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MLB The Show 19 Twitch Stream - Hitting Improvements (Archive Included)

MLB The Show 19

MLB The Show 19 Twitch Stream - Hitting Improvements (Archive Included)

There are quite a few hitting improvements in MLB The Show 19, as the team discussed in the Twitch stream earlier today. Here’s a list of some of the topics they went over.

  • Bunting changes
  • General pitch tuning
  • Pure contact hitters
  • PCI skill, timing and swing analysis
  • Ivan “Pudge” Rodriguez was revealed as a new Legend

We’ve posted an embedded archive of the stream below, in case you missed it. This was a fantastic stream with a ton of details, so make sure you watch it and post your thoughts.

Watch MLB The Show 19 – Hitting @ 3 PM PT from SonySanDiegoStudio on www.twitch.tv

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Discussion
  1. underdog13
    Ramone will you be my Valentine?
    Looking forward to the stream.
    Sent from my SM-G965U using Tapatalk

    Didnt know if he wanted flowers or chocolates soi I just got him this crummy post saying "MORE!!"
    fielding looks to jump from afterthought status for me to dessert status . Hitting looks ready to jump from dessert to main course.
    Caulfield
    Didnt know if he wanted flowers or chocolates soi I just got him this crummy post saying "MORE!!"
    fielding looks to jump from afterthought status for me to dessert status . Hitting looks ready to jump from dessert to main course.
    Yeah fielding looked impressive. Going to need to keep it up. I don't give it away for free...my preorder that is.
    Sent from my SM-G965U using Tapatalk
    "Off Speed pitches are generally less effective "
    Not at all what I wanted to hear. They needed to not be as slow especially changeups. Instead they made them harder to control.
    Sent from my SM-G965U using Tapatalk
    "Legend pitch speeds slightly faster, rookie slightly slower"
    Also timing is more important this year for hit quality. Versus pci placement
    Sent from my SM-G965U using Tapatalk
    So seems like they've added code to lower accuracy of a player throwing the same pitch over over again if it's not a #1 pitch. And maybe even a pci bonus to the batter.
    It'll be an effective counter to players throwing the same pitch especially online.
    However, that type of coding method will bring increased feelings of gameplay not feeling organic and "rubber banding". This type of coding hasn't been beneficial to any sim sports game.
    Sent from my SM-G965U using Tapatalk
    Not sure who the dev is in the middle but loved his points about strikeouts. Haven't been enough strikeouts in the game. Nice, needed change imo.
    Edit: Oh man I've been the only one commenting. Imma shut up now lol.
    Sent from my SM-G965U using Tapatalk
    I want to see how off speed pitches have changed before getting concerned.
    I guess as an offline user I can always increase that pitch speed slider if needed
    Sent from my iPhone using Operation Sports
    countryboy
    I want to see how off speed pitches have changed before getting concerned.
    I guess as an offline user I can always increase that pitch speed slider if needed
    Sent from my iPhone using Operation Sports

    .....glad to see my pitchers will be able to bunt again
    As somebody who only plays offline, I hope with the marked emphasis towards online gameplay that while these additions may also be available offline, the AI is being improved to keep pace with the changes. Madden for example, had a year recently where the AI fell short because they made changes anticipating that both players would be human and didn’t adapt the AI accordingly.
    For instance, if the AI is going to punish me for “spamming” my third best pitch, I hope my AI catcher doesn’t call for me to throw that pitch five times in a row.
    As a strictly offline gamer I didn't really worry when I sAw the fielding stream, but this hitting stream has me verrrrrrrrrrryyyyyy nervous. A lot of these features implemented for the online crowd have a chance to feel very "gamey". Some of the details that have me worried:
    - off speed pitch effectiveness tuned to be less effective. What! Off speed pitches are very effective in real life
    - hitter types. While a good idea I could see a lot of these causing variety to go out the window. I could see a problem where contact hitter only get line drives and grounders, and power hitters hitting home runs or nothing at all. I know they said this is not the case but I can see this going wrong very fast.
    - pitch speeds being more difficult on higher difficulties. I am older now and have had to lower pitch speed for every iteration since '13. I play on dynamic difficulty and got as high as all star plus last year. Hopefully pitch speed sliders will still work effectively offline and do not have a minimum or floor difficulty speed. This could cause a situation where all star is too hard for me but pro is too easy.
    I play using directional hitting. Didn’t notice them mention it at all. I look forward to having pitching be more difficult though as I’ve always found it relatively easy regardless of difficulty setting.
    Sent from my iPhone using Operation Sports
    I loved how the dynamic hitting camera kind of merged with retro camera after hitting the ball. Very smooth transition and a welcomed change for me!
    Sent from my SM-G955U using Tapatalk
    underdog13
    Next stream I'll comment in the twitch chat.
    Sent from my SM-G965U using Tapatalk

    I liked your play by play, I wasn’t watching the stream but I felt caught up reading your posts
    underdog13
    HR/9 effects gameplay this year. A way to counter power lineups in DD
    Sent from my SM-G965U using Tapatalk

    That has the potential to make for interesting choices in assembling the pitching staff.
    underdog13
    Not sure who the dev is in the middle but loved his points about strikeouts. Haven't been enough strikeouts in the game. Nice, needed change imo.
    Edit: Oh man I've been the only one commenting. Imma shut up now lol.
    Sent from my SM-G965U using Tapatalk

    I appreciated your play by play
    underdog13
    Next stream I'll comment in the twitch chat.
    Sent from my SM-G965U using Tapatalk

