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MLB The Show 17 News Post

MLB The Show 17 patch 1.04 is available now, check out the full list of fixes below and post your thoughts.

NOTE: Server maintenance is still taking place.

UPDATE: Servers are up.

Thanks to HozAndMoose for the image!


Game: MLB The Show 17Hype Score: 9/10 - Vote Now
Platform: PS4Votes for game: 36 - View All
Member Comments
# 401 Speedy @ 04/26/17 02:20 PM
Quote:
Originally Posted by Ranger Fan
I'm with you. I love the game and have no doubt they will fix the issues. However when a major patch comes out and the same problems are happening that were supposedly patched and now another pops up with the sound of the bat it makes you wonder. Who is testing this stuff? I know they have a great and interactive staff but it literally takes us a few hours to see the major problems. Am I just being stupid when I say, Why wasn't this noticed or caught by the team prior to release? Did they test the patch before they released it? If they did why do the same problems exist?
Not to give them a pass....

...but having a small team of QA testers reviewing specific test scripts to ensure what is being fixed works versus us looking at everything is massively different.
 
# 402 LetMeSlytherinU @ 04/26/17 02:32 PM
Did they fix people's records? I'm 51-12 online with 8 of those loses being because of a lost connection in the first inning. And it has happened where I've been winning and still got the loss because of that.


Sent from my iPhone using Operation Sports
 
# 403 mikeq672 @ 04/26/17 02:34 PM
Im freezing way more now than I was pre patch. This new patch has pretty much broken the game for me. Every ranked seasons game I play I freeze and get a loss despite the fact that Im leading.
 
# 404 Armor and Sword @ 04/26/17 02:36 PM
Quote:
Originally Posted by mdiggitydawg
my question/concern...i don't use Quick counts, playing a franchise game last night post patch and the phillies pulled their starter after 4 innings with only 71 pitches and a 1-0 lead... didn't have that problem pre patch...Armor, do your sliders need to get re-adjusted because of this patch?
Quite honestly I have not seen this once in over 57 games of franchise/season mode games played (non QC playing every pitch every AB) pre patch. And I have played 3 games now post patch and have not seen it.

I really can't tell you it is an issue. And I play both A.L. and N.L games.
 
# 405 MrArlingtonBeach @ 04/26/17 02:43 PM
Quote:
Originally Posted by Armor and Sword
Quite honestly I have not seen this once in over 57 games of franchise/season mode games played (non QC playing every pitch every AB) pre patch. And I have played 3 games now post patch and have not seen it.

I really can't tell you it is an issue. And I play both A.L. and N.L games.
This issue is the one that seems almost impossible to put a finger on. I, too, only play full counts, and had a CPU pitcher removed after just 3 IP and 50-ish pitches in a game (pre-patch).

I know it's been discussed ad nauseam, but it does seem to happen in both quick and full count games.
 
# 406 CleveCluby @ 04/26/17 02:47 PM
Kehlis, I believe you are correct but it's just a little different. Using QC from what I have experienced the pitch count. Let me break this down for you.. First batter faced. Count is 3 and 1. The pitch count will show your count as 4 pitches thrown. The next pitch you throw is ball 4. You walk the batter. The pitch count now shows you have thrown 5 pitches.

Next batter comes to the plate. His count is 2 and 1. Even though 3 pitches have been thrown to make the 2 and 1 count. They do not show. You next pitch is considered as your 6th pitch. So the batter grounds out on the next pitch. You now have showing your next pitch will be the 7th pitch to the new batter which has a 1 and 1 count.

That's 2 more pitches. So your pitcher has actually thrown 11 pitches, but your pitch count only shows 7 pitches thrown. So if you really want to know how many pitches you pitcher has thrown, Play a QC game and keep track of the actual pitch counts for the CPU. Write down the count starting on each batter, then just add the number of pitches he actually throws to you.

For some reason, at the start of a new inning all the pitches to the first batter seem to count. After that only pitches thrown count and the game does not count the other pitches. Or I should say it does not show you the true pitch count. So a pitcher actually throws more pitches than the pitch count shows. But for some reason, It doesn't seem to have any affect on his stamina bar, One of the things that irritates me is seeing that his stamina bar and confidence is nearly full when they pull him. It may show he only threw 65 pitches, but in reality he could have threw 90 or more depending on how many 3 and two counts he had.

So I am thinking raising the stamina of the starting CPU pitcher might help just a little in QC games because SP pitchers are throwing more pitches than accounted for or at least what it shows us. But still the situation seems to be the dominate factor.

And most of you know this, but for those that don't when using QC and lets say the count is 2 and 2. On the next pitch you throw a fast ball for a strike. If you use the D pad to check pitcher batter pitcher screen. You will see that it shows you have only thrown 1 pitch, a fast ball for a strike. Batter pitcher screen only shows actual pitches that are thrown. Does not take into concentration what the count is.
 
