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MLB The Show 17 News Post


Check out the latest MLB The Show 17 franchise mode details, from the PlayStation.Blog.

This year we added two completely new ways to play the game — let’s start with Critical Situations.

Instead of waiting for the best parts of the game, Critical Situations takes you directly to those nail-biting, game-deciding moments when they naturally occur, breezing past some of the time-consuming baseball details that can get in the way of an action-packed experience. This makes games short, intense experiences that have a huge impact on your team’s record. One of the many possible situations that might pop up: your star player at the plate with a chance to win the game with one swing.

In addition to these intense, game changing moments, you’ll also encounter other important situations, such as keeping long hitting streaks alive or hitting three home runs in a game. In these situations you’ll be “locked” to the player involved, meaning you’ll only play his at-bats or fielding chances (much like Road to the Show, for all the veterans reading this). And this leads us perfectly into our next Franchise feature, Player Lock.

If you’ve ever wanted to see what you could do with your favorite MLB player over a full season, but you’re strapped for time, you’re in luck. Player Lock makes this possible, allowing gamers to play exclusively with their favorite players and help progress through the season faster. With Player Lock you can say goodbye to playing full 9-inning games! And don’t worry — it’s not permanent. Before every game, you can choose a different player to “lock-on,” meaning you can mix it up between your star players or the prospects that are just getting their first taste of The Show.

What about all the simulation-minded Franchise players out there? We haven’t forgotten about you, and we think you’re going to love our next feature: Quick Manage.

Just as if you were calling the shots from the dugout, Quick Manage is a text-based simulation mode that puts you in complete control of all the managerial decisions during a game. Want to bring in the closer an inning early to lock down the game? Think a sacrifice fly will score you the winning run? All of these actions and more are available to you in Quick Manage, so you control your team’s destiny.

If you’re wondering what’s so “Quick” about this mode, it’s the fact that you see the results of your actions instantly with the press of a button. We’ve given you plenty of managerial depth as well, as you can see in the screenshot below with all ways you can pitch to the hitter.

Getting antsy and want to get back into the action? With Quick Manage, you have the ability to enter the game at any point and can jump back-and-forth between managing and playing as many times as you’d like. This means that you can pick and choose when to play, while always being in complete control of your team.

And for all of you stat enthusiasts who want our MLB players to perform even more like they do in real-life, we’ve got one more thing for you, and that’s our newly introduced Player Quirks.

Quirks are very specific traits assigned to a player based on real-life data which give the player a bonus when triggered. As you can see in the screenshot above, Anthony Rizzo has the Breaking Ball Hitter quirk, which means he excels at hitting curves, sliders, and other breaking pitches. When you’re playing as Rizzo, you’ll want to look for breaking pitches to hammer, since you’ll get a hitting bonus when swinging at these types of pitches.

There are tons of different Quirks for both pitchers and position players, and in addition to changing the way you go about at-bats, we think they’ll also change the way you construct your roster.

MLB The Show 17 screenshot gallery - Click to view MLB The Show 17 screenshot gallery - Click to view MLB The Show 17 screenshot gallery - Click to view MLB The Show 17 screenshot gallery - Click to view
Game: MLB The Show 17Hype Score: 9/10 - Vote Now
Platform: PS4Votes for game: 36 - View All
Member Comments
# 101 countryboy @ 03/08/17 09:43 AM
Quote:
Originally Posted by Armor and Sword
In regard to player quirks....you the player still have to execute!! So if you get fooled on a 2-2 sinker in the dirt.....you get fooled.

If Rizzo is a great 2 strike hitter and hit’s the curve great too.....well you still have to time your swing properly....and what if you get a 0-2 country fastball instead and you were intent on looking for that hanging curve?

Again, I think the ratings boosts will be cool and add a huge layer of personality to the game and the players! But we the users still have to execute.

I think sim stats will be fine too. I am not too concerned at all.
Yeah I'm not concerned with the quirks effecting sim stats.

