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Old 04-03-2019, 01:50 PM   #9
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Re: USE 30 TEAM CONTROL

Quote:
Originally Posted by p00p1
Any tips on how to actually get into the season without having the CPU redo all the 25 man rosters? Even with CPU control for all teams, when I skip spring and start the regular season, the rosters are all messed up. How the heck do I start opening day with the rosters that are set when I start the franchise.
I think you have to set each roster out of franchise mode to only have 25 total players on the 40 man then set the 30 team control. I have yet to try to do that but I think it might help. It does for my team even when I set lineups to auto. Just make sure that 40 man roster is set to manual. I don't know if the above will work but it would be worth a shot.
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Last edited by Funkycorm; 04-04-2019 at 02:37 PM.
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Old 04-03-2019, 02:04 PM   #10
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Re: USE 30 TEAM CONTROL

I've found that if I have the 25 man roster from real life I move the players not on it down to the minors just before Spring Training ends for each team then when I roll over to the regular season I don't get those changes. During the year if you give them roster control they will move players up and down. Alot happens at the AAA and AA level, but you will see players from the MLB team occasionally be on the bus back and forth. Likewise if you give them control over injuries, they will decide who to call up when someone goes on the list. If you want complete fidelity you'd need to control the rosters for everyone. Usually where I start to take over is for playoff eligibility and then during September for the playoff push so that a team a few games out isn't having a 25 HR .300 hitting shortstop continue to bat 9th when their clean up hitter is hitting .125 with 9 HR in the same number of at bats.

For lineups even if you set them yourself if you make a move that impacts those lineups/rotations it seems the game lets the CPU make the changes it sees fit. I generally control the Yankee lineups/rotation so I get the 'you don't have 4 valid lineups' whenever I make a change that sends a guy down. But when I had the lineup set to CPU, if I made lineup changes they stuck until you made any move that brought a guy up to or down from that level.
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Old 04-03-2019, 11:23 PM   #11
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Re: USE 30 TEAM CONTROL

30-team control has always seemed like too much work for me compared to how much the franchise issues annoy me. I know it’s fairly simple once you set it up, but it’s just one more thing to worry about before I actually get to playing. And I don’t really want the ability to control every team anyway.

But there are other ways to work around the AI (sometimes more work on the back end, admittedly).

In 2018, I occasionally found a team paying $20-30 million to an old guy who couldn’t even make the 25-man roster anymore. If they had several years left, I’d just edit their overall down to zero and they’d retire. Big contract off the books. (Also can set injuries to manual and give them something severe, and they might retire for that.)

I also noticed that after playing ahead several seasons, leaguewide overall ratings were way higher than the start. This means players want more money, and then budgets get consumed with guys at the bottom of the lineup. My solution here was to manually edit overall ratings. Not every position, not every player, and not every year, but for example, I’d decide one season to drop SS, 2B, and 3B ratings. True stars were left as is. Young guys who hadn’t reached their peaks were left as is except perhaps dropping potential a bit. About 2/3, though, got a basic 3-5-point drop to every rating. This brought overalls down, and eventually contracts adjusted with it. Then the next year I might decide any veteran SP who was his team’s 4th/5th starter (or in the minors) would lose a few points. And so on. Took little time once it became a routine I was used to.

These two things combined seemed to make a huge difference in how the league operated and couldn’t have easily been addressed with 30-team control anyway.

Also, with the good FA who were left unsigned, I’d sign them for long, cheap contracts (usually the MLB minimum, not a minor league deal) and trade them to teams that could use them. My compensation was the worst player on their 90-man roster, who I then cut to make room for the next FA.

That last one created unrealistic scenarios but served as a sort of balance to those 36-year-old former stars whose overall fell off a cliff but they were still getting paid for another few years.

