MLB The Show 16 Twitch Stream - Franchise Mode & Gameplay (Archive Available)
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Re: MLB The Show 16 Twitch Stream Starts Now - Franchise Mode
ok from what we know that DD and that other mode are the top two units in this game... they are the ones that make the game money due to cards and all that stuff that franchise doesn't really use.. and now to find out that the two NEW modes are DIRECTLY linked to DD is really not good news...
as someone said very early on in this tread... this is a huge franchise base site and we are still not getting the majority of the respect we deserve... deep dive into franchise my rear end... that was well anyway....
i really wish we could turn off morale in franchise mode...
also wish we coulld turn off card packs in franchise... or be able to put them in the market place... for those of us that are just wasting them when we play every day..."Baseball is life, without Baseball life itself ceases to exist." - Ken SpragueComment
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Re: MLB The Show 16 Twitch Stream - Franchise Mode & Gameplay (Archive Available)
Except his very first paragraph insinuates that SCEA was lying about being able to store stats(the PS3 variable).....instead of what is more likely....they changed the way stats were stored by rewriting the programming for that which does so.
Veiled as it might be....it's there.
Which is happening more and more and is also..."getting old".
Man....I'm losing interest in O.S......something I would never have thought would happen.
Onto the other subject at hand...
I don't think Brian was saying to RID the game of attributes...but hide them....and you would know a player was a good contact hitter without seeing his 85 by....his scouting report!
The actual attribute is still there to drive the game....you would just be able to not view it.
That's what I got from his posts.
M.K.
Knight165
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Re: MLB The Show 16 Twitch Stream - Franchise Mode & Gameplay (Archive Available)
What I get from the stat based progression is this.
If a player has a 80 contact vs Rhp the game/team/organization/player expects that player to have a certain batting avg. lets say .290 against Rhp.
If the player hits that certain avg or close to it .280-.300, his rating remains the same. If he exceeds it and hits .310, it increases but not as much because the game expects him to hit Rhp well.
If the player hits below that certain avg based on his 80 contact vs Rhp and hits .260, the game is like "well you shouldn't be expected to hit like an 80, you should be lowered to a 75 contact vs Rhp.
Similarly if a player is rated 40 contact vs Rhp he is expected to hit around .220. If the player hits around .220 his rating is accurate and doesn't need to be altered. If he hits below .220 the game says your supposed to be bad, but not that bad, lower you 3-5 points.
If that player who is rated 40 contact vs Rhp hits well over his expected avg of .220 and hits let's say .250 the game is like well shoot we got your rating wrong, you obviously can hit Rhp so we'll raise your rating to a 50 and expect you to hit that avg now. But if you start sucking against Rhp again it'll go back to 40.
I don't see the problem here. It's not like if he's rated 40 and hits like a 40 should it'll drop even lower. As well as rated high and hits high. The real progression/regression aspect is when a player doesn't perform as expected, then expectations need to be changed, thus ratings change.Comment
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Re: MLB The Show 16 Twitch Stream - Franchise Mode & Gameplay (Archive Available)
What I get from the stat based progression is this.
If a player has a 80 contact vs Rhp the game/team/organization/player expects that player to have a certain batting avg. lets say .290 against Rhp.
If the player hits that certain avg or close to it .280-.300, his rating remains the same. If he exceeds it and hits .310, it increases but not as much because the game expects him to hit Rhp well.
If the player hits below that certain avg based on his 80 contact vs Rhp and hits .260, the game is like "well you shouldn't be expected to hit like an 80, you should be lowered to a 75 contact vs Rhp.
Similarly if a player is rated 40 contact vs Rhp he is expected to hit around .220. If the player hits around .220 his rating is accurate and doesn't need to be altered. If he hits below .220 the game says your supposed to be bad, but not that bad, lower you 3-5 points.
If that player who is rated 40 contact vs Rhp hits well over his expected avg of .220 and hits let's say .250 the game is like well shoot we got your rating wrong, you obviously can hit Rhp so we'll raise your rating to a 50 and expect you to hit that avg now. But if you start sucking against Rhp again it'll go back to 40.
I don't see the problem here. It's not like if he's rated 40 and hits like a 40 should it'll drop even lower. As well as rated high and hits high. The real progression/regression aspect is when a player doesn't perform as expected, then expectations need to be changed, thus ratings change.