I am really anxious for the stream/deep dive tomorrow to see what all the different quirks are. I'm hoping some are directed at players being mentors or leaders in the clubhouse. In addition to that, I'm hoping there is some sort of team chemistry aspect in the game this year.
 
# 102 BigOscar @ 03/08/17 09:55 AM
Quote:
Originally Posted by countryboy
Yeah I'm not concerned with the quirks effecting sim stats.

I am really anxious for the stream/deep dive tomorrow to see what all the different quirks are. I'm hoping some are directed at players being mentors or leaders in the clubhouse. In addition to that, I'm hoping there is some sort of team chemistry aspect in the game this year.
It doesn't look like they've added chemistry, if you pause the other video (http://www.operationsports.com/forum...hise-mode.html) at about 1.24 you can see the new morale screen and it's just the same categories as before, no new ones for clubhouse chemistry or the like. Hopefully they have at least made the morale system work better, but they don't look to have changed the overall system as such other than just adding a new screen so you can see all your players morale at the same time. (and most annoyingly, contract is still one of the factors, so you can still have players unhappy at being paid what they agreed to be paid, with no ability on your part to change that)
 
# 103 Impetuous65 @ 03/08/17 09:59 AM
Quote:
Originally Posted by dran1984
Seriously? So let's just throw realism out the window and turn it into an arcade game since it's a video game. The whole point of a "true sim" experience is to make its authentic as possible. Using your "logic" why should they waste time on accurately designing uniforms and stadiums to be realistic? Why should they work on trying to program realistic gameplay and stats? Why implement MLB Nework to give the game a realistic broadcast package?
What are you talking about? you addressed a specific item "Quirks showing up OSD at the batter walk up" I specifically stated that the OSD on batter walk up is just that an information screen. Having quirks pop up dynamically for specific situation isn't going to kill immersion at all.

Since when did having a pertinent scouting info leak over into being arcade, hell how did this turn into gameplay when all I talked about was an On Screen Display?
 
# 104 countryboy @ 03/08/17 10:01 AM
Quote:
Originally Posted by BigOscar
It doesn't look like they've added chemistry, if you pause the other video (http://www.operationsports.com/forum...hise-mode.html) at about 1.24 you can see the new morale screen and it's just the same categories as before, no new ones for clubhouse chemistry or the like. Hopefully they have at least made the morale system work better, but they don't look to have changed the overall system as such other than just adding a new screen so you can see all your players morale at the same time. (and most annoyingly, contract is still one of the factors, so you can still have players unhappy at being paid what they agreed to be paid, with no ability on your part to change that)
Yeah I saw that.

Still holding out hope, however slim the chance may be.
 
# 105 JayD @ 03/08/17 10:06 AM
I love morale but i also hope they tuned it a bit. I hated seeing my new pitching prospects coming in and expecting to be the Ace as soon as they are signed.
 
# 106 Mauer4MVP @ 03/08/17 10:06 AM
I think there should be negative quirks as well. For example, Byung-Ho Park. If you throw a fastball he's going to hit it450 feet. If you throw a breaking ball he's going to swing out of his shoes.

Sent from my HTC Desire 626 using Operation Sports mobile app
 
# 107 agentlaw13 @ 03/08/17 10:08 AM
Quote:
Originally Posted by Jolly Roger
Man, I dunno...these player quirks scare me a little. I really hope they can be given and, perhaps more importantly, taken away by us.

Performs better when team is behind; performs better in 9th inning or later; good at driving in runner on 3rd with less than 2 outs...these are all versions of that folksy intangible people call "clutch," the existence of which is debatable.

http://www.fangraphs.com/library/misc/clutch/

http://www.fangraphs.com/blogs/why-w...-about-clutch/

To me, a quirk is more something like "pitcher throws to first more often/doesn't throw to first very often," "first strike swinger," etc.


Goodness, I hope not.


Do we even know if the quirks give attribute boosts?

I wouldn't think so. I believe these quirks are "under the hood" attributes that these players have anyway. I believe the dev team just gave us these quirks to allow for more variety and differentiation between players. Now we can see what sets some players apart from others and we can now construct our lineups/rosters based on certain types of players that we might be trying to fit with our teams.

