Four Keys to Success for MLB '11: The Show

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  • Knight165
    *ll St*r
    • Feb 2003
    • 24964

    #256
    Re: Four Keys to Success for MLB '11: The Show

    Originally posted by Comduklakis
    Knights, I was responding also to another poster as well as you. But as for Mauer, the attempted trade by the Twins was in may 2010, the first year of my franchise. I actually like when the CPU acts like a real life team and moves a star player when the team is rebuilding. I hold almost no one to be sacred to a franchise. My issue is when star players are traded when the team is in contention and when the player isn't in the last year of a contract or doesn't have a contract that is weighing the team down. One of my favorite parts of 30 team control in NBA 2k was playing GM and working the salary cap to create cap space for Free agents for some teams, pick up pieces for the stretch run for others, stockpile draft picks, etc. I certainly don't begrudge the CPU doing the same thing, if it's done logically and appropriately. My complaint is that I seen inappropriate moves like teams with proven closers offering 3 year contracts for 43 year old Billy Wagner or rebuilding teams offering seven million dollar a year deals to Troy Glaus. Or of course the stockpiling of multiple top players at the same position. I understand the game doesn't understand the intangible benefits that Mauer brings to the Twins, and I advocate a system like you that does take that into account. But I'm not actually hung up on names. I'd be just as upset if Joe Blow had signed a big long term deal with a contending team and then was immediately traded.

    At the same time, it's possible my standards for logic in free agency and trades is higher than the current programming capablilities. It's why I do appreciate the 30 team option.
    Gotcha.
    I guess I misread you on the name aspect. Sorry.
    As for the stockpiling....I think it's because the devs wanted teams to take into account the possibilities of moving a player to a new position.
    I agree it does happen too often and at times makes little sense.
    I know that's what they wanted with the CP----->RP(which I wouldn't mind in Wag's case as long as they put him in the setup spot and didn't blow 15 million for him for the year at 43).
    ...and I truly don't think that the logic is limited by the programming capabilities...but actually in the amount of variables the team has in place right now. I do think and hope that they would add such things as a "star system"(that a certain player would mean more to his current team rather than another club)....and things of that nature.
    I'm all for adding any new and good dimensions to the game as the more complex it gets...the more I enjoy playing vs. the CPU GM's.
    Sounds like you(and others) feel the same.

    M.K.
    Knight165
    All gave some. Some gave all. 343

    Comment

    • tabarnes19_SDS
      Game Designer
      • Feb 2003
      • 3084

      #257
      Re: Four Keys to Success for MLB '11: The Show

      Originally posted by Knight165
      Gotcha.
      I guess I misread you on the name aspect. Sorry.
      As for the stockpiling....I think it's because the devs wanted teams to take into account the possibilities of moving a player to a new position.
      I agree it does happen too often and at times makes little sense.
      I know that's what they wanted with the CP----->RP(which I wouldn't mind in Wag's case as long as they put him in the setup spot and didn't blow 15 million for him for the year at 43).
      ...and I truly don't think that the logic is limited by the programming capabilities...but actually in the amount of variables the team has in place right now. I do think and hope that they would add such things as a "star system"(that a certain player would mean more to his current team rather than another club)....and things of that nature.
      I'm all for adding any new and good dimensions to the game as the more complex it gets...the more I enjoy playing vs. the CPU GM's.
      Sounds like you(and others) feel the same.

      M.K.
      Knight165

      I agree that a star system would alleviate many problems with the logic as well as make trading for that "star" player much more difficult. I am hoping that no trade clauses and 10/5 rights will be added as well. This would help alleviate players from being traded as well.

      Only caveat I have is that NTC and 10/5 have to have some wiggle room, like real life. An example is a player in last year of deal and playing for a bad team "may" accept a trade to a contender, like Berkman did this year IRL.

      Comment

      • elfdutch
        Rookie
        • Oct 2008
        • 323

        #258
        Re: Four Keys to Success for MLB '11: The Show

        Haven't played '10 but am currently playing the 09 version.

        Some things i would like to see :

        - better player models, most look too much like body builders
        - more pitching/hitting cams. I really like the 2k10 ones.
        - tighter fielding. Mvp has been mentioned many times and i agree. That game has very tight fielding. Combine that with the animations from the show and you have a winner. I would love to have the some freedom of control with the right stick for diving at groundballs or linedrives as in Mvp.

        In general i'm having a very very hard time with hitting in this game. I'm 41 and have 2 kids, so i don't have the time to play this game all the time.
        As a casual player i'm really getting dominated by the cpu pitchers.

