen an example of where a sudden swing in the lead or save-ability of the game causes the CPU to burn through the non-closers who are already warming in the bullpen before warming up and bringing in the closer later in a save situation? It's almost as though once a RP is warming up, there's no option for the AI to sit him back down, rather, the manager will use him anyway even if the game situation has drastically changed.

Any thoughts on a fix for this? Pardon if this is already a part of the 1.04 patch.
 
# 43 majestic24 @ 05/05/16 03:47 PM
Quote:
Originally Posted by WaitTilNextYear
I may have missed this in the notes in the OP, but since the bullpen AI has been thoroughly touched on...

...have you (Brian or other Sony programmers) seen an example of where a sudden swing in the lead or save-ability of the game causes the CPU to burn through the non-closers who are already warming in the bullpen before warming up and bringing in the closer later in a save situation? It's almost as though once a RP is warming up, there's no option for the AI to sit him back down, rather, the manager will use him anyway even if the game situation has drastically changed.

Any thoughts on a fix for this? Pardon if this is already a part of the 1.04 patch.
I hate it when AI uses 3 pitchers for 3 outs when trying to close out the game sometimes.

I've only seen it happen twice or thrice in my franchise 27 games deep, but it bugs me when it does happen.

But thanks to Brian and the rest of the team for the job that they're doing.
 
# 44 JayD @ 05/05/16 03:50 PM
Quote:
Originally Posted by bcruise
This was one of my franchise sims from last night:



One guy in the league had 8. The rest had none. And Phelps is indeed a long reliever.
I'm completely okay with this being that he has a high stamina rating and is used for long relief. I just hated seeing pitchers with a stamina rating of 23 used in the rotation when there were guys in AAA that could be called up for a spot start. This game is really starting to come together! I am going to go through my franchise and see if teams carry at least one long relief pitcher with a high stamina rating. There were many times where teams would put guys with a low stamina rating as their long relief.
 
# 45 Pompeo89 @ 05/05/16 04:13 PM
Has anyone else experienced an inordinate amount of trades during RTTS? I started as an outfielder for the Red Sox and played roughly 3-4 months and the Sox made at least 5-6 different trades during that time period. Some of them were as early as the first month of the season. I didn't document all of them but after a while it was very frustrating to say the least. Just off the top of my head they traded away Christian Vasquez, Hanley, Tazawa, and I know there were a couple others that I'm not remembering right now. It was enough for me to restart the RTTS again, luckily the newer version of the OSFM rosters were out by then so I didn't mind too much, but I just don't want to see the Red Sox blowing up there team in the first half of the year when they're in first place! One of the players we got in return just popped into my head, we got Coco Crisp back from the A's haha like we don't have enough speedy outfielders as it is! Anyways, just wanted to vent. I've been meaning to post on here to see if anyone else was experiencing this? Would love to get some input on this please! Thanks guys

PS4 - Next1inYoDome
 
# 46 Pompeo89 @ 05/05/16 04:16 PM
Quote:
Originally Posted by Pompeo89
Has anyone else experienced an inordinate amount of trades during RTTS? I started as an outfielder for the Red Sox and played roughly 3-4 months and the Sox made at least 5-6 different trades during that time period. Some of them were as early as the first month of the season. I didn't document all of them but after a while it was very frustrating to say the least. Just off the top of my head they traded away Christian Vasquez, Hanley, Tazawa, and I know there were a couple others that I'm not remembering right now. It was enough for me to restart the RTTS again, luckily the newer version of the OSFM rosters were out by then so I didn't mind too much, but I just don't want to see the Red Sox blowing up there team in the first half of the year when they're in first place! One of the players we got in return just popped into my head, we got Coco Crisp back from the A's haha like we don't have enough speedy outfielders as it is! Anyways, just wanted to vent. I've been meaning to post on here to see if anyone else was experiencing this? Would love to get some input on this please! Thanks guys

PS4 - Next1inYoDome
I just remembered another thing that pissed me off. They had Koji in the starting rotation at one point!! Anyways, love the game I'm not trying to be a downer I just wanted to see if I'm the only one who's experiencing that stuff.
 
