MLB The Show 24 Patch #12 Adjusts Foul Ball Rate, Fixes CPU Trade Bug and More - Patch Notes
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Re: MLB The Show 24 Patch #12 - Patch Notes
I hope they tweak the crowd noise too. It sucks pitching a killer game and then coming off the mound to crickets. Same with the last out of the game, crowd has barely any interest. You'll get a loud cheer on the out, but there's no build up as in previous versions of The Show.Comment
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Re: MLB The Show 24 Patch #12 - Patch Notes
Since I know someone is going to ask, Carter and Langford did not get face scans.Comment
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Milwaukee Brewers | Green Bay Packers | North Carolina Tar Heels | Wisconsin BadgersComment
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Re: MLB The Show 24 Patch #12 - Patch Notes
Yea I don't think we have anything to worry about with foul balls. Default Legend, Sim game style.
<iframe width="560" height="315" src="https://www.youtube.com/embed/-4MD0M1DKms?si=UdQIfUVkrdn0ADZO" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe>
I don't want to drag the patch thread down into this discussion too much more, but this at bat also illustrates why I'm finding the chase rates so high. When the CPU does this on 2 strikes, each one of those chases (which probably should have been takes) adds to that %. That's just Legend pitching in a nutshell, but lower difficulty levels just result in earlier (and easier) strikeouts, which is worse for gameplay balance than an out-of-whack chase rate. He walked because the misses that followed the fouls were even more off the plate (including the one bad input I had in the entire AB).
CPU's chase rate for this game was 43.9%. Lower than I had been getting but still way too high. Especially considering this is Jameson Taillon - a K/9 of 50 - vs. the default Atlanta Braves roster - Acuna and all. One game doesn't prove anything - but it's a pretty good example of how my games go. And I know people are going to suggest turning the pitching cursor off, but I've never really felt that hiding interface elements from the player really makes for good difficulty adjustment. A pitcher knows where he wants to throw IRL, but whether it goes there or not is up to his own ability - and that's what the interface and PAR is supposed to emulate, along with ratings.
I did record the whole game (I just did pitching, simmed hitting) but it's almost a half hour long and that takes me a really long time to upload - if people are interested enough maybe we could have a discussion about this in another thread.Comment
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Re: MLB The Show 24 Patch #12 - Patch Notes
Yea I don't think we have anything to worry about with foul balls. Default Legend, Sim game style.
<iframe width="560" height="315" src="https://www.youtube.com/embed/-4MD0M1DKms?si=UdQIfUVkrdn0ADZO" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe>
I don't want to drag the patch thread down into this discussion too much more, but this at bat also illustrates why I'm finding the chase rates so high. When the CPU does this on 2 strikes, each one of those chases (which probably should have been takes) adds to that %. That's just Legend pitching in a nutshell, but lower difficulty levels just result in earlier (and easier) strikeouts, which is worse for gameplay balance than an out-of-whack chase rate. He walked because the misses that followed the fouls were even more off the plate (including the one bad input I had in the entire AB).
CPU's chase rate for this game was 43.9%. Lower than I had been getting but still way too high. Especially considering this is Jameson Taillon - a K/9 of 50 - vs. the default Atlanta Braves roster - Acuna and all. One game doesn't prove anything - but it's a pretty good example of how my games go. And I know people are going to suggest turning the pitching cursor off, but I've never really felt that hiding interface elements from the player really makes for good difficulty adjustment. A pitcher knows where he wants to throw IRL, but whether it goes there or not is up to his own ability - and that's what the interface and PAR is supposed to emulate, along with ratings.
I did record the whole game (I just did pitching, simmed hitting) but it's almost a half hour long and that takes me a really long time to upload - if people are interested enough maybe we could have a discussion about this in another thread.
That's not really a plate discipline issue, it's a Pinpoint still being too good/you being too good at Pinpoint issue. If you're good at Pinpoint, it's just unrealistically good, especially if you're going to leave Control and Consistency at 5. Even on Classic, I have those dropped below default.