        About pitching : even when timing the pitch perfectly i will still miss. Its realistic i admit, but sometimes i miss the strikezone 3 times in a row.
        I'm a bit biased as i really love the 2k pitching system.
        I also like the hitters eye system that they have in 2k10.
        That being said 2k does most other things wrong.

        Really hoping for some tighter fielding control for next year and i might just buy it again....if i can find a copy here (i'm in the netherlands).

        Comment

        • cardsleadtheway
          Banned
          • Jun 2009
          • 1911

          #259
          Re: I only need 3 corrections, then I'm hooked

          Originally posted by Knight165
          Ways I think the trade logic can be improved?
          -Star system...a player with 9 or 10 stars(editable in the editor) would be nearly impossible to pry from a team in contention...and would ask for the moon and stars if they are rebuilding.(this would be a Jeter, Rivera, MAUER) type player
          -Tighten up the trade period...I agree...I think the big trades start too early...and there should be a flurry and a lot of talk at the deadline
          -Have current performance(stats) play a bigger role in trades(and FA)
          -Have a GM "smartphone" in place...where you would receive messages when a team is shopping a player...perhaps with a list of players the CPU GM is interested in from your team. This would serve multiple purposes....cause the CPU GM of the third team the CPU is looking at for trade to perhaps try and up it's offers and it's less "in your face" when a big trade comes down......you kind of know it's coming down the pike.

          I'm sure there are plenty of others...and again...I'm not defending the CPU all the way...but when guys start involving names with the current system, it just doesn't make sense to me.

          With the stockpiling...yes...I see it...but I believe it might have something to do with secondary positions and the CPU wanting to try and convert one player to somewhere else...but then never does!
          I know they added this with CP and wanting the CPU to use one or more as a RP.

          M.K.
          Knight165
          I love your ideas, especially the GM smart phone thing. I guess I would never have thought of that since I don't own one haha. This is exactly what I was hoping to see. I know the trade logic is not perfect, but it is the best I have ever seen so far (after the first patch anyway). There are certainly areas that can be improved upon, but I really hate hearing "improve trade logic" without any ideas to improve it.

          I bolded one suggestion because it is already there. When a player is hot or cold, it affects their trade value. I believe there are some areas that are temporarily increased, thus leading to a higher overall (or lower) than their base rate. You can see this throughout the season when your players get hot or cold, they rise or fall on the overall list accordingly. I made a trade in my franchise that was initially rejected when my player was cold and then accepted when I got him back to normal by pitching 5-6 innings only per game to get out of the slump. But it doesn't carry over to FA unfortunately.

          On NTC, they could add in that the player will accept the trade to a playoff eligible team. That variable is already there so no need to reinvent anything.

          Comment

          • jethrotull
            Pro
            • Jan 2009
            • 988

            #260
            Re: Four Keys to Success for MLB '11: The Show

            Not necessarily a 4 key to success, but more downloadable classic stadiums, i.e. Tiger Stadium, and the ability to create and customize a league including Divisions, and number of teams.

            You are so close to offering the perfect baseball game, but editing leagues would be something to put you on top as the GOAT.

            Comment

            • Heroesandvillains
              MVP
              • May 2009
              • 5974

              #261
              Re: Four Keys to Success for MLB '11: The Show

              I'm not sure how active the Development Team is in this forum these days, but I figured I'd add these things to the discussion.

              1. Improved CPU stolen base intelligence.

              A. Too many baserunners are caught. Even with Jorge Posada, who is one of the worst in this category, I'm catching guys at a 35 percent clip with him. This is very high.

              B. The CPU currently steals way too often in hitters counts. This could very well explain reason A. This goes for elite base stealers as well.

              2. Outfield errors. I've only seen one, in nearly 150 games played.

              Both of these are essential in accurate runs scored per game averages.

              Comment

              • cardsleadtheway
                Banned
                • Jun 2009
                • 1911

                #262
                Re: Four Keys to Success for MLB '11: The Show

                Interesting what you are seeing in regards to stolen bases. I was thinking that they did a pretty good job of improving this since last year. Not only do I see runners that are not the top 10 fastest players attempting to steal, but I also see more hit and runs than I have ever seen in a video game (which might explain the hitter's count running you mentioned). I think they need to fine tune the decision on whether a successful steal is made rather than some in-game dice rolling algorithm that either makes a fast runner slow down or a weak catcher's arm magically turn into a rifle to make the perfect throw. Otherwise I think the steals are pretty good.