    FWIW I don't go into the twitch chats, so I appreciated the commentary here.
    Really liked some of the chat about content hitters, they look to have removed the inexplicable floatiness of everything they hit and given them gap power. Still not sure about how many ground balls will make it through the infield, but we at least saw a couple, unfortunately there was no sign of any infield hits which concerns me a bit as the fielding seems to have been made so slick that it might have eliminated them. Really glad to see bad outfielders covering less ground, that was one of my biggest concerns and they've addressed it.
    Beyond that though, I was a bit concerned with the rest of the stream. The entire game seems to be being built around online head to head and how to stop the worst, cheesiest players from breaking the game, rather than trying to make the game play true (much like what they did with the introduction of rocket bunts, which they have apparently now removed). I get that these cheesy people ruin the online experience for others, but you can't build your game around stopping them.
    The pitching in particular sounds concerning. It sounds like control of secondary stuff is going to be all over the place, combined with rewarding people for swinging at meatballs, so that does seem like a recipe for people just camping down the middle and just crushing the inevitable hanging breaking balls that the game arbitrarily decides to force on you (already an issue in 18).
    Hopefully it's not the case, as I really don't want pitching to be as random as it sounded. In an ideal world it should require just as much skill as hitting, but they did make it sound like even good input wouldn't be decisive in where the ball goes.
    Watching right now and taking notes...
    *Situational bunting tweaks seems like a good idea. Nobody likes the rocket bunts that crept in to combat cheesy mc cheeserton.
    *Making offspeed pitches less effective? How about making the velocity of change ups more realistic? 6-7 MPH gap is far more common than 8-13 MPH gap. Not sure how I feel about them tinkering with how effective these pitches will be. It almost sounds like they're overcooking it, which may lead to other issues and complications/patches.
    *Good to see HR/9 might matter in played games.
    Main takeaways:
    Matty V is still the same.
    Why is he still in the game? I know the answer but still.
    These changes (including the other defensive changes) cater to online crowd, therefore, this game will pretty much play like The Show from the past half decade.
    I'm really concerned about the lower effectiveness of pitches 2-5. I'd love to hear more about how that works:
    Is it tiered (i.e. pitch #5 has a higher penalty if overused than pitch #2)
    How much is too much?
    It also puts a SEVERE amount of importance of correct pitch types too.
    HolyHell
    Main takeaways:
    Matty V is still the same.
    Why is he still in the game? I know the answer but still.
    These changes (including the other defensive changes) cater to online crowd, therefore, this game will pretty much play like The Show from the past half decade.

    Considering he’s been in the game for over a decade and my ears haven’t melted, speaks to how great Matty V is.
    But yes a new voice would be nice as long as it’s not Joe Buck
    PhilliesFan13
    Are these changes just for online or offline too? I didn't watch either stream yet.
    Sent from my SM-G930P using Tapatalk

    All game modes.
    Speedy
    I'm really concerned about the lower effectiveness of pitches 2-5. I'd love to hear more about how that works:
    Is it tiered (i.e. pitch #5 has a higher penalty if overused than pitch #2)
    How much is too much?
    It also puts a SEVERE amount of importance of correct pitch types too.

    Yeah, this doesn't make a whole lot of sense because usually P1 - P5 is ranked in terms of usage, not in terms of effectiveness. Just because a guy only throws his curveball 11% of the time doesn't mean it's a weak pitch. As a matter of consistency, I almost always edit a pitcher's fastball to be P1 based, again, on usage. There are only a handful of pitchers in baseball that throw something else more often than their primary fastball (4SM/2SM/CUT).
    WaitTilNextYear
    Yeah, this doesn't make a whole lot of sense because usually P1 - P5 is ranked in terms of usage, not in terms of effectiveness. Just because a guy only throws his curveball 11% of the time doesn't mean it's a weak pitch. As a matter of consistency, I almost always edit a pitcher's fastball to be P1 based, again, on usage. There are only a handful of pitchers in baseball that throw something else more often than their primary fastball (4SM/2SM/CUT).

    i think what they are getting at is, People in '18 were spamming 1 pitch. you may have heard about it on forums/reddit whatever about how people were not using fastball AT ALL. it was always off speed pitches. so what they are saying now, is you cant have say a 12-6 Curveball that may be your 3 pitch and you are constantly spamming that pitch and never throwing your other pitches, If you do this in '19 that Curveball is going to get crushed eventually because the effectiveness of that curveball is going to go down resulting in hanging curveball.
    That ball is sure being smacked around the yard pretty hard. Gameplay was too choppy to really assess much of anything. Must be the online aspect of it.
    Ball interaction with grass and dirt continues to be identical. Saw another ground rule double bouncing off the grass. Really hoping the PS5 version of The Show is a complete reinvention, and anything from the old game is completely left in the past. Bring over what makes the game good, but recreate it... don't "port" it.
    Syce
    i think what they are getting at is, People in '18 were spamming 1 pitch. you may have heard about it on forums/reddit whatever about how people were not using fastball AT ALL. it was always off speed pitches. so what they are saying now, is you cant have say a 12-6 Curveball that may be your 3 pitch and you are constantly spamming that pitch and never throwing your other pitches, If you do this in '19 that Curveball is going to get crushed eventually because the effectiveness of that curveball is going to go down resulting in hanging curveball.

    That's fine, but the devil is in the details. What's the threshold for "spamming"? Do you get artificial penalties for using a lower tiered pitch like they mentioned?
    I also think there's a very real apprehension about us offline players who strive to play "sim" continuing to get punished by countermeasures being deployed against online cheese-a-holics. Spamming the same exact pitch has never been an issue in games I've played. Yet, now there will be a potential modifier that could affect me in some nebulous way that none of us will really understand until patch #9 drops in mid May to fix some imbalance inevitably caused by this.
    EDIT: We should also be clear about what they actually said, which was a stated intent to nerf all pitch types other than fastball and slider. They said on the stream that they are making offspeed pitches (1) move less and (2) be harder to control. They want to punish people more for high offspeed pitches and they want to make fastballs tougher to handle. So, it's not just about spamming the same pitch. There's a whole scheme going on here to pretty drastically overhaul the batter-pitcher dynamic.
    Granted they only did it twice, but bunting still didn't look right.
    I want to see the ball being able to be deadened. Also they bunted to the wrong side to advance the runner to third. But that's neither here nor there.
    WaitTilNextYear
    That's fine, but the devil is in the details. What's the threshold for "spamming"? Do you get artificial penalties for using a lower tiered pitch like they mentioned?
    I also think there's a very real apprehension about us offline players who strive to play "sim" continuing to get punished by countermeasures being deployed against online cheese-a-holics. Spamming the same exact pitch has never been an issue in games I've played. Yet, now there will be a potential modifier that could affect me in some nebulous way that none of us will really understand until patch #9 drops in mid May to fix some imbalance inevitably caused by this.
    EDIT: We should also be clear about what they actually said, which was a stated intent to nerf all pitch types other than fastball and slider. They said on the stream that they are making offspeed pitches (1) move less and (2) be harder to control. They want to punish people more for high offspeed pitches and they want to make fastballs tougher to handle. So, it's not just about spamming the same pitch. There's a whole scheme going on here to pretty drastically overhaul the batter-pitcher dynamic.