I also don't turn the cursor off, as I agree, the pitcher knows where they're throwing. But I had to stop using Pinpoint a couple years ago. When you can consistently hit spots without having to worry about taking anything off, you're going to be a lot more effective, and there isn't really much you can do with sliders to fix that. In a perfect world (for my taste, anyway), the average player would get similar results using pinpoint and classic, with good players doing better with pinpoint and worse players doing worse. And then you could adjust the difficulty of the pinpoint interface to get "Perfect" a reasonable amount. But as is, the pinpoint interface doesn't really get much more difficult as you go up in difficulty, so it's still just too good imo.
I hated the idea of using Classic, and always resisted using it in previous games because I wanted more influence over the results. Finally gave it a shot, and I love it. I actually feel like I have as much or more influence, as I have to decide when to take a little off because I'm behind in the count and need the extra accuracy, or when I'm in a tough spot, and need to sacrifice command to get a little more out of my stuff. Can't just live on the corners because it's easier to miss and get behind in the count,;so I've got to start my pitches over the plate more (which is realistic). And then pick and choose when to nibble around the corners or be more aggressive. I actually feel like I have to put more thought into my pitching with Classic than I did with pinpoint.
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Re: MLB The Show 24 Patch #12 Adjusts Foul Ball Rate, Fixes CPU Trade Bug and More -
First full game, post patch, 6-5 win, no foul ball problem. Classic pitching, HOF, clean screen.Comment
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Re: MLB The Show 24 Patch #12 Adjusts Foul Ball Rate, Fixes CPU Trade Bug and More -
Giants got quite a few likeness updates. I don't think any proper face scans, but a few more players got their May mustachesComment
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Re: MLB The Show 24 Patch #12 - Patch Notes
I mean, you got a perfect release on 9 out of the 10 pitches in that AB (and the one that you missed on, the hitter didn't chase) That doesn't just make the pitch more accurate, it also gives it tighter break. So a hitter with an 0-2 count (because you threw two perfect fastballs that hitters probably shouldn't be swinging at in those counts) who is now in protect mode is reasonably swinging at these filthy curveballs (Taillon has 76 break on his 12-6) and Cutters (he's got 96 on that).
That's not really a plate discipline issue, it's a Pinpoint still being too good/you being too good at Pinpoint issue. If you're good at Pinpoint, it's just unrealistically good, especially if you're going to leave Control and Consistency at 5. Even on Classic, I have those dropped below default.
I also don't turn the cursor off, as I agree, the pitcher knows where they're throwing. But I had to stop using Pinpoint a couple years ago. When you can consistently hit spots without having to worry about taking anything off, you're going to be a lot more effective, and there isn't really much you can do with sliders to fix that. In a perfect world (for my taste, anyway), the average player would get similar results using pinpoint and classic, with good players doing better with pinpoint and worse players doing worse. And then you could adjust the difficulty of the pinpoint interface to get "Perfect" a reasonable amount. But as is, the pinpoint interface doesn't really get much more difficult as you go up in difficulty, so it's still just too good imo.
I hated the idea of using Classic, and always resisted using it in previous games because I wanted more influence over the results. Finally gave it a shot, and I love it. I actually feel like I have as much or more influence, as I have to decide when to take a little off because I'm behind in the count and need the extra accuracy, or when I'm in a tough spot, and need to sacrifice command to get a little more out of my stuff. Can't just live on the corners because it's easier to miss and get behind in the count,;so I've got to start my pitches over the plate more (which is realistic). And then pick and choose when to nibble around the corners or be more aggressive. I actually feel like I have to put more thought into my pitching with Classic than I did with pinpoint.