Regarding Rizzo's "2 strike hitting quirk", I believe in past versions of the game, he would still have similar contact/clutch/etc ratings for 2 strikes as he does in this year's game. We just weren't aware of it because we didn't have the "quirk" or badge in the previous games to let us know that. I don't see them giving attribute boosts in addition to the existing rating just in those scenarios.

I think some here are believing the quirks will cause some of the player's attributes to be boosted to where they are overpowering to an advantage. I don't think that's the case. It seems to me the dev team just gave us notification of these players special abilities in certain situations to give more player variety and team building variety in our franchise.

I could be totally wrong on this but that's how I see how the quirks are implemented into the game this year. I think it's a great addition and I have been hoping for something like this in The Show ever since 2K's badges system was introduced. Adds another layer of strategy in franchise.


Sent from my iPhone using Operation Sports
 
# 108 crews2012 @ 03/08/17 10:30 AM
I am hoping that they are using these as major selling points to try to get more people to play franchise mode. Since other things in franchise mode would be considered 'small details" that would not matter to a new person playing franchise but would be huge to someone who grinds on franchise, maybe they will talk about the "smaller" changes on the live stream
 
# 109 crews2012 @ 03/08/17 10:39 AM
I really hope this is how it works, if not then this is an awesome idea for next year to improve on quirks
 
# 110 countryboy @ 03/08/17 11:15 AM
Another thing that I'm curious to learn about during tomorrow's stream/deep dive, is how player quirks will work with carryover franchises?
 
# 111 thescoop @ 03/08/17 11:18 AM
I like the quirks add. That is a new feature that could help add to Franchise if it is done right. And The Show team is usually on point. I still am hoping tomorrow there are a few details they are holding back for the stream. I still feel a bit underwhelmed but no matter what, I'll be picking up The Show as I do every year on day one.
 
# 112 bcruise @ 03/08/17 11:33 AM
Quote:
Originally Posted by countryboy
Another thing that I'm curious to learn about during tomorrow's stream/deep dive, is how player quirks will work with carryover franchises?
Yep, that's a burning question in my mind right now. How do they get assigned to generated, existing players - or do they? Since quirks are a seperate layer on top of the already existing ratings, I could see the carry-over still working without any trouble - only without the quirks.

Or....there's the possibility that they laid the framework for quirks behind-the-scenes in '16, and players will already have them assigned when you import. I wouldn't put something like that past this dev team - having behind-the-scenes data in a year in advance is exactly what they had to do to make carry-over a thing, after all!

This is something they have to, and I'm almost certain they will, answer in the stream on Thursday. Can't wait to see what they've cooked up.
 
# 113 underdog13 @ 03/08/17 11:34 AM
Quote:
Originally Posted by countryboy
Another thing that I'm curious to learn about during tomorrow's stream/deep dive, is how player quirks will work with carryover franchises?
I would assume the quirks would be attached to the player ID that each guy has. For non Mlb players, I'm not sure.
 
# 114 goplen5 @ 03/08/17 12:26 PM
I agree that the quirks will make it more realistic, and they do have potential. However, I'm curious to see what else has been added in franchise mode on top of that because there are definitely things that I would have rather seen added to the mode.

For instance, better trade and contract options like front and back loaded contracts, more than 3 players allowed per team in a trade, potential for opt-outs in deals, non-roster Spring Training invites, etc.

Also, I'd rather see more added to a GM mode. More so just having more to do. Updating facilities, adding seats (stuff like before with ticket prices and whatnot), plus other ways of making money instead of just sponsors. Things like negotiating TV deals based on team performance and market. Attendance could also be affected by star power on the team vs. a team that is rebuilding with just a bunch of young guys. However, if those young players are top 100 prospects, there could be "star power" with that too. Just like people love to come out and watch a guy like Trout, but there is also a base that loves coming out to watch the new guys like Bryant, Seager, Correa, etc. when they first came up.