                Couldn't agree more on outfield errors. I wish there were some way for the CPU to determine that I, the player, made an error and charge me with it. I have misplayed dozens of balls in the outfield (like getting behind the ball to throw out the runner only to have the ball bounce in front, or thinking I am right under the ball as it goes over my head) in this year's game and never get charge an error for it. I guess it would be pretty impossible for a CPU to know that, so perhaps some kind of error override system where the user can make the call.

                Comment

                • Heroesandvillains
                  MVP
                  • May 2009
                  • 5974

                  #263
                  Re: Four Keys to Success for MLB '11: The Show

                  Originally posted by cardsleadtheway
                  Interesting what you are seeing in regards to stolen bases. I was thinking that they did a pretty good job of improving this since last year. Not only do I see runners that are not the top 10 fastest players attempting to steal, but I also see more hit and runs than I have ever seen in a video game (which might explain the hitter's count running you mentioned). I think they need to fine tune the decision on whether a successful steal is made rather than some in-game dice rolling algorithm that either makes a fast runner slow down or a weak catcher's arm magically turn into a rifle to make the perfect throw. Otherwise I think the steals are pretty good.

                  Couldn't agree more on outfield errors. I wish there were some way for the CPU to determine that I, the player, made an error and charge me with it. I have misplayed dozens of balls in the outfield (like getting behind the ball to throw out the runner only to have the ball bounce in front, or thinking I am right under the ball as it goes over my head) in this year's game and never get charge an error for it. I guess it would be pretty impossible for a CPU to know that, so perhaps some kind of error override system where the user can make the call.
                  Ah!!! Some official score keeper option!

                  I love it. I would use the heck out of that.

                  I agree that hit and runs are plentiful, just to add to what you posted. The AI baserunning agressivness is good. I'm with you on that. I just get sick of throwing to tier guys out on 1-0/2-0 counts to kill CPU rallies. I find myself talking to the television, pleading with Ichiro to chill out a moment. I throw plenty of balls...I just wish they'd capitalize on that a bit more and wait for an offspead pitch situation to run on.

                  Oh, and to add to my previous post:

                  How about Defensive Indifference?

                  You know, program a 9th inning scoring mechanic, where if the team that is stealing is behind 5 or more runs, the second baseman/shortstop won't cover the bag and the game doesn't register a SB or a SB attempt.

                  I don't know. Maybe if it were that easy, SCEA would have already included it...

                  Comment

                  • cardsleadtheway
                    Banned
                    • Jun 2009
                    • 1911

                    #264
                    Re: Four Keys to Success for MLB '11: The Show

                    I have always hated the defensive indifference rule. I don't think a base runner should be penalized just because teams decide not to care about the runner. How is it the runners fault that the other team doesn't care if he is doing his job to get into scoring position. I do see teams pull the first baseman off the bag rather than hold the runner on in lop sided games.

                    I find it amazing how so many people see such a variety of game play. For instance, I have only had Ichiro run on me once that I can remember, and I play against him as much as any team can. Figgins on the other hand runs every time he is on base and is quite successful doing so, even stealing third (still the only person I have steal third on this game). I also have never seen someone go on a 2-0 pitch before. Plenty of 1-0 pitches, which does make sense if you assume the pitcher wants to get one over the plate. I also rarely see guys go on 3-2, despite the announcers always saying that they may want to send the runner. I wonder if we have different base running sliders set up, which might explain why we see such a variety.

                    Comment

                    • Heroesandvillains
                      MVP
                      • May 2009
                      • 5974

                      #265
                      Re: Four Keys to Success for MLB '11: The Show

                      What are you using?

                      I like what you're seeing better. Feel free to PM me if you don't want to post it here.

                      Comment

                      • cardsleadtheway
                        Banned
                        • Jun 2009
                        • 1911

                        #266
                        Re: Four Keys to Success for MLB '11: The Show

                        I have it dead center. I was getting discouraged with how easily the CPU was throwing out my really fast guys, so I increased it up one click at a time until it was maxed. It turns out that all the way up makes it impossible for the player to steal and impossible to throw out the CPU's runner. I would see the CPU's catcher throw a ball when my runner was three steps away from second and still get him. On slow motion, the ball would literally warp three times to the get to the bag in time instead of a steady progression you should see on the replay. In the meantime, the CPU's average runners were getting stand up steals on pitch outs. I moved it the other way and the reverse happened. So the stolen base slider is broken, as others have also discovered. So I keep it dead center, even though it is inaccurate, in hopes that it is the closest thing to fair possible for both teams.