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Re: MLB The Show 24 Patch #12 - Patch Notes
Yes that’s true. But it would be the first roster update after the patch. Also they usually have it updated in Diamond Dynasty first after the patch, but I didn’t see it there.Comment
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Re: MLB The Show 24 Patch #12 Adjusts Foul Ball Rate, Fixes CPU Trade Bug and More -
I never had the problem some talk about. Do I get an occasional 8-9-10 pitch battle? Yep, but it’s rare. I didn’t have one in my first post patch game.Comment
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Re: MLB The Show 24 Patch #12 - Patch Notes
I mean, you got a perfect release on 9 out of the 10 pitches in that AB (and the one that you missed on, the hitter didn't chase) That doesn't just make the pitch more accurate, it also gives it tighter break. So a hitter with an 0-2 count (because you threw two perfect fastballs that hitters probably shouldn't be swinging at in those counts) who is now in protect mode is reasonably swinging at these filthy curveballs (Taillon has 76 break on his 12-6) and Cutters (he's got 96 on that).
That's not really a plate discipline issue, it's a Pinpoint still being too good/you being too good at Pinpoint issue. If you're good at Pinpoint, it's just unrealistically good, especially if you're going to leave Control and Consistency at 5. Even on Classic, I have those dropped below default.
I also don't turn the cursor off, as I agree, the pitcher knows where they're throwing. But I had to stop using Pinpoint a couple years ago. When you can consistently hit spots without having to worry about taking anything off, you're going to be a lot more effective, and there isn't really much you can do with sliders to fix that. In a perfect world (for my taste, anyway), the average player would get similar results using pinpoint and classic, with good players doing better with pinpoint and worse players doing worse. And then you could adjust the difficulty of the pinpoint interface to get "Perfect" a reasonable amount. But as is, the pinpoint interface doesn't really get much more difficult as you go up in difficulty, so it's still just too good imo.
I hated the idea of using Classic, and always resisted using it in previous games because I wanted more influence over the results. Finally gave it a shot, and I love it. I actually feel like I have as much or more influence, as I have to decide when to take a little off because I'm behind in the count and need the extra accuracy, or when I'm in a tough spot, and need to sacrifice command to get a little more out of my stuff. Can't just live on the corners because it's easier to miss and get behind in the count,;so I've got to start my pitches over the plate more (which is realistic). And then pick and choose when to nibble around the corners or be more aggressive. I actually feel like I have to put more thought into my pitching with Classic than I did with pinpoint.
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I know we don't have detailed ways of measuring pitcher intent vs where the ball ends up IRL, but by any measure that % seems extraordinarily high considering the reward of a perfect pitch over the course of a full game. And that was a pretty good representation for how many of my games go.
You're definitely on point with the perfect inputs being the underlying problem. Unfortunately there just aren't many ways to fix it that don't involve just introducing more randomness (slider tweaks, especially control since it increases PAR size). Different interface is one option, and honestly the one I've used the least - analog - might be a solution since I've never been particularly good at it when I did try it. Meter is my favorite aside from pinpoint, and unfortunately I'm just too used to it as well. Plus meter does one thing that I wish it didn't - the enlarged accuracy bar at near-full confidence. If I get that, it's usually lights out - I start perfecting at an even higher rate than pinpoint.
The other option is competitive game style and it's been something I've been toying with since last year. There's no doubt that the thresholds for perfect inputs are smaller, making it more difficult to gain that bonus for a perfect input. But we know a lot less about what goes into competitive. Being the online default, does it have rating thresholds like Madden where certain outcomes are guaranteed? (like fielding). That sort of thing. I've definitely seen errors and injuries on Competitive so it's not a matter of things like that being completely absent. It's definitely something I want to play around with more because my perfect inputs are always lower (except for the aforementioned full-confidence meter - it's still too easy to hit perfect frequently on that).
As for classic, I'll just say I agree with everything you mentioned there. It's the fallback in case I have no other answer. It's essentially what I'd get if I lowered control and consistency sliders to zero on other interfaces - even if I had perfect inputs the whole game the heavy randomness would have a strong effect on the outcomes. In which case, I might as well be playing on......yep. Classic.
Sorry that probably rambled a lot, and I really don't like to talk at length about my perfect input issues because it probably comes across as bragging. It's not meant to be that - I want a realistic game as much as anyone, I just try to take a different approach to it than randomness being an overpowering factor.Last edited by bcruise; 06-14-2024, 01:49 AM.Comment
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