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MLB The Show 17 News Post

MLB The Show 17 patch 1.04 is available now, check out the full list of fixes below and post your thoughts.

NOTE: Server maintenance is still taking place.

UPDATE: Servers are up.

Thanks to HozAndMoose for the image!


Game: MLB The Show 17Hype Score: 9/10 - Vote Now
Platform: PS4Votes for game: 36 - View All
Member Comments
# 81 ML @ 04/25/17 11:54 AM
Quote:
Originally Posted by stealyerface
I am beginning to think guys are kidding on here.

I just finished a test game, and they have not addressed the catcher blocks, or the ball miraculously passing through the glove.. at least in the off-line games.

The catcher still does not have any urgency, and there is still no user input to dictate how hard the catcher throws to the base the runner is advancing to. I walked guys on purpose, threw balls in the dirt, walked guys with 20 speed, and the issue is still in need of attention.

That being said... I seriously think that people are busting chops here on the patch issue.

We have light-hitting second basemen hitting 455 foot opposite field bombs, we have catchers that have gloves that apparently have no collision detection for the balls thrown into them, and we have runners that take bases at will when a ball bounces two feet from the batter's box.

But the priority for the developers in the "all I care about" department, is to make sure that the grass color in a night game isn't "too green" and that batters have matte helmets instead of shiny, reflective ones?

Seriously? Matte colored helmets take priority over balls that pass through gloves with no regard to physics or mass?

I'll assume folks are joking about this.
~syf

I have played 3 games since the patch and have had 2 WP, one which was a slider low and away, and 1 which was a curveball in the dirt for a dropped strike three (the catcher threw out Jarrod Dyson). The CPU has had one passed ball which was a fastball if i remember correctly which hit off of the catcher's glove.

It's a small sample size but I didn't change my strategy when it came to pitching and the WP and PB were basically cut in half.

EDIT: Forgot to mention;
Nelson Cruz just hit 3 home runs, the furthest being a 419 foot homerun to left.
@Comercia Park
585 ft elevation
Weather: 49 degrees, overcast
Wind: 9.8 mph, blowing across from LF to RF

Like I said its really an extremely small sample size. I've also been able to not nitpick as much as others on the site and have been able to overlook a lot of issues in the game. Today I'm specifically looking at the catcher issue and the homerun distances. I'll post more as I get through some more games.

Maybe I'm lucky.
 
# 82 KnightTemplar @ 04/25/17 11:57 AM
Quote:
Originally Posted by MrArlingtonBeach
Hmmm...To me, it seems like the CPU skipper is looking at a no-run situation as though his pitcher doesn't have a lead, so a change needs to be made - even if his guy is dealing. The manager logic definitely seems to be off.
Yep, sent a note to Brian. I don't think it's QC. It's the fact that the manager pulls a SP because his team hasn't scored.

My pitcher was pitching a solid game, but my team hadn't scored a run, so I got that message when he was due up "would you like to pinch hit for the pitcher?" Just wondering if it's something under the hood that uses the same logic on the CPU pitcher. I haven't looked to see if the CPU pitcher was pinch hit for when he was due up, I just looked at the fact there were 0 runs scored.

I'm beating a dead horse, so I want to get back to enjoying the game, but it's possible.
 
# 83 crques @ 04/25/17 11:58 AM
Quote:
Originally Posted by Padgoi
While I do agree with basically this entire post, the absurd home run distances can be alleviated with sliders as well. I haven't seen one longer than 433 since I adjusted my sliders.
I've played about 10 games (all before this latest patch) on default AllStar. The longest homerun I've seen has been about 465 feet. I've had more than a hand full that were line drives and less than 400 feet. I haven't had a large sample size, but I haven't seen the mammoth homeruns others are seeing.
 
# 84 Chai2112 @ 04/25/17 12:04 PM
Quote:
Originally Posted by stealyerface
Agreed. I fixed mine early on with the slider set I use.

I used that as an example of the default game, as my sliders have yet to figure out how to nerf the catcher and wild pitch issues.

~syf
There's gotta be something deeper going on with either the slides or the level of difficulty. I play on All Star (I think - have to double check) with sliders adjusted greatly, and I have never had any issues with passed balls, wild pitches, bunting, catchers running slowly to the ball, or invisible glove. My real only issue is the CPU SP issue. I also play with QC.
 
