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MLB 14 The Show News Post


MLB 14 The Show patch 1.11 is available now, weighing in at 400 MB. The official announcement is here, or you can read it below.

Online Changes:
  • Community Challenges: Walks earned during the first situation will reset after the first pitch during the second situation.
  • Community Challenges: Gameplay ceases when user enters the bullpen after a flyout (but before the play ends).
  • Online: Community Challenges: The pitcher is switched back to the default pitcher when user edits a situation in which the pitcher was changed.
  • Community Challenges: Set scores are displayed incorrectly on the pause menu scoreboard.
  • Online: Diamond Dynasty: Fixed an issue that caused certain pages of DD league leaders to be blank. Pitchers were working, but position players were not.
  • Diamond Dynasty: Quitting or conceding incorrectly displayed a Win under Game History.
  • Online Gameplay: Fixed out/safe calls for tag outs.
  • Online Gameplay: Fixed hang when hitting select pitch and practice swing at the same time.
  • Online Gameplay: Fixed auto-pitch delays not getting reset upon pitcher input.
  • Online Gameplay: Fixed User hits a ground ball towards the SS, Title asserts/crashes for the offensive player as runners come into their respective bases.
  • Online Gameplay: Diving after a ball in the infield was cause the game to hang very rarely.
  • Online Gameplay: Pitcher freez when batter Hitting Interface is set to Pure Analog or Zone Plus Analog and the batter steals early with a baserunner.
  • Online Gameplay: Issue where the runner would sometimes run past a bag instead of sliding is fixed.
  • Online Gameplay: First baseman warping back to bag on a bunt down first base line.
  • Online Gameplay: Accessing the Quick menu after substituting a player breaks the users on-screen-display.
  • Online Gameplay: Both users in a Head to Head match would lose Pause menu functionality if a pitcher is put in to game too quickly after a pitcher is ejected from game.
  • Online Gameplay: After a pitcher is scheduled to be put in has come in, the offensive player would receive a pitch before seeing the presentation for them coming into the game.
  • Online Gameplay: Game Log displays multiple text regarding pitchers in bullpen after each pitch during Online Exhibition.
  • Online Gameplay: The Box Score Pitching stats are not tracking correctly. Player stats syncs were resetting pitcher stats.
  • Universal Profile: Fixed issue where hits on last 3 appearances in the universal profile would show the home teams hits for both teams.
  • Online Franchise: User accepting a franchise challenge would freeze if other user backs out.
  • Online: Accessing positioning or substitution options from the quick menu caused a stagnant pause timer to remain on screen during gameplay.
  • Sportscast Live: The player name displayed as the pitcher was incorrect.
  • Vaults: Title would hang on an error message when the User attempts to upload a Logo, Slider, or Roster with a name that has less than 5 characters when on a description selector.
  • Online: Exhibition and Game Room games are affecting Rating correctly in all situations now.
  • Online: Fix for player search options being allowed in offseason. If they are used, the next season could hang.
Offline Changes:
  • Back to Back trophy incorrectly unlocked after hitting a home run then calling for time with the next batter.
  • Fix for base coach playing incorrect version of fair ball call. Base coach was trying to do too many things at once.
  • Substitution screen: BRA text (Base Running Ability) has been replaced with STL (Steal ability).
  • With Playerlock on, defensive substitutions did not function. You could go through the operation of attempting to sub teammates, but nothing would happen, the situation would be simmed through, and gameplay would continue.
  • Incorrect SCORER where design calls for PITCH_COUNT totals in LAD jumbotron.
  • Miller Park - Milwaukee Brewers Franchise/Season: During a game at Miller Park, player info stat normally displayed on the Jumbtron during their initial at-bat could appear incorrect or not noteworthy. Fixed some grammar and added some more conditions to prevent un-interestinginformation from being displayed.
  • RTTS - Player Performance Evaluator for 'pitch type' bar graphic is inaccurate while attempting to play 1 full year.
  • RTTS: "Reset" did not function after changing page tabs in the Training screen resulting in loss of points with no increase in attribute.
  • Player Search contract remaining min/max text was too long.
  • Runner that reaches first on throwing error would sometimes get counted as a run.
  • Allow fielding errors in fielding training modes.
  • Include pre-pitch misses and phantom catches to conditions for 3Bman to set up for cut off to home cut off infield grass.
  • Catcher did not animate correctly when catching for an Intentional Walk.
  • Leading off or stepping back will cancel a queued up steal attempt.
  • RTTS/Lock-On: Title will soft lock when User calls for a pick off when RTTS 2B/SS is not near the base they are calling the pick off to.
  • Quick count balance and tuning- Tracking/accounting fix for balls/strikes and total pitch count, changes to the AI’s ball/strike frequency for smarter strategy, balance changes related to the power swing fix.
  • Manager mode quick counts - Too many strikes were being thrown.
  • Fixed issues with pitchers that pitch from the stretch with no runners on base.
  • Fixed issue causing ball-boy to use a full run instead of a jog when running to dead ball catches.
  • Fixed an issue causing a runner on 3rd to try to go home on a bunt when the catcher was fielding the ball right next to the line and could easily tag him out.
  • Added head tilt constraint to improve the head angle when a pitcher looks back at a runner on 2nd base.
  • Average runners have better steal success than before. This is a small change, but there are a lot of close plays getting them tagged out. The effect is pronounced when playing against certain pitchers, and for these pitchers the runners were being capped from getting their best jump (compared to last year).
  • In Manage Only Mode, opposing teams would never sac bunt.
  • Fenway Park (Boston Red Sox): Night and Day capacity numbers were switched.
  • Season/Franchise: When toggling through teams on Free Agents list, the background color does not change to match selected team's colors.
  • RTTS Showcase: An out of place Right Stick icon appeared in the mode header after accessing the Universal Profile. We didn't handle the Showcase play mode.