    All your points are so valid. That really has me worried to. I understand people spamming it online but I play strictly offline and have never had this problem. Are the developers going to force me to play an online style game against the CPU because that would be terrible.
    There are instances in real baseball where using a 3rd 4th pitch might be the right call for that at bat. If your guy isn't trying to get a ground ball off of his sinker he may go to it 2-3 times in a row. I don't want to be penalized for this because it completely eliminates the strategy of situational pitching.
    I have a sneaky suspicion this is going to be the year of the hitter again, and they will have to patch because there are too many runs being scored.
    Bunts still looked like hard choppers. Players who have good bunting ratings need to be able to drop slow bunts....not one hoppers to the pitcher or 3b/ss.
    As an offline gamer, I’d prefer the AI to be sophisticated and smart enough to deal with my excessive use of a single pitch, but this is being implemented exclusively to stop online players spamming. I’d prefer it if I could turn it off for my offline experience. If I’ve got a hitter at the plate who swings and misses at a slider down and away, of course I’m going to go back and throw it again. The commentary even references that sometimes you’ll throw a pitch until a hitter shows he can hit it. I’m not sure I like the idea that at some point the pitch will land over the heart of the plate because they decide I’ve overused it. Sounds a bit like the old fix for bunting where it adversely harmed the offline experience because online gamers couldn’t moderate themselves.
    Will the AI play by the same rules too?
    So was anyone impressed with the hitting improvements? Missed that part. Watched the stream with the defensive improvements.
    Sent from my SM-J337VPP using Tapatalk
    Some slight worries. But one thing i will say is that some people want pitching to be harder and also for the game, overall, to be more realistic.
    Making offspeed pitches harder to control covers both. Offspeed pitches are famous for pitchers being inconsistent with them, not having a 'feel' for a changeup, or not being able to find the strike zone with their slider, etc...of course this happens with the fastball, but less often.
    Saying that, if you do get the 'feel' for the changeup, players will sometimes hammer that pitch in real life, but looks like we will be penalised for this in 19.
    Hitting stream was an utter disappointment to me, such a missed opportunity to show hit types, batter types, bunt types, PCI types with their widgets. They could have set up a power hitter and went through same pitch versus PCI placement show the slow motion bat to ball to see barrel placement, speed of pitch vs exit velocity with the Physics programmer to show why this type of hit was determined by the systems. Showing online hitting was disjointed as if it was stop motion when it came to bat versus ball.
    As good as the Defense stream was with a few missteps in programming i.e. Diamond players will be perfect and players always slipping and tripping to get back to base(which I find to be stupid for any game play designer). The hitting stream look like a how not to unveil your so-called new hitting system.
    I'm a big fan of the hitting/pitching improvements - and speaking as a guy who plays offline with directional/classic, respectively. My thoughts from this perspective on some selected items...
    Contact Hitting
    Offline on 18 may have indeed been better than online, but the "power meta" was still there. Even with decreased power and/or solid hit sliders, power hitters were more useful overall IMO. Re-balancing of contact vs power is going to be a good thing for all modes (especially once you couple that with the fielding improvements).
    Decrease in effectiveness of pitches down in the zone
    This is certainly more of an effort for online. But frankly, I could take advantage of the CPU hitters here too and if it makes their offense more potent, I am all for it.
    Spamming of secondary pitches.
    I'm happy with how they handled this. Mills confirmed for us on Twitter that the effectiveness of, for example, a number 5 will depreciate more quickly than the number 2. A number 5 pitch is a pitcher's 5th best pitch for a reason (it is a "show-me" pitch). Confidence will certainly factor-in on a game-by-game basis. But, pitchers DO have bread-and-butter pitches ...this is going to help them stand out. The other thing too, a "less effective" 3rd pitch from Kershaw is still going to be miles better than the "less effective" 3rd pitch from DeSclafani)
    HR/9 rating now means something
    Very happy that this finally means something in game now and not just for simmed stats.
    JoshC1977
    I'm a big fan of the hitting/pitching improvements - and speaking as a guy who plays offline with directional/classic, respectively. My thoughts from this perspective on some selected items...
    Contact Hitting
    Offline on 18 may have indeed been better than online, but the "power meta" was still there. Even with decreased power and/or solid hit sliders, power hitters were more useful overall IMO. Re-balancing of contact vs power is going to be a good thing for all modes (especially once you couple that with the fielding improvements).
    Decrease in effectiveness of pitches down in the zone
    This is certainly more of an effort for online. But frankly, I could take advantage of the CPU hitters here too and if it makes their offense more potent, I am all for it.
    Spamming of secondary pitches.
    I'm happy with how they handled this. Mills confirmed for us on Twitter that the effectiveness of, for example, a number 5 will depreciate more quickly than the number 2. A number 5 pitch is a pitcher's 5th best pitch for a reason (it is a "show-me" pitch). Confidence will certainly factor-in on a game-by-game basis. But, pitchers DO have bread-and-butter pitches ...this is going to help them stand out. The other thing too, a "less effective" 3rd pitch from Kershaw is still going to be miles better than the "less effective" 3rd pitch from DeSclafani)
    HR/9 rating now means something
    Very happy that this finally means something in game now and not just for simmed stats.