The only potential problem with this is....the game FIRST looks at ratings to
derive stats....so the chance to see a player that hits .330 then .280 then .330 is less likely(impossible with a heavy stat driven progression....but I don't see that and the Show uses a good dose of "chance" or "randomness" under the hood IMO)....
In your case....it would go.... .280.... .300 ....then .330.
Players hitting 20 HR's....then 45...then 30 would also be nearly impossible in the game with stat based progression.
Look at David Ortiz as an example....and tell me how you would justify stat based progression/regression in him from 2003 to 2012.
(without other factors such as random chance....etc)
M.K.
Knight165All gave some. Some gave all. 343Comment
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Re: MLB The Show 16 Twitch Stream - Franchise Mode & Gameplay (Archive Available)
Again, people who like the idea of in-game attributes being obscured in some way are saying so largely because those attributes are telling us the exact ability, the DNA of the player so to speak, from which we can find out the expected level of performance *without any uncertainty.*
We can exactly know who are true .260 players in this game, just by looking at their attributes.
What real-life coaches are doing is still *estimation,* which is subject to uncertainty due to individual coach's ability to evaluate players. Real-life scouts/coaches/managers/GMs over/underestimate player values all the time. All kinds of weird managerial decisions and transactions happen, because people, even with proper expertise, just see things differently.
There is a crucial difference between coaches *evaluating* players and their attributes in real life vs. the game handing out their true, exact attributes. In The Show, we can (and should) always rely on attributes (instead of stats) if you are strictly abiding by the rule of chance.
To me, that is not realistic and removes a crucial element -- realistic player evaluation -- from what makes a franchise-like mode engaging.
If they put a switch to turn it on and off- and the switch works which it didn't last year in GM mode and carry over saves - then that would be a good solution for those who want a more random game experience.Last edited by tessl; 03-05-2016, 11:32 PM.≡Comment
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Re: MLB The Show 16 Twitch Stream - Franchise Mode & Gameplay (Archive Available)
There are so many people coming up with strawman arguments against the idea I had it's redic. Of course you are never going to have ultra realistic scouting or player eval, but you can have more realistic then is in the game presently.
A simple change of hiding the ratings and showing statistics on those screens would work just fine for evaluating players in terms of who to pinch hit/pinch run/trade away or trade for/set your lineups and rotation. You can do all of that simply from statistics provided in the game.
Of course it wouldn't be forced on people, the developers are not stupid it would kill sales of the game if people were forced to not be able to see ratings. It's an option you must toggle on to use that only a very small but passionate branch of franchise players would use. These points make no sense.Comment
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Re: MLB The Show 16 Twitch Stream - Franchise Mode & Gameplay (Archive Available)
New Player models would be nice
Franchise mode, to a lesser degree than commentary is another area where I feel like, no matter what they do to improve it, it won't be enough.Last edited by Dolenz; 03-06-2016, 02:39 PM.Comment
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Re: MLB The Show 16 Twitch Stream - Franchise Mode & Gameplay (Archive Available)
I haven't been able to find it, so forgive me please if it's been answered, but has the year-to-year schedule as far as interleague and whatnot been fixed or addressed at all? That's about the only thing I've got left on my "gripe" list. Everything else looks phenomenal!Comment
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Re: MLB The Show 16 Twitch Stream - Franchise Mode & Gameplay (Archive Available)
I haven't been able to find it, so forgive me please if it's been answered, but has the year-to-year schedule as far as interleague and whatnot been fixed or addressed at all? That's about the only thing I've got left on my "gripe" list. Everything else looks phenomenal!Comment
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Re: MLB The Show 16 Twitch Stream - Franchise Mode & Gameplay (Archive Available)
Lol, I actually did make it past year one, played all 162, no sim! That's why I ask, because that took a ton of time and effort, and then it was a let down to play the same schedule again in year two...Comment
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Now I play multiple seasons too with a 5 play 5 sim technique and I'll be honest, the schedule does not bother me one bit. I don't think it's that big of a let down.Comment
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Re: MLB The Show 16 Twitch Stream - Franchise Mode & Gameplay (Archive Available)
A good majority of those who play franchise make it past year one.Comment
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Re: MLB The Show 16 Twitch Stream - Franchise Mode & Gameplay (Archive Available)
I doubt the percentage of people getting past year one in offline franchise is that far off from the percentage of those in online franchise. It's not like every single online franchise makes it past year one and every offline one doesn't...Moderator
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