# 47 Pompeo89 @ 05/05/16 04:38 PM
Quote:
Originally Posted by JayD
I'm completely okay with this being that he has a high stamina rating and is used for long relief. I just hated seeing pitchers with a stamina rating of 23 used in the rotation when there were guys in AAA that could be called up for a spot start. This game is really starting to come together! I am going to go through my franchise and see if teams carry at least one long relief pitcher with a high stamina rating. There were many times where teams would put guys with a low stamina rating as their long relief.
The Sox had Koji in the starting rotation during my RTTS
 
# 48 bcruise @ 05/05/16 05:36 PM
Quote:
Originally Posted by JayD
I'm completely okay with this being that he has a high stamina rating and is used for long relief. I just hated seeing pitchers with a stamina rating of 23 used in the rotation when there were guys in AAA that could be called up for a spot start. This game is really starting to come together! I am going to go through my franchise and see if teams carry at least one long relief pitcher with a high stamina rating. There were many times where teams would put guys with a low stamina rating as their long relief.
Just to let you know, me and tabarnes were doing some more testing on this and it looks like this sim might have been a bit of an outlier. He posted some screens of his sims, and mine from today looked about as random and varied as his. And it wasn't all long relief guys getting the starts, either.

Just a heads up. Sample size strikes again.
 
# 49 Fcshuckers73 @ 05/06/16 09:16 AM
Quote:
Originally Posted by SPU32
I suggest:

*starter stamina at 1

*reliever stamina at 2

*manager hook at 5

this gives great team rankings stats - decent CG's - and a good match of G/IP to RP and CP. there will always be flaws in the sim engine until SCEA sets their mind to give us a sim engine like OOTP and I hope they do this.

also, the errors are way to low and to correct this I have found that each decrease in arm acc./fld. ability equals 0.17 more errors.
SPU, how does this affect the opposing SP and RP when you play them in offline franchise when they are coming off a simmed game? I don't want my opponents' stamina to be nerfed for the sake of sim stats
 
# 50 Mike Lowe @ 05/06/16 05:02 PM
Quote:
Originally Posted by Brian SCEA

The following bullpen details were also added to the latest MLB The Show 16 1.04 patch.
  • CPU managers will let starters pitch slightly longer in various situations. They're less likely to pull starters over individual runners on base.
  • In simulated games, CPU managers will pull starters slightly sooner. I.e. games you sim on the front end and fast forward (both RTTS and manual).
  • When a closer hasn't played in 3 or more days, the CPU may make them play regardless of the save situation to give them work.
  • As a result of the two previous changes, starters will pitch fewer total IP (and IP/G), while relievers and closers will play more games.
  • Other changes to how CPU managers manage relief pitchers in certain situations. These are all tuning changes.
I'll have to edit my signature later today! Thank you!
 
# 51 JayD @ 05/06/16 05:19 PM
Blast! I was really hoping the relievers in rotation issue was fixed. Should we create a bug report for this?
 
# 52 Godgers12 @ 05/06/16 06:48 PM
So does this mean more realistic K totals for closers? Ie. Chapman having more than 60ish.
 
# 53 The Kid 24 @ 05/09/16 06:21 PM
Quote:
Originally Posted by SPU32
I suggest:

*starter stamina at 1

*reliever stamina at 2

*manager hook at 5

this gives great team rankings stats - decent CG's - and a good match of G/IP to RP and CP. there will always be flaws in the sim engine until SCEA sets their mind to give us a sim engine like OOTP and I hope they do this.

also, the errors are way to low and to correct this I have found that each decrease in arm acc./fld. ability equals 0.17 more errors.
So you use the above when simming?
 
# 54 Mike Lowe @ 05/09/16 06:36 PM
I've toyed around more this morning, and there simply is not a realistic way to get simmed CG and SO. This needs to be patched if we're ever to have a chance at these being accurate without having to manually go into each game (no thanks).
 

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