    Well said. I always wait to play the game myself before jumping to conclusions...however I fully appreciate the concern and apprehension of the community about online exploit fixes crossing over to the offline side and inadvertently “screwing” something up for us “vs the CPU” guys.
    With that being said when it comes to gameplay the game has been on a northern track since 15 and I expect 19 to have the best gameplay yet vs the CPU.
    Worst case scenario is I go right back to 18 (which I am going to still probably play as well due to classic roster files potentially not transferring to 19).....that game is simply marvelous. But I highly doubt that will be the case and after 19 drops I think we are going to have our best version of the game yet.
    I thought the defensive stream was fantastic. And I have no doubt with some slider tweaking we will get the game balanced to my taste and those that have a similar playing style to mine.
    I was kind of on the fence about '19. The defensive improvements stream took me off that fence and almost made the sale, but the hitting "improvement" stream put me right back on. I feel, like a lot of you, that stuff being done for online play is ruining the game/game(s) for us offline guys. It's definitely a wait and see for me, now.
    JoshC1977
    I'm a big fan of the hitting/pitching improvements - and speaking as a guy who plays offline with directional/classic, respectively. My thoughts from this perspective on some selected items...
    Contact Hitting
    Offline on 18 may have indeed been better than online, but the "power meta" was still there. Even with decreased power and/or solid hit sliders, power hitters were more useful overall IMO. Re-balancing of contact vs power is going to be a good thing for all modes (especially once you couple that with the fielding improvements).
    Decrease in effectiveness of pitches down in the zone
    This is certainly more of an effort for online. But frankly, I could take advantage of the CPU hitters here too and if it makes their offense more potent, I am all for it.
    Spamming of secondary pitches.
    I'm happy with how they handled this. Mills confirmed for us on Twitter that the effectiveness of, for example, a number 5 will depreciate more quickly than the number 2. A number 5 pitch is a pitcher's 5th best pitch for a reason (it is a "show-me" pitch). Confidence will certainly factor-in on a game-by-game basis. But, pitchers DO have bread-and-butter pitches ...this is going to help them stand out. The other thing too, a "less effective" 3rd pitch from Kershaw is still going to be miles better than the "less effective" 3rd pitch from DeSclafani)
    HR/9 rating now means something
    Very happy that this finally means something in game now and not just for simmed stats.

    Armor and Sword
    Well said. I always wait to play the game myself before jumping to conclusions...however I fully appreciate the concern and apprehension of the community about online exploit fixes crossing over to the offline side and inadvertently “screwing” something up for us “vs the CPU” guys.
    With that being said when it comes to gameplay the game has been on a northern track since 15 and I expect 19 to have the best gameplay yet vs the CPU.
    Worst case scenario is I go right back to 18 (which I am going to still probably play as well due to classic roster files potentially not transferring to 19).....that game is simply marvelous. But I highly doubt that will be the case and after 19 drops I think we are going to have our best version of the game yet.
    I thought the defensive stream was fantastic. And I have no doubt with some slider tweaking we will get the game balanced to my taste and those that have a similar playing style to mine.

    Well said Josh.
    I like the changes that were mentioned in the stream in terms of both pitching and hitting.
    As A&S stated, this is something that is going to be hard to really give a precise opinion on until we get it in our hands, play the way we play, and play out several games to see how it unfolds.
    JoshC1977
    I'm a big fan of the hitting/pitching improvements - and speaking as a guy who plays offline with directional/classic, respectively. My thoughts from this perspective on some selected items...
    Contact Hitting
    Offline on 18 may have indeed been better than online, but the "power meta" was still there. Even with decreased power and/or solid hit sliders, power hitters were more useful overall IMO. Re-balancing of contact vs power is going to be a good thing for all modes (especially once you couple that with the fielding improvements).
    Decrease in effectiveness of pitches down in the zone
    This is certainly more of an effort for online. But frankly, I could take advantage of the CPU hitters here too and if it makes their offense more potent, I am all for it.
    Spamming of secondary pitches.
    I'm happy with how they handled this. Mills confirmed for us on Twitter that the effectiveness of, for example, a number 5 will depreciate more quickly than the number 2. A number 5 pitch is a pitcher's 5th best pitch for a reason (it is a "show-me" pitch). Confidence will certainly factor-in on a game-by-game basis. But, pitchers DO have bread-and-butter pitches ...this is going to help them stand out. The other thing too, a "less effective" 3rd pitch from Kershaw is still going to be miles better than the "less effective" 3rd pitch from DeSclafani)
    HR/9 rating now means something
    Very happy that this finally means something in game now and not just for simmed stats.