Game: MLB 14 The ShowReader Score: 8.5/10 - Vote Now
Platform: PS Vita / PS3 / PS4Votes for game: 12 - View All
MLB 14 The Show Videos
Member Comments
# 121 xKaoTicxLegEndx @ 04/25/14 04:32 PM
Quote:
Originally Posted by Ed21
Anyone else noticing an issue where you can't fully edit a players shoes if they're on the MLB roster? Parts of the shoe are locked in and you can't change the colour.

EDIT: It's not every team, just seems to be the Dodgers from what I've found so far.
It's not just the Dodgers. It's the Dodgers, Royals, Phillies, Cardinals, Cubs, and Athletics. Those teams have "team" colored cleats (the Athletics have white cleats).

In the past, you haven't been able to edit the main cleat color, but there are other parts of the cleat now that are un-editable (why I don't know) in this year's game.
 
# 122 Cubs1984Nostaglia @ 04/25/14 08:11 PM
That was weird. I just played a really intense 20 inning game at Wrigley against the Yankees (Yes, I won 11-10 ), and the highlight reel cut off the highlights at the 17th inning. Weird, guess it doesn`t go past that amount of innings.
 
# 123 DarthRambo @ 04/25/14 09:01 PM
The patch did wonders for QC!! I can't stress this enough. I started up a test season with the Braves...first game against Brewers I had 14 hits (3 homeruns) and won the game 9-2. Second game against Matt Garza and he on fire. I lost 7-1...got rocked early with Minor, givinh up a 6-0 lead after two innings.

QC after the patch has been great! I've been tallying the amount of generated full counts I get and loving what I'm seeing. Garza pitched a CG only giving up 4 hits with 9k and 2bb on 117 pitches with QC! )))) I got my sliders pretty much set so all I need is the OSFM rosters to start my franchise, can't wait! Thank you, SCEA for such a great game and tweaking QC to near perfection with this patch!
 
# 124 CaseIH @ 04/25/14 10:46 PM
Played 1 game since the patch and pitch counts are definitely better with QC's. End of game pitch analysis dont show right # of pitches thrown still, but I can live with that if it cant be fixed.

I still hope they still fix the budget issue, which probably has a lot to do with top prospects signing 6 yr deal for around a 1 mil per year. Both these things need looked at still or this will be franchise killer, with the only work around is controlling all 30 teams contracts. I definitely dont want to have to do that, nor do i want to see small market teams having bug budgets either.
 
# 125 tabarnes19_SDS @ 04/25/14 11:19 PM
Quote:
Originally Posted by CaseIH
Played 1 game since the patch and pitch counts are definitely better with QC's. End of game pitch analysis dont show right # of pitches thrown still, but I can live with that if it cant be fixed.