Point being: For the faults that franchise mode has, SDS has left a lot of control in the players’ hands. There are multiple way street for us to get around the things that bother us. I really appreciate that.
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Old 04-04-2019, 12:11 AM   #12
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Re: USE 30 TEAM CONTROL

Quote:
Originally Posted by Funkycorm
I think you have to set each roster out of franchise mode to only have 25 total players on the 40 man then set the 30 team control. I have yet to try tondo that but I think it might help. It does for my team even when I set lineups to auto. Just make sure that 40 man roster is set to manual. I don't know if the above will work but it would be worth a shot.
This is just turning into a real pain for me. Im usually more than happy starting a franchise and letting the cpu do their own thing, but when i see multiple teams carrying like 6 outfielders and 3 catchers i just lose my mind. They go 1 deep at the IF spots and I wonder if the fatigue factors will play a role with how the game is simulated. I know it will when I have to play them. Its a fundamental flaw that skews the actual outcome of the season. Looks like I have no choice but to grind these rosters out for hours just to get a fair playing season. smh
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Old 04-04-2019, 01:38 PM   #13
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Re: USE 30 TEAM CONTROL

Couldn't hurt to submit a bug report at theshownation.com. I've done it the last few years, maybe we're just not vocal enough. This is why I end up waiting so damn long to start a season, I wait for the rosters to be up to date, then I wait for someone to edit the roster with the 25 man rosters locked... I don't remember season mode having this issue.

Otherwise having the option to set lineups and rotations from the game's main menu seems pointless if there is no way to carry that into year one/day one of the regular season in Franchise.
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Old 04-04-2019, 01:41 PM   #14
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Re: USE 30 TEAM CONTROL

I always laugh these days when people say trade logic is broken.

Those people are obviously newer players. They have no idea.

Trade logic is fine. It's not perfect, but it's not perfect IRL either.

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Old 04-04-2019, 03:40 PM   #15
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Re: USE 30 TEAM CONTROL

Quote:
Originally Posted by TheWarmWind
I always laugh these days when people say trade logic is broken.

Those people are obviously newer players. They have no idea.

Trade logic is fine. It's not perfect, but it's not perfect IRL either.

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Yes it is when the CPU trades Jay Buhner for Ken Phelps that I break out the torches and pitchforks.
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Old 04-04-2019, 04:12 PM   #16
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Re: USE 30 TEAM CONTROL

Quote:
Originally Posted by moTIGS
30-team control has always seemed like too much work for me compared to how much the franchise issues annoy me. I know it’s fairly simple once you set it up, but it’s just one more thing to worry about before I actually get to playing. And I don’t really want the ability to control every team anyway.



But there are other ways to work around the AI (sometimes more work on the back end, admittedly).



In 2018, I occasionally found a team paying $20-30 million to an old guy who couldn’t even make the 25-man roster anymore. If they had several years left, I’d just edit their overall down to zero and they’d retire. Big contract off the books. (Also can set injuries to manual and give them something severe, and they might retire for that.)



I also noticed that after playing ahead several seasons, leaguewide overall ratings were way higher than the start. This means players want more money, and then budgets get consumed with guys at the bottom of the lineup. My solution here was to manually edit overall ratings. Not every position, not every player, and not every year, but for example, I’d decide one season to drop SS, 2B, and 3B ratings. True stars were left as is. Young guys who hadn’t reached their peaks were left as is except perhaps dropping potential a bit. About 2/3, though, got a basic 3-5-point drop to every rating. This brought overalls down, and eventually contracts adjusted with it. Then the next year I might decide any veteran SP who was his team’s 4th/5th starter (or in the minors) would lose a few points. And so on. Took little time once it became a routine I was used to.



These two things combined seemed to make a huge difference in how the league operated and couldn’t have easily been addressed with 30-team control anyway.



Also, with the good FA who were left unsigned, I’d sign them for long, cheap contracts (usually the MLB minimum, not a minor league deal) and trade them to teams that could use them. My compensation was the worst player on their 90-man roster, who I then cut to make room for the next FA.



That last one created unrealistic scenarios but served as a sort of balance to those 36-year-old former stars whose overall fell off a cliff but they were still getting paid for another few years.



Point being: For the faults that franchise mode has, SDS has left a lot of control in the players’ hands. There are multiple way street for us to get around the things that bother us. I really appreciate that.


All good ideas as well and things I’ve tried or will try next time.

But honestly it takes a grand total of 10 minutes to create your profiles and start a Franchise with 30 team control. 10 minutes once, that’s it. After that the franchise plays as normal. It would fix at least some of the fiddling you’re having to do.


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