    I think this is a good summary and in-line with my feelings as well. A lot of people are bashing SDS for lowering the effectiveness of off-speed and secondary pitches, but I do think that in previous years they were too potent...and I am an offline player.
    I pitch on HoF pitch difficulty, with CPU Solid Contact at 6 or 7 and I still feel pitching is too easy. A lot of it has to do with my ability to paint the corners with any pitch even the 5th pitch.
    What I think we are going to see is that these pitches are going to be less accurate, will be in the zone more often, and will "hang" more. On the stream they mentioned that even hanging changeups in previous years did not get hammered like they should....I think that lead to confidence boost and over use of the pitch....it should not be that way.
    As someone mentioned....your 3rd, 4th, 5th pitches are your worse pitches and as a result a player will throw them less in a game. There is a direct correlation here. For those who say the pitch a pitcher throws less, does not mean its less effective....yes it does, that is why he does not throw it!
    Not all secondary pitches are created equal, so ratings will still play a part on how effective a pitch is. But whether you are Kershaw or Hideki Irabu, you don't want to get beat on your 5th best pitch, so you throw it less, no matter how "good" it maybe, its still your 5th pitch for a reason.
    Lets say you throw your 5th best pitch 10% of the time, realistic in baseball terms....that means you should throw it 10 times in an outing TOTAL, and thats if you threw 100 pitches.
    I can think of scenarios where I had my 5th pitch working and I would throw it 3-4 in an AB because I was able to locate with it for whatever reason. This just should not be. Pitches 1-2 (maybe 3) should account for 65%+ of all your pitches and that should be what you work off of...thats realistic.
    I can think of two pitchers from the Yankees where the Fastball is NOT their main pitch:
    1. Tanka #1 Pitch = Slider
    2. Betances #1 Pitch = Curve
    These types of pitchers will be able to have nastier breaking pitches and won't be penalized for using them as their primary pitch, again thats how it should be. There are plenty of stats on how Tanaka gets hit around when he uses his fastball (2nd or 3rd pitch), it sounds like this will happen more often now, again super realistic...
    Moving on to hitting....
    I have ALWAYS said contact hitter's batted balls need to have more life off the bat. For those complaining about hit variety, I do not think that will be a concern. They picked specific scenarios where they hit a hard hit ball, with a contact guy to emphasize the new logic. This wasn't a gameplay stream where you saw 9 innings of baseball, so I would not worry too much about hit variety just yet. These were all perfect PCI, Good-Perfect timing, and showing you how much different it is.
    This will change the game tremendously, I always had issues with Contact hitters not being able to hit doubles and consistently get on base. The game relied too much on the sluggers to produce extra base hits. This seems to fix that.
    I was pretty happy with what I saw and think they made right decisions in making the game more realistic. I understand how some may feel they are "over correcting", but I think thats how bad things were slanted to the other side that it needed these big time adjustments.
    Cannot wait to see more and get hands on it.
    Finally caught up with the stream. I’m pretty excited about the changes. I don’t think anything they talked about should really worry offline players. Everything the mentioned was always prefaced with the phrase “spamming”. I don’t think that means secondary pitches are nerfed across the board. But using a pitchers 5th pitch over and over and over consecutively is. Pitchers will throw the same breaking pitch back to back sometimes in real life but 3 times in a row? That’s always a risk. Risk the batter will be sitting on it and risk that it won’t be executed as well as the first two. This seems like a pretty sim implementation to me.
    Glad bunting is fixed. Obviously hope it isn’t fixed too well and bunting against the shift becomes over powered. But nice to it’s back and that strategic part of the game has returned.
    Loved seeing all those line drives landing in front of the OF. And that one line drive up the middle that got by the pitcher even had a little tail to it. Looked great.
    All in all I was extremely impressed with these two gameplay streams. Seems like they’ve taken some pretty serious strides to making the game play even more true to life and more fun all at the same time. As someone who was on the fence after last year I’m back to being really excited trying the game out this year.
    Sent from my iPhone using Operation Sports
    I like what I’m hearing about contact hitters. Sounds like they will definitely more effective at slapping the ball around the field this year.
    Hearing about the improvement in this year’s game kinda explains something that I’ve been puzzled by in my franchise on the current game.
    Jose Ramirez’s definitely had some batting “woes” that made me scratch my head. Obviously he’s a pretty dang good hitter in real life but in my two franchise seasons, he was just an average hitter. His average was around .275 for both years (which is pretty decent) but what bothered me was he rarely hit anything but weak singles and had very little power. He hit around 15 homers in each season (played almost every game in both seasons). He very rarely hit doubles/triples and the ball was never driven with any force. And I believe he only averaged around 50 RBIs in each season. For one of the leagues best hitters and a player that has both high contact and power ratings, I definitely expected more from him at the plate in my virtual world.
    It looks like the changes they made this year will keep players and situations like this from happening as often. Looking forward to seeing the improvements in action.
    One thing I like is that they took the time to implement the hitting changes, the pitching changes, and the defensive changes all in the same dev cycle to prevent, in theory, the game from becoming unbalanced, where one phase overpowers the others.
    Looking forward to playing the finished product and seeing all three of these areas interact with each other.
    agentlaw13
    I like what I’m hearing about contact hitters. Sounds like they will definitely more effective at slapping the ball around the field this year.
    Hearing about the improvement in this year’s game kinda explains something that I’ve been puzzled by in my franchise on the current game.
    Jose Ramirez’s definitely had some batting “woes” that made me scratch my head. Obviously he’s a pretty dang good hitter in real life but in my two franchise seasons, he was just an average hitter. His average was around .275 for both years (which is pretty decent) but what bothered me was he rarely hit anything but weak singles and had very little power. He hit around 15 homers in each season (played almost every game in both seasons). He very rarely hit doubles/triples and the ball was never driven with any force. And I believe he only averaged around 50 RBIs in each season. For one of the leagues best hitters and a player that has both high contact and power ratings, I definitely expected more from him at the plate in my virtual world.
    It looks like the changes they made this year will keep players and situations like this from happening as often. Looking forward to seeing the improvements in action.

    This 100000000x is something that I see all the time and it has plagued the series for years.
    Ichiro, DJ Lemahieu, Jeter, Ramirez, Dee Gordon, etc...
    These are all contact hitters that have been in MLB The Show throughout the years, and while you can hit .280-.300+ with them, when you go look at the type of hits you are getting they are all singles.
    Pure contact hitters being able to hit hard hit balls in the gap, that are not HRs, has been missing. I think this may be the year we see that change. I am hopeful and excited.
    El_MaYiMbE
    This 100000000x is something that I see all the time and it has plagued the series for years.
    Ichiro, DJ Lemahieu, Jeter, Ramirez, Dee Gordon, etc...
    These are all contact hitters that have been in MLB The Show throughout the years, and while you can hit .280-.300+ with them, when you go look at the type of hits you are getting they are all singles.
    Pure contact hitters being able to hit hard hit balls in the gap, that are not HRs, has been missing. I think this may be the year we see that change. I am hopeful and excited.

    Go to my slider thread and check out what Phillisfan hit with Jose Ramirez.
    MVP type season.
    What interface do you hit with?
    Sent from Palm Trees and Paradise using Operation Sports
    agentlaw13
    I like what I’m hearing about contact hitters. Sounds like they will definitely more effective at slapping the ball around the field this year.
    Hearing about the improvement in this year’s game kinda explains something that I’ve been puzzled by in my franchise on the current game.
    Jose Ramirez’s definitely had some batting “woes” that made me scratch my head. Obviously he’s a pretty dang good hitter in real life but in my two franchise seasons, he was just an average hitter. His average was around .275 for both years (which is pretty decent) but what bothered me was he rarely hit anything but weak singles and had very little power. He hit around 15 homers in each season (played almost every game in both seasons). He very rarely hit doubles/triples and the ball was never driven with any force. And I believe he only averaged around 50 RBIs in each season. For one of the leagues best hitters and a player that has both high contact and power ratings, I definitely expected more from him at the plate in my virtual world.
    It looks like the changes they made this year will keep players and situations like this from happening as often. Looking forward to seeing the improvements in action.