# 85 stealyerface @ 04/25/17 12:06 PM
Quote:
Originally Posted by Padgoi
While I do agree with basically this entire post, the absurd home run distances can be alleviated with sliders as well. I haven't seen one longer than 433 since I adjusted my sliders.
Agreed.

I fixed my HR troubles early with my slider set, I was using this example as part of the default out-of-the-box game play issues.

I used that example as my sliders and changes to the editable-attributes have yet to find a fix to the passed-ball wild pitch issues, but yes, my HR distances and frequency are perfect for me as adjusted with my slider set.
~syf
 
# 86 stealyerface @ 04/25/17 12:08 PM
Quote:
Originally Posted by Chai2112
There's gotta be something deeper going on with either the slides or the level of difficulty. I play on All Star (I think - have to double check) with sliders adjusted greatly, and I have never had any issues with passed balls, wild pitches, bunting, catchers running slowly to the ball, or invisible glove. My real only issue is the CPU SP issue. I also play with QC.
You know....

I am playing on All-Star as well, but for hitting.

My pitching and Analog Defense is on Hall of Fame...

I wonder if there are some under-the-hood issues with this that are inherent to the skill level being raised?

Good idea.

~syf
 
# 87 daley9 @ 04/25/17 12:19 PM
Did anyone try starting there franchise over to see if that fixed the starting pitcher issue ?
 
# 88 tessl @ 04/25/17 12:24 PM
Quote:
Originally Posted by daley9
Did anyone try starting there franchise over to see if that fixed the starting pitcher issue ?
Do you have to start your franchise over for the patch to apply?
 
# 89 CardsNation8412 @ 04/25/17 12:24 PM
Does the update affect CPU pitchers in rtts in regards to pitch counts?


Sent from my iPhone using Tapatalk
 
# 90 fendereagle @ 04/25/17 12:26 PM
Awesome. Such great news havnt had a chance to play since the patch but great stuff. Game is absolutley brilliant and having a blast in offline chise. Cant waitbto fire it up sometime today.
 
# 91 BZito75 @ 04/25/17 12:29 PM
Quote:
Originally Posted by tessl
Do you have to start your franchise over for the patch to apply?
you dont have to start over for it to apply... i think everyone is just happy to get the patch so its almost a knee jerk reaction to start over.


im at work and cant test but if the only thing i wanted fixed (starter stamina) in QC isnt working still, then ill just play a full game.... i know we pay our hard earned money for this product and we want something that "works", but if you compare the SDS team against all the other sports dev teams out there, they are more in tuned with wanting to give us a finished product.

i am 34 years old... i remember the days of old sports games that we just lived with what was given to us... nhl 94, skating across the crease for an automatic goal, etc..... enjoy what is given to us, if you want a carbon copy of baseball on tv, then watch tv... its a video game... glitches happen.

sorry, ill end my rant now. i just want to thank the devs for what they have done for us and the roster and slider gurus for making the game even more enjoyable than it already is.
 
# 92 Chai2112 @ 04/25/17 12:36 PM
Quote:
Originally Posted by BZito75
you dont have to start over for it to apply... i think everyone is just happy to get the patch so its almost a knee jerk reaction to start over.


im at work and cant test but if the only thing i wanted fixed (starter stamina) in QC isnt working still, then ill just play a full game.... i know we pay our hard earned money for this product and we want something that "works", but if you compare the SDS team against all the other sports dev teams out there, they are more in tuned with wanting to give us a finished product.

i am 34 years old... i remember the days of old sports games that we just lived with what was given to us... nhl 94, skating across the crease for an automatic goal, etc..... enjoy what is given to us, if you want a carbon copy of baseball on tv, then watch tv... its a video game... glitches happen.

sorry, ill end my rant now. i just want to thank the devs for what they have done for us and the roster and slider gurus for making the game even more enjoyable than it already is.
As a fellow 34-year-old with the same memories, I'll echo this sentiment. This dev team is the best, as has been since MLB 06 The Show.
 
# 93 tessl @ 04/25/17 12:39 PM
Quote:
Originally Posted by stealyerface
I am beginning to think guys are kidding on here.

I just finished a test game, and they have not addressed the catcher blocks, or the ball miraculously passing through the glove.. at least in the off-line games.