# 407 bcruise @ 04/26/17 02:53 PM
Quote:
Originally Posted by Millennium
For those of you experiencing the quick hook issues:

1) Do you play on Quick Counts

2) Can you play a game or two without Quick Counts and see if you have the same issue?

Sent from my Pixel XL using Operation Sports mobile app
Just repeating what I said before. I whole-heartedly support this approach to information gathering and definitely want to do my part:

5 games of QC in franchise were the first things I did when I installed the patch. In those 5, 3 of them were what I would consider "early hooks". In all 5 no CPU starter lasted past the 5th inning with all pitch counts under 80 (though 2 of the 5 were legit ineffectiveness pulls). Here's a screenshot from one (just prior to the Russell HR that ended his day):



The results fall very close to what I was seeing pre-patch for QC, so I'll re-post those for reference (where I actually took some specific numerical data):

http://www.operationsports.com/forum...2&postcount=26

Like Armor And Sword, I do not experience this problem with full game counts (pre or post-patch). Even on default hook/stamina.
 
# 408 taterskin @ 04/26/17 03:07 PM
Quote:
Originally Posted by CleveCluby
Kehlis, I believe you are correct but it's just a little different. Using QC from what I have experienced the pitch count. Let me break this down for you.. First batter faced. Count is 3 and 1. The pitch count will show your count as 4 pitches thrown. The next pitch you throw is ball 4. You walk the batter. The pitch count now shows you have thrown 5 pitches.

Next batter comes to the plate. His count is 2 and 1. Even though 3 pitches have been thrown to make the 2 and 1 count. They do not show. You next pitch is considered as your 6th pitch. So the batter grounds out on the next pitch. You now have showing your next pitch will be the 7th pitch to the new batter which has a 1 and 1 count.

That's 2 more pitches. So your pitcher has actually thrown 11 pitches, but your pitch count only shows 7 pitches thrown. So if you really want to know how many pitches you pitcher has thrown, Play a QC game and keep track of the actual pitch counts for the CPU. Write down the count starting on each batter, then just add the number of pitches he actually throws to you.

For some reason, at the start of a new inning all the pitches to the first batter seem to count. After that only pitches thrown count and the game does not count the other pitches. Or I should say it does not show you the true pitch count. So a pitcher actually throws more pitches than the pitch count shows. But for some reason, It doesn't seem to have any affect on his stamina bar, One of the things that irritates me is seeing that his stamina bar and confidence is nearly full when they pull him. It may show he only threw 65 pitches, but in reality he could have threw 90 or more depending on how many 3 and two counts he had.

So I am thinking raising the stamina of the starting CPU pitcher might help just a little in QC games because SP pitchers are throwing more pitches than accounted for or at least what it shows us. But still the situation seems to be the dominate factor.

And most of you know this, but for those that don't when using QC and lets say the count is 2 and 2. On the next pitch you throw a fast ball for a strike. If you use the D pad to check pitcher batter pitcher screen. You will see that it shows you have only thrown 1 pitch, a fast ball for a strike. Batter pitcher screen only shows actual pitches that are thrown. Does not take into concentration what the count is.


It does this in RTTS as well if you play around with any of the perks that you can equip to your batter once you reach a certain rating for an attribute. For example...there is one that gives your teammates a 2-0 count as long as you are on base. I've played station to station, starting at 1st base and ending up at 3rd and in every case, the 2 balls to start the count do not count toward the pitcher's pitch total.
 
# 409 TomahawkChopYaHead @ 04/26/17 03:12 PM
Haven't read the entire thread but has anyone else had this issue?

Situation: I have runners on 1st and 3rd with one out. Hit a bloop that falls just in front of a charging left fielder -- actually thought it was going to be caught only to have it find the ground -- runner on 3rd (54 speed) is about halfway between 3rd and home as the ball hits the ground and just freezes. By the time I'm able to regain control of him he is of course thrown out on what should have been either an easy score or an easy return to 3rd.

This is using assisted base running decisions as determined by the slider set I use (Armor and Sword's).

First time I've ever seen this -- never saw it before applying the 1.04 patch.
 
# 410 underdog13 @ 04/26/17 03:16 PM
Quote:
Originally Posted by TomahawkChopYaHead
Haven't read the entire thread but has anyone else had this issue?

Situation: I have runners on 1st and 3rd with one out. Hit a bloop that falls just in front of a charging left fielder -- actually thought it was going to be caught only to have it find the ground -- runner on 3rd (54 speed) is about halfway between 3rd and home as the ball hits the ground and just freezes. By the time I'm able to regain control of him he is of course thrown out on what should have been either an easy score or an easy return to 3rd.

This is using assisted base running decisions as determined by the slider set I use (Armor and Sword's).