    Philliesfan mashed with Ramirez. The different results people get with hitters on this game can be all over the board based on skill, interface, online vs offline etc etc.
    Sent from Palm Trees and Paradise using Operation Sports
    Armor and Sword
    Go to my slider thread and check out what Phillisfan hit with Jose Ramirez.
    MVP type season.
    What interface do you hit with?
    Sent from Palm Trees and Paradise using Operation Sports

    My problem with sliders is everyone is adjusted by the same scale. If I up Solid Hits across board to give contact hitters better contact and more 100 MPH batted balls, now Judge and Stanton are hitting 120 MPH line drives for HRs on regular.
    These types of problems need to be remedied by devs. They admitted this was an issue and that contact hitters simply didn't have enough power/solid contact being made behind the scenes.
    This was a much needed change.
    The Show is always the one game I look forward to most every year. But man, watching these streams the last two years it feels like the devs aren't even talking to me. The focus is always on DD and online play. I really, really hope they worked on offline Franchise mode. It felt stale to me about 4 years ago and not much has been changed aside from a facelift to the menus. They haven't even updated the rules for playoff eligible players and that rule was changed three years ago. It's annoying to make the playoffs and then be told certain players can't be on the playoff roster because they weren't on the MLB team September 1. Franchise mode needs a lot of attention and I'm afraid that, for another year, all the dev time went to DD.
    1. Defensive stream looked amazing. Before we all go nuts, we also should take into consideration that the streams in previous years looked good too and I haven't been happy with a show game in years, so I try to take the streams with a grain of salt. With that said, the defensive stream looked really good and I have high hopes.
    2. Bunting still looks off. I know they only showed a few, but the bunts are still coming off the bat too hard, to the point that I feel like it's still going to be WAY too easy to get the lead runner on a force out or even turn a double play if the runner isn't stealing. There has to be a way to DEADEN bunts, to make them just plop down and not bounce 20-40 feet every bunt. Some bunts only go a few feet . . . they need to understand and implement this otherwise bunting will still fail to be the strategic function it is in real baseball.
    3. Hitting stream looked decent to me. As someone said earlier, the 3-5th best pitches in a pitchers arsenal SHOULD be their least effective pitches and I am ABSOLUTELY in the camp that in 2018, secondary pitches were ENTIRELY too effective, ESPECIALLY changeups. I'm totally ok with what they said about alleviating the effectiveness of secondary pitches.
    However, something still seems off to me about how the ball is coming off the bat.
    (a) the bunt single - they freeze it RIGHT before the bunt goes down the third base line and the ball actually looks like it's going to be right to the pitcher before it weirdly redirects towards third base. Looks VERY off and very unrealistic. The ball physics off the bat look off to me.
    (b) some of the gappers they showed also looked off based on where the pitch is thrown. I don't care how good a hitter is, if a pitch is on the inside part of the plate, it's VERY difficult to hit that ball into the right-center field gap for a right handed hitter at the exit velocity they were hitting them. Yes, you can hit it into the gap, but the exit velocities were hard. It is absurdly difficult to hit a ball 90+ mph into the right center field gap for a right handed hitter on an inside fastball. If you are RIGHT on it, you'll probably pull that pitch. If you're late, you'll probably foul it off or maybe dunk a single to right center. Ball physics off the bat just looked off in that video and it's really starting to irk me because ball physics have been off for YEARS in my opinion. This video did nothing to quell those fears.
    El_MaYiMbE
    My problem with sliders is everyone is adjusted by the same scale. If I up Solid Hits across board to give contact hitters better contact and more 100 MPH batted balls, now Judge and Stanton are hitting 120 MPH line drives for HRs on regular.
    These types of problems need to be remedied by devs. They admitted this was an issue and that contact hitters simply didn't have enough power/solid contact being made behind the scenes.
    This was a much needed change.

    Only 2 things I changed were solid hits and foul frequency to 4
    HOF Directional hitting.
    Sent from Palm Trees and Paradise using Operation Sports
    Armor and Sword
    Only 2 things I changed were solid hits and foul frequency to 4
    HOF Directional hitting.
    Sent from Palm Trees and Paradise using Operation Sports

    I would think that would cause LESS balls in the gap for contact hitters. The problem SDS is remedying is the lack of "power" (not HR power) from contact hitters. Balls kinda just float when they hit it. One of the guys on stream called them "duck farts".
    I am not saying your sliders aren't good, I know who you are, you do good work. But the devs are remedying, confirmed broken code, under the hood that sliders should not be solving for.
    Out of the box Jose Ramirez should be just as valuable, if not more, than Giancarlo Stanton. The way The Show treated contact hitters in the past, not so much the case.
    Again, I like the honesty, the willingness to address, and the thought process from SDS, as to why it was one way and now another in 2019.
    And too be fair, Ramirez maybe is not a good example because he has other redeeming factors that make him good even in The Show. High Contact, High Vision, Discipline, Quirks, etc...and his power is decent.
    But guys like Dee Gordon, who have ZERO power essentially, can still rip balls in the gap for for doubles and triples in real life. In MLB The Show 18 you do not see this for those types of hitters. They basically make him a singles hitter.
    El_MaYiMbE
    I would think that would cause LESS balls in the gap for contact hitters. The problem SDS is remedying is the lack of "power" (not HR power) from contact hitters. Balls kinda just float when they hit it. One of the guys on stream called them "duck farts".
    I am not saying your sliders aren't good, I know who you are, you do good work. But the devs are remedying, confirmed broken code, under the hood that sliders should not be solving for.
    Out of the box Jose Ramirez should be just as valuable, if not more, than Giancarlo Stanton. The way The Show treated contact hitters in the past, not so much the case.
    Again, I like the honesty, the willingness to address, and the thought process from SDS, as to why it was one way and now another in 2019.
    And too be fair, Ramirez maybe is not a good example because he has other redeeming factors that make him good even in The Show. High Contact, High Vision, Discipline, Quirks, etc...and his power is decent.
    But guys like Dee Gordon, who have ZERO power essentially, can still rip balls in the gap for for doubles and triples in real life. In MLB The Show 18 you do not see this for those types of hitters. They basically make him a singles hitter.