The catcher still does not have any urgency, and there is still no user input to dictate how hard the catcher throws to the base the runner is advancing to. I walked guys on purpose, threw balls in the dirt, walked guys with 20 speed, and the issue is still in need of attention.

That being said... I seriously think that people are busting chops here on the patch issue.

We have light-hitting second basemen hitting 455 foot opposite field bombs, we have catchers that have gloves that apparently have no collision detection for the balls thrown into them, and we have runners that take bases at will when a ball bounces two feet from the batter's box.

But the priority for the developers in the "all I care about" department, is to make sure that the grass color in a night game isn't "too green" and that batters have matte helmets instead of shiny, reflective ones?

Seriously? Matte colored helmets take priority over balls that pass through gloves with no regard to physics or mass?

I'll assume folks are joking about this.
~syf
It's clear to me with only one programmer assigned to franchise too many features have been added and the programmer is overwhelmed. Quick counts was a big mistake - just another gimmick which people expect to play realistically when the basic concept itself isn't realistic - and the programmer has to spend time trying to figure out how to patch it. New features were quick manage and critical situations which are only for sim users.

I play offline franchise manage mode full counts which is the basic game and I don't even bother with bug reports any more because I think the programmer is too overwhelmed with other stuff to get around to fixing the basic game.
 
# 94 stlcardsfan44 @ 04/25/17 12:42 PM
One thing that is still there (devs didn't list this in the patch) is the QC sim game where the reliever comes in and picks up the pitch count from the previous pitcher. Surprised that didn't make it in.

EDIT: This is happening in non QC also.
 
# 95 decga @ 04/25/17 12:43 PM
Thank you guys & gals at SDS. I know you guys are doing above & beyond for us gamers. No complaints from me.
 
# 96 The Chef @ 04/25/17 12:43 PM
First game post patch and through 5.2 IP I've thrown 3 wild pitches and all 3 ended with the CPU advancing a base even though the ball literally was right in front of the catcher. If they supposedly fixed it I'm not seeing it in the first game that's for sure.

As for power, hits seem weaker now then pre-patch but too early to tell.

Sent from my SM-G920T using Tapatalk
 
# 97 parky_17 @ 04/25/17 12:47 PM
Is it just me or does the sound of the ball of the bat sound off? Everything sounds like the bat is breaking whenever a pitch is hit, it's kinda off putting.

In the patch notes it says about adjustments made to "overall sound effects" but the sound of the ball of the bat isn't something that needed fixing IMO

Sent from my SM-G920F using Operation Sports mobile app
 
# 98 MattyIce @ 04/25/17 12:51 PM
Still no Sunday Alternate hats for STL? I can't get online for a few days to check myself


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# 99 catswithbats @ 04/25/17 12:51 PM
Quote:
Originally Posted by Margelofskya
The Tigers backdrop is a perfect match to last year, the Tigers didn't let them know ahead of time, they just switched it


Sent from my iPhone using Operation Sports
This is true, it was unveiled right before the home opener.
 
# 100 Jamake1005 @ 04/25/17 12:52 PM
Quote:
Originally Posted by Tomba
Quote:
Originally Posted by Tomba

Very disappointed that
1) the Detroit tigers behind the catcher backdrop is still pinkish tan when it should be dark green
2)sun trust stadiums grass is too neon green and should be more reg green
3)phillies stadium grass is dull last year in mlb16 it was perfect. They ruined it in 17

For the life of me. We've all seen their twitch streams and see how EASY their art director goes into menus fixing and looking at things for them to NOT address these 3 main eyesores is just outright awful


Basically those of us that care about these three teams can't have just the most simplest fixes? I mean they're just a minor adjustment!

Game Is Good. But I can't stomach to play in these stadiums at all and many others I've talked to away from this forum feel the same


I've reported this bug through their forum twice. And all over Twitter

Nothing done about it

There is nothing wrong with SunTrust's grass. Have you seen a game there? It's pretty neon under the lights.

Sent from my SM-G935V using Operation Sports mobile app
__________________
I have and it depends on broadcast. MLB the show doesn't do this with other stadiums so they shouldn't try to. It looks awful and is a bug nuff said
I've been to Suntrust Park and if look at games on tv their grass color is correct. The grass is neon green!!
 


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