I still hope they still fix the budget issue, which probably has a lot to do with top prospects signing 6 yr deal for around a 1 mil per year. Both these things need looked at still or this will be franchise killer, with the only work around is controlling all 30 teams contracts. I definitely dont want to have to do that, nor do i want to see small market teams having bug budgets either.
I've been playing with that for awhile. I think there are a few reasons for the budgets getting too large.

1. The budgets are growing too fast. They gain up to 40% per year. In mlb13 the increases were around 7-12%.

2. salaries are different this year. Minor league players are making much less money than they did in previous years. This is a good thing, but less budget is being eaten up.

3. I'm not seeing the bidding wars and higher contract values for free agents that was incorporated last year. Last year free agent salaries adjusted based on team need and quality of position. I see in every sim the players sign with different or same teams for the same salary.

4. Players are giving a discount in renewable and arbitration years.

5. Big budget teams are starting in rebuild mode and trading vets away. In the offseason they do not bid on free agents.

I think the budget increases should revert back to how they were last year. Players that are B potential should be renewed at a higher salary, and arbitration eligible should receive a higher salary.

Every team should start at normal and strategies should change june 1. At the end of the season they should revert back to normal. All teams have aspirations to win in the beginning of the season and in the offseason.

Mid level players should receive a higher salary. B potential players that are 80 ish are getting between 1 and 4 million. I would give them between 4-8 million.

Teams with more money should bid higher on free agents. Even as the user when I bid higher, as the Yankees, by 40 million total. The player will not accept my offer yet accept one that is much cheaper with a different team.


Sent from my SCH-I545 using Tapatalk
 
# 126 DarthRambo @ 04/25/14 11:22 PM
Quote:
Originally Posted by CaseIH
Played 1 game since the patch and pitch counts are definitely better with QC's. End of game pitch analysis dont show right # of pitches thrown still, but I can live with that if it cant be fixed.

I still hope they still fix the budget issue, which probably has a lot to do with top prospects signing 6 yr deal for around a 1 mil per year. Both these things need looked at still or this will be franchise killer, with the only work around is controlling all 30 teams contracts. I definitely dont want to have to do that, nor do i want to see small market teams having bug budgets either.
Yeah I'm hoping they fix the budget issue as well. That will def be a franchise killer. I'm confident they will fix those two franchise issues though. They always seem to fix the major things every year so I expect no different. And since all patches fix on going franchises I'm not worried at all since I won't be near finished with year one when the second patch comes out.

Sent from my SPH-L710 using Tapatalk
 
# 127 allgames @ 04/26/14 01:56 AM
Well that was short lived. I've seen the exact same warping and out of sync issues I saw before the patch. Wow. Disappointed.


Sent from my iPhone using Tapatalk
 
# 128 econoodle @ 04/26/14 02:01 AM
Quote:
Originally Posted by tabarnes19
I've been playing with that for awhile. I think there are a few reasons for the budgets getting too large.

1. The budgets are growing too fast. They gain up to 40% per year. In mlb13 the increases were around 7-12%.

2. salaries are different this year. Minor league players are making much less money than they did in previous years. This is a good thing, but less budget is being eaten up.

3. I'm not seeing the bidding wars and higher contract values for free agents that was incorporated last year. Last year free agent salaries adjusted based on team need and quality of position. I see in every sim the players sign with different or same teams for the same salary.

4. Players are giving a discount in renewable and arbitration years.

5. Big budget teams are starting in rebuild mode and trading vets away. In the offseason they do not bid on free agents.

I think the budget increases should revert back to how they were last year. Players that are B potential should be renewed at a higher salary, and arbitration eligible should receive a higher salary.

Every team should start at normal and strategies should change june 1. At the end of the season they should revert back to normal. All teams have aspirations to win in the beginning of the season and in the offseason.

Mid level players should receive a higher salary. B potential players that are 80 ish are getting between 1 and 4 million. I would give them between 4-8 million.

Teams with more money should bid higher on free agents. Even as the user when I bid higher, as the Yankees, by 40 million total. The player will not accept my offer yet accept one that is much cheaper with a different team.


Sent from my SCH-I545 using Tapatalk
so are you saying franchise is screwed for 14?
 
# 129 DarthRambo @ 04/26/14 02:41 AM
If the budget issue isn't fixed I'm gonna need a guide on how to manage all 30 teams in offseason free agent stuff and contract stuff!