First time I've ever seen this -- never saw it before applying the 1.04 patch.
You probably accidentally​ hit r2

Sent from my XT1585 using Tapatalk
 
# 411 iceman11391 @ 04/26/17 03:31 PM
Did they finally fixed the 1000 SOTS slots?
 
# 412 Armor and Sword @ 04/26/17 03:46 PM
Quote:
Originally Posted by iceman11391
Did they finally fixed the 1000 SOTS slots?
Yes 100% confirmed by yours truly.
 
# 413 PPerfect_CJ @ 04/26/17 03:57 PM
Quote:
Originally Posted by Armor and Sword
Yes 100% confirmed by yours truly.
Can you also go over the 480, now, without having the MLB TV broadcast intro skipped?
 
# 414 Armor and Sword @ 04/26/17 04:12 PM
Quote:
Originally Posted by PPerfect_CJ
Can you also go over the 480, now, without having the MLB TV broadcast intro skipped?
Also confirmed by yours truly.
 
# 415 Gagnon39 @ 04/26/17 04:38 PM
Quote:
Originally Posted by Armor and Sword
You know I agree with most of those sentiments.

But the ball off the bat is clearly off and off badly and was already acknowledged by SDS.

So let's not sit here and make pretend it is our imagination that this happened and is a true bug and by product of this patch.

The entire feel of hitting has been changed due to this audio error, bug or whatever you want to call it.

But it clearly was changed and unintentionally. Every hit sounds and feels like the bat is cracked.

You can't feel if it was weak contact, or if you grooved a ball off the sweet spot off the bat like you could with the game out of the box.


For lack of a better term, it's hideous and a massive wart on an otherwise amazing game.

Thank goodness they are fixing it. Because it is most certainly off.

I have played this game non stop since release and my very first comment on my stream post patch was about this and it came right after the moment I made contact with the ball.

I was like "uh oh Houston we have a problem"

Anyway let's not minimize a serious flaw.

Much like the QC's SP hook issue....this is something tangible and factual. It changed and not for the better and nor was it intended.

It was a bug created from update 1.04.


Sent from Palm Trees and Paradise using Operation Sports


It doesn't change the quality of the hit(s), just the sound, correct?

I am in the minority in that I've not noticed any difference.


Sent from my iPhone using Operation Sports
 
# 416 DarthRambo @ 04/26/17 04:42 PM
The velocity of the ball off the bat has been nerfed big time with the patch. Line drive hits right back up the middle are slow and the 2b or ss easily gets tp it and at least knocks the ball down.

Turning up solid hits may help some but not completely. I understand they did this to tune down homeruns and opposite field homeruns but the consequence I'm seeing is it is taking away what used to be base hits.

I have fielder reaction set at 2 already and loved finally seeing those "seeing-eye" singles through the infield pre-patch. Lowering ball velocity off the bat on line drive hits or solid contact has taken this away.

I will lower this to one the next few games and see how it goes in my franchise!

Sent from my SM-G920P using Operation Sports mobile app
 
# 417 Impetuous65 @ 04/26/17 04:51 PM
This sequence, I found it to be a reasonable manager hook (Quick Count Mode) made it the 5th with 72 pitches.
 
# 418 BigOscar @ 04/26/17 04:54 PM
Quote:
Originally Posted by IrishSalsa
The velocity of the ball off the bat has been nerfed big time with the patch. Line drive hits right back up the middle are slow and the 2b or ss easily gets tp it and at least knocks the ball down.

Turning up solid hits may help some but not completely. I understand they did this to tune down homeruns and opposite field homeruns but the consequence I'm seeing is it is taking away what used to be base hits.

I have fielder reaction set at 2 already and loved finally seeing those "seeing-eye" singles through the infield pre-patch. Lowering ball velocity off the bat on line drive hits or solid contact has taken this away.

I will lower this to one the next few games and see how it goes in my franchise!

Sent from my SM-G920P using Operation Sports mobile app
Yeah I think they've been a bit crude with the way they fixed too many homeruns, but just nerfing the power off the bat of all hits.

I don't speak for everybody, but I don't recall anyone complaining about the speed was travelling off the bat, only that too often the ball was hit far too far. I feel they should have been able to fix that without affecting regular hits. It all feels pretty weedy now, with weak dribblers being the norm. Could they not have just changed the maximum velocity the ball could be hit at and the frequency in which that happened, without changing the regular velocity of the bat? As it felt a hell of a lot better before imo.
 
# 419 wanzalla13 @ 04/26/17 04:58 PM
I'm not hearing anything different with the bat sound *shrugs*
 
# 420 Skyboxer @ 04/26/17 05:02 PM
Played my first QC game in franchise They pulled their starter after 5 1/3 while leading 1-0. As soon as i got hit a hit they pulled him. 68 pitches.
I tried having stamina at 10 and hook at 1 when this happened.
Only a couple games but as far as ball off bat speed I haven't seen an issue but will monitor it as only a couple games.
Also bat sounds seem ok to me but I'm old and stuff. Lol
 


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