MLB 15 The Show Fact Sheet - Gameplay Reveal Scheduled For February 5th on Twitch
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Re: MLB 15 The Show Fact Sheet
What does split screen functionality mean for presentation? Could that mean that they show a scene where half the screen shows the pitcher and the other half shows the batter before a pitch to set up the presentation for a stressful playoff situation?
Presentation Improvements
(PS4)
Dynamic stat based presentations
Split screen functionality
Real-time situational/emotional AI scenes (dugouts, crowd, etc.)
All-new Jumbotron movies
More Team and Player celebrationsComment
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Re: MLB 15 The Show Fact Sheet
I figured that would be the case. I like to play with the current team every season so the carry over save doesnt excite me as much.Comment
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Syracuse Orange
If walls could talk to spill the lies, we'd see the world through devils eyes
-M. ShadowsComment
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Re: MLB 15 The Show Fact Sheet
Ramone, have there been any optimizations/improvements regarding the frame rate during cutscenes involving the crowd? Thank you sir.Last edited by Turbojugend; 01-29-2015, 01:53 PM.www.heyimbill.com | sports poster art and other cool stuffComment
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Re: MLB 15 The Show Fact Sheet
AffirmativeComment
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Re: MLB 15 The Show Fact Sheet
So much for an overhauled franchise, other than a GM mode, they didn't do squat to it. Us stat guys get ignored once again. I'd much rather have improved stat interface, and career stats than a lousy GM mode. This fact sheet is so underwhelming. Still getting it but, I'm a bit disappointed. I thought Russell said "Overhauled" franchise.
franchise might not of been over hauled but these facts right here are huge for franchise in my opinion.
8. Editable Contracts (Franchise mode)
9. Player contract interest improved (based on MLB service time) (Franchise mode)
10. Player salary guide (Franchise mode)
11. GM History records (Franchise mode)
12. Trade Finder (Franchise mode)
13. Vastly improved trade logic (Franchise mode)Comment
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Re: MLB 15 The Show Fact Sheet
This fact sheet though
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Re: MLB 15 The Show Fact Sheet
Most of the changes below are based on real life stats and research..
All pitches now vary their break axis for real. For example, a Curveball sometimes will spin 12-6 O’Clock or 10-4 O’Clock. A 12-6 Curveball will sometimes spin 1-7 O’Clock or 11-5 O’Clock. Even a 4-seam will do this, but the OSD won’t display it because the 4-seam is considered the “reference pitch” that is compared to by default. It’s subtle but definitely noticeable in testing. Real life pitches vary more than this , but there’s design and playability drawbacks to varying too much. There are some complications from this change, some are addressed while others aren’t critical and still worth keeping.
Pitch break magnitudes vary slightly more too. I.e. a 12 inch break might vary between 10.5-13.5 inches between throws before any other factors are applied.
4-Seam Fastballs spin at 11 O-Clock (1 O-Clock from pitcher’s perspective) and tail in on a same handed hitter. If there’s good data on arm slots, we can vary this from 9-12. So a side-arm pitcher would have his 4-Seam move more like a sinker even though it’s rolling 4-seams, has the accuracy bonus of a 4-seam, etc.. We already have the rule that side-arm pitchers overthrow/underthrow side-ways, but the data needs to be comprehensively set and QA’d before we start using it for armslot/spinaxis.
Curveballs are much easier to see and recognize earlier. Changeups and sliders should be slightly easier to read. 2-seams and sinkers sink more than before. Higher break pitchers tail at a lower axis (same is true for slider and cutter).
Most of the spin and break formulas have been tuned based on the latest research I know of. For example based on Trackman, the best curveball pitcher is about 3000 rpm whereas the average is 2450. So I increased curveball spin accordingly overall, but reduced the gap between the best and average pitcher to +/- 22% rather than +/- 33% which is kind of exaggerated. That’s still a big difference because our OSD can only show ½ the curveball movement (it might break 2 feet but we’ll only show 1 foot, otherwise you can’t even aim it). Instead of exaggerating the OSD’s break for breaking pitches, instead I’ll try to show a realistic break (in the case of CB, scaled by 1/2x) and let the formulas do the work of differentiating effectiveness.
2450 rpm translates to 41 rotations per second, which is about 20 rotations to the plate for a curveball. A fastball is on average 2200 rpm, about 14 rotations to the plate (depending on speed). I checked these numbers against some other sources and they’re not far off, and probably more definitive coming from Trackman which has comprehensive data using professional grade equipment. In any case the numbers happen to be a potential improvement because of their implications on pitch recognition.Comment
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