    Yeah I made the solid hits adjustment to actually get more bloops and bleeders. As I saw too many hard hit balls. Gap doubles and sometimes triples were not an issue for me.
    I agree with contact hitters needing more punch though. No disagreement at all. But in actuality 18 had the best hit variety to date and to me was the most balanced yet. But contact hitters had no real punch as you describe.
    It will only get a lot better on 19 for sure and I am very excited to get my hands on the game and see it for myself!
    Sent from Palm Trees and Paradise using Operation Sports
    Can we remove the R2 pitch types and bunt directions notification while batting, without it affecting pitching this year? It is un-needed and a distraction IMO.

    As of now the only way removes pitch types when on the mound.
    Thanks
    If you need any more proof that SDS is focused solely on DD and online, just watch the hitting stream. It's not that the improvements they make to hitting won't potentially be of interest to offline players, it's that any improvement there is completely incidental to the offline experience.
    Everything is couched in online terms, how it'll affect the DD players, how the tweaks they make affect the Meta game. I'm either too old to get frustrated or too over it to care much any longer, but I'm a little sad that one of my favorite series is abandoning any pretense towards holding my interest. I still like the core gameplay of batter vs pitcher, but man, I just can't get excited about playing online games against people who spam bunt buttons and rage quit if I steal a base.
    I'll wait to see what the other improvements are, but it's looking like another year of stick with OOTP/wait until I can buy MLBtS used for half price.
    I'm fully confident scea, with improvements to hitting and fielding, that this will be the best gameplay we have seen yet.  If this was madden, i would be very concerned.
    I'm not trying to piss on anyone's parade here, but developing a game around patching up human-exploited online issues is a weird route.
    I know this will result in vs CPU annoyances. It has to. It's just a natural product because a CPU doesn't behave like a human.
    It's gonna put the human player at a disadvantage when playing against the CPU UNLESS they accounted for that and programmed things accordingly. I don't think they did because they keep talking about human vs human.
    One thing I'm sure of - they took a big swing at gameplay for mlbts 19. It seems to be mainly a response to what they saw watching people play online.
    I just thought about it. They don't have the choice to only adjust online gameplay. There's one huge chunk of logic code for gameplay and it's for both online and offline.
    So, they chose to adjust the gameplay code to suit online players.. like the bunting, they adjusted it for online and it carried to offline. Bunting offline wasn't an issue, right?
    It's not their fault. Having 2 separate pieces of programming for online and offline gameplay would require a lot of work, buuut.. it's starting to become necessary.
    You can't run those lame online exploits against the CPU, so these gameplay adjustments may be kinda weird while playing offline. We'll see..
    MLB14
    I just thought about it. They don't have the choice to only adjust online gameplay. There's one huge chunk of logic code for gameplay and it's for both online and offline.
    So, they chose to adjust the gameplay code to suit online players.. like the bunting, they adjusted it for online and it carried to offline. Bunting offline wasn't an issue, right?
    It's not their fault. Having 2 separate pieces of programming for online and offline gameplay would require a lot of work, buuut.. it's starting to become necessary.
    You can't run those lame online exploits against the CPU, so these gameplay adjustments may be kinda weird while playing offline. We'll see..
    Bunting offline wasn't an issue? Did you try bunting offline last year?
    Sent from my SM-G955U using Tapatalk
    Padgoi
    Bunting offline wasn't an issue? Did you try bunting offline last year?
    Sent from my SM-G955U using Tapatalk

    That read to me like a rhetorical question filled with extreme sarcasm.
    He likely has a point, and in place they probably also made some AI alterations along the way. For example, the CPU often played house rules with sacrifice bunts by not throwing to second base to get an easy and obvious force out that they could have gotten. SDS had to put that in there to maintain the value of the user sacrifice bunting when needed still.
    They'd throw it there every so often just to mix things up and keep the user honest, but you normally got away with your horrifically-hard bunt as a way of them saying: "Sowwy we pwogwammed weiwd, pwease take dis pwesent."
    Oh, and anyone who disputes or doubts this shall be handsomely greeted to with several sample clips that I am able, willing and prepared to record simply to prove the point. :bil:
    EDIT: All this being said, a mode like Home Run Derby definitely has separate programming in many respects, but also makes a whole lot of sense.
    Padgoi
    Bunting offline wasn't an issue? Did you try bunting offline last year?
    Sent from my SM-G955U using Tapatalk
    I'm referring to before they changed bunting to offset the online exploit. Was it a problem offline before that?
    MLB14
    I'm referring to before they changed bunting to offset the online exploit. Was it a problem offline before that?

    I dont recall rocket bunts being in 16, cant remember at all about 17? Maybe 18 was when it reared its ugly head?
    Caulfield
    I dont recall rocket bunts being in 16, cant remember at all about 17? Maybe 18 was when it reared its ugly head?

    It started in 17, the problem before that is every player was a master at bunting no matter the rating and they laid down the perfect bunt. That’s when the bandaids starting showing up.
    nemesis04
    It started in 17, the problem before that is every player was a master at bunting no matter the rating and they laid down the perfect bunt. That’s when the bandaids starting showing up.