Sent from my SPH-L710 using Tapatalk
 
# 130 Mrmagoo @ 04/26/14 03:02 AM
Yea me too... Smh

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# 131 tabarnes19_SDS @ 04/26/14 09:50 AM
Quote:
Originally Posted by econoodle
so are you saying franchise is screwed for 14?
No not at all!! I think this year has the best sim stats...the best progression/regression, and the best future stats the series has ever had.

There are a few things that can be tweaked, but that goes for everything in life.

I love the show this year!! Plays the best this series has ever. After testing more I don't really see any changes from prepatch, for franchise, so possibly they didn't make it in.

Even when I posted when the patch first came out that the CPU teams weren't locking up the players long term any longer, I think it was just the one sim. It looks like it is very similar to prepatch. The A potential renewable sometimes extend long term and others sign one year deals.

Sent from my SCH-I545 using Tapatalk
 
# 132 Armor and Sword @ 04/26/14 10:31 AM
Quote:
Originally Posted by tabarnes19
No not at all!! I think this year has the best sim stats...the best progression/regression, and the best future stats the series has ever had.

There are a few things that can be tweaked, but that goes for everything in life.

I love the show this year!! Plays the best this series has ever. After testing more I don't really see any changes from prepatch, for franchise, so possibly they didn't make it in.

Even when I posted when the patch first came out that the CPU teams weren't locking up the players long term any longer, I think it was just the one sim. It looks like it is very similar to prepatch. The A potential renewable sometimes extend long term and others sign one year deals.

Sent from my SCH-I545 using Tapatalk


I have little to no doubt we get one more big update. And your right this is the best version of the show yet. A couple of questionable decisions (blue circle with auto fielding manual throw and hr cam toggle being removed). Other than that for me fantastic game.

And I have already gotten over te blue circle and am confident it will be optional next year, but where it really annoys me is on steals as it flashes like a blue meteor on the catcher as he jumps up to throw.

Really guys? Someone would not know the catcher has the ball on a steal?

Sigh.

Had to take that pot shot at the poor decision and I know an active Dev here voted against it. Oh well next year it will be gone.

So let it be written.....so let it be done!
 
# 133 bcruise @ 04/26/14 01:29 PM
Quote:
Originally Posted by tabarnes19
No not at all!! I think this year has the best sim stats...the best progression/regression, and the best future stats the series has ever had.

There are a few things that can be tweaked, but that goes for everything in life.

I love the show this year!! Plays the best this series has ever. After testing more I don't really see any changes from prepatch, for franchise, so possibly they didn't make it in.

Even when I posted when the patch first came out that the CPU teams weren't locking up the players long term any longer, I think it was just the one sim. It looks like it is very similar to prepatch. The A potential renewable sometimes extend long term and others sign one year deals.

Sent from my SCH-I545 using Tapatalk
Would I be correct that the biggest problem with the budgets increasing too quickly would be too much parity within the league? If that's the case it doesn't really bother me - I mean it's a realism issue for sure if Houston becomes a large market team, but I don't think it would break the game's competitive balance. You're still going to have good teams and bad teams because there aren't enough 90's to go around with the ratings changes this year.

I would consider progression/regression being fixed FAR more important. Although I never played that deep into a continuous mode in '13, I've watched a guy on Twitch play his RTTS into 2028. It's.....not a pretty sight for pitchers.

Love reading your posts on this stuff - things that affect the game that I'll probably never even see.
 
# 134 tabarnes19_SDS @ 04/26/14 02:28 PM
Quote:
Originally Posted by bcruise
Would I be correct that the biggest problem with the budgets increasing too quickly would be too much parity within the league? If that's the case it doesn't really bother me - I mean it's a realism issue for sure if Houston becomes a large market team, but I don't think it would break the game's competitive balance. You're still going to have good teams and bad teams because there aren't enough 90's to go around with the ratings changes this year.

I would consider progression/regression being fixed FAR more important. Although I never played that deep into a continuous mode in '13, I've watched a guy on Twitch play his RTTS into 2028. It's.....not a pretty sight for pitchers.

Love reading your posts on this stuff - things that affect the game that I'll probably never even see.
I think parity is a good description. Without a budget constraint I also see players being traded that were never traded in mlb13 due to salary.