                        Comment

                        • Heroesandvillains
                          MVP
                          • May 2009
                          • 5974

                          #267
                          Re: Four Keys to Success for MLB '11: The Show

                          Originally posted by cardsleadtheway
                          I have it dead center. I was getting discouraged with how easily the CPU was throwing out my really fast guys, so I increased it up one click at a time until it was maxed. It turns out that all the way up makes it impossible for the player to steal and impossible to throw out the CPU's runner. I would see the CPU's catcher throw a ball when my runner was three steps away from second and still get him. On slow motion, the ball would literally warp three times to the get to the bag in time instead of a steady progression you should see on the replay. In the meantime, the CPU's average runners were getting stand up steals on pitch outs. I moved it the other way and the reverse happened. So the stolen base slider is broken, as others have also discovered. So I keep it dead center, even though it is inaccurate, in hopes that it is the closest thing to fair possible for both teams.
                          You mean Success, right?

                          How about the frequency?

                          Comment

                          • ped3328
                            Rookie
                            • Feb 2009
                            • 373

                            #268
                            Re: Four Keys to Success for MLB '11: The Show

                            Things I like – Things I don’t like<?xml:namespace prefix = o ns = "urn:schemas-microsoft-com:office:office" /><o></o>
                            Let me start on a positive note. Player models, for the most part, are accurate. Perhaps you can tweak a few here in there. That’s it. Uniforms and stadiums look fantastic. Grass, in most stadiums, looks right. Game play, as a whole, is pretty good. That part of the game has improved over the years. Hopefully, 2011 will be even better. But there are areas that need to be upgraded, and I mean upgraded. I will explain this in the Things I don’t like later on. The game looks pretty realistically as a whole. I particularly like a batter who dejectedly breaks his bat or a pitcher who slams his glove against the wall in the dugout. That’s hilarious and adds punch (no pun intended) to the game. To sum up, this game is way better than its counterpart MLB 2K.<o></o>
                            On the negative side, well I’m sorry, but there are areas that need to be upgraded. And I mean upgraded. Game presentation is stale, particularly when it comes to post-season play. Put some life into it! Make it so you really feel it’s the most important time of the season. Game play wise, I would improve the throws to the catchers from the outfield. In all cases, the ball arrives on the first base side of the plate all the time. Come on, that is not realistic! Also, outfielders do make errors at time. The game should reflect that. A miss judged fly here, a dropped fly there, an occasional errant throw would enhance the realism of the game tremendously. How about a couple of outfielders/infielders converging on the ball, only to see it drop! It happens in ball game, you know. Foul balls which land near an outfielder and he does even pick it up? Think about it! The crowd looks to youngish. A large proportion of fans attending ball games are older people. Therefore, crowd models should reflect that. When it comes to the All-star game and post season play, I would insert outfield umpires. After all, that’s what happens in real life. What needs to be fixed also are throws from the outfield to the infield. They start right, but about halfway they suddenly pick up speed and seem to change direction!
                            Finally, let’s talk about the commentators. Matt Vasgersian is ok, although I much prefer Garry Thorne. Now that’s a real baseball voice for you. As for Rex Hudler and Dave Campbell, what more can be said? I would not renew their contract (unless they’re signed for 2011. Hope not. Thank God I can silence them by using a code. What a relief! In that area, 2K is much much better. Speaking of commentators, how about telling the gamers what a hitter has done THIS season. NOT last season. It would really add a lot to the game and might even change the way your pitcher approaches this hitter in certain cases. If so and so has hit a couple of HR’s against your pitcher lately, you might consider changing him or pitch him more carefully. That would really add realism to the game. <o></o>
                            If other things I missed can be improved, so much the better. All in all, The Show is a darn good baseball game. But please, change the commentators and make them less repetitive.
                            Looking foward to an already fantastic game in 2011.

                            Comment

                            • MLB01
                              Banned
                              • May 2010
                              • 537

                              #269
                              Re: Four Keys to Success for MLB '11: The Show

                              Four keys to success ? What ? The Show isn't successful yet ?

                              I don't know. I'll list 4 things I think would be cool to see next year..

                              Improved player models ( less width in the shoulders )
                              Improved HR derby
                              Improved real time presentation
                              Able to import seasons and other saved games

                              Comment

                              • Heroesandvillains
                                MVP
                                • May 2009
                                • 5974

                                #270
                                Re: Four Keys to Success for MLB '11: The Show

                                Originally posted by MLB01
                                Four keys to success ? What ? The Show isn't successful yet ?

                                I don't know. I'll list 4 things I think would be cool to see next year..

                                Improved player models ( less width in the shoulders )
                                Improved HR derby
                                Improved real time presentation
                                Able to import seasons and other saved games
                                The bolded one is on my Christmas list!!!

                                Comment

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