    I know how to get that fixed: Since there cant be Hey Dev threads, maybe a Hey Dev post will work. Lol
    Hey devs,
    I cant enjoy DD and spend more money until bunting is fixed.
    :D
    I don't know why they don't just have more missed/fouled bunts as opposed to rocket bunts.
    All this being said, I've seen rocket bunts IRL and I was a push-bunt artist batting right-handed IRL as well (bunting it past the charging pitcher and first baseman, right to the 2B starting area when he is covering 1B so that I can practically walk safely to the bag).
    I don't know if there is any video of this anywhere, but I know it happened so back me up if you remember this: Olympic Stadium, Rafael Furcal bunted a bloop over the Expos' 3B head down the left field line for a double. Of course, the 3B was charging in but it still flew. Probably the hardest bunted ball I've ever seen with great effect.
    MLB14
    I'm referring to before they changed bunting to offset the online exploit. Was it a problem offline before that?

    It was not. They F’d up offline with an online bandaid, the same thing they will do this year.
    2OutRally
    It was not. They F’d up offline with an online bandaid, the same thing they will do this year.

    This is why they should focus on making the game as simulation as possible. With the improvements to fielders charging up, if they were to make bunting as it should be, it would probably not even be a problem online to begin with.
    underdog13
    So seems like they've added code to lower accuracy of a player throwing the same pitch over over again if it's not a #1 pitch. And maybe even a pci bonus to the batter.
    It'll be an effective counter to players throwing the same pitch especially online.
    However, that type of coding method will bring increased feelings of gameplay not feeling organic and "rubber banding". This type of coding hasn't been beneficial to any sim sports game.

    I have to be honest, the way MBL 2K handled it was perfect, even if it seemed cheesy at first.
    Every pitcher had his pitch %'s set, and if you started to throw any pitch significantly more than their real life %, then you were warned with a yellow background on that pitch. If you went well over, it turned red, and it was like what The Show is doing now.
    It seemed kind of unsim at first, but the impact was much more sim. It forced me, as a pitcher, to think more about my strategy. In the end, I rarely ever over used pitches, even though I had long stopped trying to stay within limits. I was saving those change-ups and curveballs for the right counts and situation. It also encouraged me to "show" pitches, showing something tasty out of the strike zone.
    At the beginning, it was very video game like. But eventually, I realized I was now pitching in a much more realistic manner and never looking at the %'s. It was a video game mode that taught players to play more sim like.
    While being so blatant seemed less sim, the result was everyone just playing a more sim style of game online.
    Blzer
    I don't know why they don't just have more missed/fouled bunts as opposed to rocket bunts.
    All this being said, I've seen rocket bunts IRL and I was a push-bunt artist batting right-handed IRL as well (bunting it past the charging pitcher and first baseman, right to the 2B starting area when he is covering 1B so that I can practically walk safely to the bag).
    I don't know if there is any video of this anywhere, but I know it happened so back me up if you remember this: Olympic Stadium, Rafael Furcal bunted a bloop over the Expos' 3B head down the left field line for a double. Of course, the 3B was charging in but it still flew. Probably the hardest bunted ball I've ever seen with great effect.

    This is exactly the way it ought to be. But TBH I don't have near the horror stories most people have/had because 90 percent of my bunting is done with pitchers, and those pitchers with highish (is that a word) bunting attribute. Otherwise put me in the nu skool of bunting is just giving your outs away.
    countryboy
    I don’t think it’s wrong for me to post this if so please delete.
    But during my play with the alpha bunting was more like how it was in ‘16 especially with good bunters.
    FWIW
    Sent from my iPhone using Operation Sports

    Was your Alpha download 16gb?
    There were so many OSers helping SDS with the alpha, if it can be discussed openly now, maybe a mod can create a thread devoted to it? Love to hear everybody's hot take.
    Caulfield
    There were so many OSers helping SDS with the alpha, if it can be discussed openly now, maybe a mod can create a thread devoted to it? Love to hear everybody's hot take.

    Cannot be discussed yet
    Sent from my iPhone using Operation Sports
    Yeah as far as I know we still have the NDA in effect. I have reached out and looked, but there is nothing I have found that has lifted it yet.
    Pudge!! That 99 card is going to be insane, Piazza hitting with elite defense. He should have some speed too considering he stole 25 bases that year.
    I posted this in another thread thinking I was actually posting here:
    I keep reading this concern that SDS focused solely on fixing online exploits and that means the offline user is at the mercy.
    But I haven’t seen one thing mentioned this year thus far by the devs in these streams that is beyond the realm of baseball when it comes to fixing online exploits.
    Personally it seems that their focus on fixing online exploits this year is leading to a more “sim/realistic” game.
    countryboy
    I posted this in another thread thinking I was actually posting here:
    I keep reading this concern that SDS focused solely on fixing online exploits and that means the offline user is at the mercy.
    But I haven’t seen one thing mentioned this year thus far by the devs in these streams that is beyond the realm of baseball when it comes to fixing online exploits.
    Personally it seems that their focus on fixing online exploits this year is leading to a more “sim/realistic” game.

    I probably get away with (human vs cpu) pitching high in the zone, mostly accidentally, and I expect I'll pay for it more this year. at least I hope so. its probably already hard to get away with that on the higher difficulties. if I start to see a bit more of it between all-star and veteran, they wont get any complaints here.
    Armor and Sword
    Go to my slider thread and check out what Phillisfan hit with Jose Ramirez.
    MVP type season.
    What interface do you hit with?
    Sent from Palm Trees and Paradise using Operation Sports
    I use Armors sliders and play with the Indians, and I can tell you (streams to prove) Lindor, Ramirez are good hitters with plarnty of xbh to go along with it.
    Sent from my LG-D850 using Tapatalk
    Caulfield
    There were so many OSers helping SDS with the alpha, if it can be discussed openly now, maybe a mod can create a thread devoted to it? Love to hear everybody's hot take.

    A) Pretty sure we can't - I sure as heck am not.
    B) It would be a complete waste of time to do so if we did. Based on what they've shown us of the game in the streams, those who played it know as little about how the game is going to play at release as everyone else. And frankly, this is the entire point of the NDA...to keep outdated information from coming out which no longer applies to what will be the final release.
    I know people are dying for info...this isn't the way IMO.

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