Lastly, it would be interesting/realistic if there was something like a seasonal stamina bar for pitchers and players. They have the current one, which is nice to make your guy wait and pitch 5 days later, but I'm thinking more for like teams like the Dodgers and Pirates, who when they brought up guys like Urias and Taillon, those guys weren't going to pitch 200 innings. With this a 6th (optional) rotation slot could be added in order to limit workloads when you have a young staff (like the Mets tried). This could tie into injury ratings to differentiate between guys that are reliable for 220 IP+ vs guys like Strasburg, who has good stamina per game, but won't hit 200 IP. The same could be said of top positional prospects that are called up and not used to playing a 162 game season.

This would obviously make you need to put way more thought into franchise, and maybe that's something most wouldn't want. Just an idea.
 
# 115 extremeskins04 @ 03/08/17 12:47 PM
I said this before but I really hope these quirks don't make players overpowered. Especially star players.
 
# 116 thawkprime 21 @ 03/08/17 01:15 PM
I'm excited for the player lock feature for situational moments. I can use it now to play as a minor league player that I'm thinking about calling up to the majors in either spring training or late in the season. It wI'll be used by me to see if I can pitch with a player or hit with them as I sometimes struggle with certain pitching motions and batting stances/swing length.
 
# 117 jvalverde88 @ 03/08/17 01:49 PM
With us now having the option to start in the regular season instead of Spring Training I wonder if we can now start our franchise mode with a 40 man roster without the computer messing with the lineups. I just hope it isn't like Madden where it sims Spring Training.
 
# 118 forme95 @ 03/08/17 01:55 PM
I hope they go a little more in depth on mange mode as much as they do in quick manage.

Sent from my SAMSUNG-SM-J120A using Tapatalk
 
# 119 Unlucky 13 @ 03/08/17 02:03 PM
Quote:
Originally Posted by goplen5
I agree that the quirks will make it more realistic, and they do have potential. However, I'm curious to see what else has been added in franchise mode on top of that because there are definitely things that I would have rather seen added to the mode.

For instance, better trade and contract options like front and back loaded contracts, more than 3 players allowed per team in a trade, potential for opt-outs in deals, non-roster Spring Training invites, etc.

Also, I'd rather see more added to a GM mode. More so just having more to do. Updating facilities, adding seats (stuff like before with ticket prices and whatnot), plus other ways of making money instead of just sponsors. Things like negotiating TV deals based on team performance and market. Attendance could also be affected by star power on the team vs. a team that is rebuilding with just a bunch of young guys. However, if those young players are top 100 prospects, there could be "star power" with that too. Just like people love to come out and watch a guy like Trout, but there is also a base that loves coming out to watch the new guys like Bryant, Seager, Correa, etc. when they first came up.

Lastly, it would be interesting/realistic if there was something like a seasonal stamina bar for pitchers and players. They have the current one, which is nice to make your guy wait and pitch 5 days later, but I'm thinking more for like teams like the Dodgers and Pirates, who when they brought up guys like Urias and Taillon, those guys weren't going to pitch 200 innings. With this a 6th (optional) rotation slot could be added in order to limit workloads when you have a young staff (like the Mets tried). This could tie into injury ratings to differentiate between guys that are reliable for 220 IP+ vs guys like Strasburg, who has good stamina per game, but won't hit 200 IP. The same could be said of top positional prospects that are called up and not used to playing a 162 game season.

This would obviously make you need to put way more thought into franchise, and maybe that's something most wouldn't want. Just an idea.
I agree. The ideas you mentioned are step one for me, in getting franchise mode BACK to where it needs to be. Its really all that I care about at this point, now that gameplay and graphics are so superior. I'm hoping that we see some of that tomorrow. I fear that we won't though.
 
# 120 miamikb2001 @ 03/08/17 02:38 PM
Quote:
Originally Posted by forme95
I hope they go a little more in depth on mange mode as much as they do in quick manage.

Sent from my SAMSUNG-SM-J120A using Tapatalk


Me too,but not likely i would imagine.I figure MoM mode will remain the same.


Sent from my iPhone using Tapatalk
 


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