Pujols to the Pirates or Marlins. CC to the Astros..in the past with tighter budgets teams couldn't swing deals for a $10 million plus player. Now any team can and they do.

Small market teams do not have to make decisions on who to keep. Teams can keep everyone that they want. Usually the only free agents that hit the market are ones the CPU doesn't value.

I wouldn't mind the budget increases if salaries moved north relative with the increase.

Sent from my SCH-I545 using Tapatalk
 
# 135 Heroesandvillains @ 04/26/14 02:36 PM
But are these teams like the Marlins and Pirates that are aquiring these bigs contracts through trade at least in playoff contention?

I can't imagine Houston especially standing strong enough near the deadline to make such a move unless they were well in the race.

How's the overall amount of teams using rebuild strategy looking?
 
# 136 CaseIH @ 04/26/14 02:44 PM
Quote:
Originally Posted by IrishSalsa
Yeah I'm hoping they fix the budget issue as well. That will def be a franchise killer. I'm confident they will fix those two franchise issues though. They always seem to fix the major things every year so I expect no different. And since all patches fix on going franchises I'm not worried at all since I won't be near finished with year one when the second patch comes out.

Sent from my SPH-L710 using Tapatalk
This actually worries me, because in the past with franchise budget issues SCEA never fixed it with a patch. We dealt with the FA glitch for a couple years even before the finally fixed it last year. SCEA has always been good with gameplay fixing patches, better than any other company out there, but while I do have some hope it gets fixed, its hard to be overly optimistic considering their track record with the FA bugged that had big name players rotting away in FA after a few years. Sadly I think I might need to put back in 13 before it goes offline to make sure I have a franchise to play this year, just in case they dont fix it.
 
# 137 tabarnes19_SDS @ 04/26/14 02:50 PM
Quote:
Originally Posted by Heroesandvillains
But are these teams like the Marlins and Pirates that are aquiring these bigs contracts through trade at least in playoff contention?

I can't imagine Houston especially standing strong enough near the deadline to make such a move unless they were well in the race.

How's the overall amount of teams using rebuild strategy looking?


I think it has more to do with teams that are in rebuild mode to be honest. They just dump for the sake of dumping. Here is the CC trade. Now the worst part is they received just a RP in return. I can't imagine that HOU was too deep in a playoff push in May in the 2014 season.

Rebuild mode needs to happen later in the season. I tried swapping the entire Yankee roster with the Braves roster then start a franchise. The Yankees started that franchise as normal and the Braves as rebuild. So I think the system is taking the age into consideration and not necessarily the talent when determining to rebuild or not. Then I believe it looks at overall after age. So a team can be trapped in rebuild for sometime. They dump there talent then have a weak overall. The team then doesn't want to spend in the offseason either.

I can tell you now. Using SCEA rosters all have started Min., NYM, NYY and Phi as rebuild. Even with a record 20 games over .500 the best I can get the Yankees to move is normal. I have yet to see them change to playoff push.
 
# 138 KingV2k3 @ 04/26/14 03:25 PM
Quote:
Originally Posted by tabarnes19
I think parity is a good description. Without a budget constraint I also see players being traded that were never traded in mlb13 due to salary.

Pujols to the Pirates or Marlins. CC to the Astros..in the past with tighter budgets teams couldn't swing deals for a $10 million plus player. Now any team can and they do.

Small market teams do not have to make decisions on who to keep. Teams can keep everyone that they want. Usually the only free agents that hit the market are ones the CPU doesn't value.

I wouldn't mind the budget increases if salaries moved north relative with the increase.

Sent from my SCH-I545 using Tapatalk

Could this be minimized with a custom roster that had adjusted salaries?

So far, it SEEMS that the way to go would be a Hybrid (based off OSFM) that has the yearly pitch edits and these adjusted contracts, correct?

Thanks!
 
# 139 tabarnes19_SDS @ 04/26/14 03:31 PM
I'm curious to see how the strategies are with OSFM. Unfortunately you cannot edit salaries.

The old way of raising a players overall in the editor and then doing the free agent swap no longer works. When you start a franchise the contracts are reflected based off the players current overall and potential.

Even with the old way budgets would adjust proportionately to the higher salary, so teams wold always have the same budget room available.
 
# 140 Cavicchi @ 04/26/14 03:38 PM
One solution to this budget problem is turning Budgets Off
 


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