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Possible engineering fix for dashboarding

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  • tvsectog_PSNT Offline
    tvsectog_PSNT Offline
    tvsectog_PSN
    wrote on last edited by
    #1

    I thought about the dashboarding issue for a few minutes, and a possible way to fix dashboarding (which we all hate due to trying to prestige players).

    If a network connection drops during a game, the game then switches to a local game at legend difficulty to finish the game locally. Each player on both ends of the dashboard has to finish their now local game and the one who scores less runs or loses gets the loss. If both lose against the CPU to finish the game, then the one who lost by more runs loses. This penalizes dashboarders, and still would allow stats to count toward prestiging players.

    The code would work like this.....

    1. Network not responding withing x amount of time

    2. Instead of exiting out to the main screen, spawn up another instance of the game and populate it with the current stats of the game, including the last instance of the game that occurred. The console knows whether the home run that was dashboarded was a home run before it was displayed (the amount of time the console knows about the outcome before it is displayed to the user is input lag), so it would be easy to save and reply the data into a new clone image (similar to database replay logs), and thus keeping the stats of what just happened.

    3. Both players on both side of the dashboard either update the server at the end of their game immediately, or the win/loss stats don't get updated to the server, yet the player stats still get updated.

    If one player does not complete the game that is now local/and or can't reconnect to the network for a few hours the stats are saved local, and then a local job running via cron uploads the stats the next time it detects a network connection (or the next time they login to play DD...any queded data gets uploaded to the SDS servers.

    Anyway, just an idea of how to possibly fix the issue. I don't know the memory footprint of The Show and above might not be possible on the older consoles, yet a solution like above would be possible on the next consoles as they are fast enough and have enough memory where something like above could be added to protect the game and spin up another instance as needed to combat the 'dashboard affect/dashboard penalty'.

    Just a thought/possible solution.

    GrizzBear55_PSNG A_PerfectGame_PSNA x814xMafia_PSNX 3 Replies Last reply
    1
  • SaveFarris_PSNS Offline
    SaveFarris_PSNS Offline
    SaveFarris_PSN
    wrote on last edited by
    #2

    Or ... find an offline way to prestige players?

    Crimson_Monk_PSNC 1 Reply Last reply
    4
  • GrizzBear55_PSNG Offline
    GrizzBear55_PSNG Offline
    GrizzBear55_PSN
    replied to Guest on last edited by
    #3

    @tvsectog_psn said in Possible engineering fix for dashboarding:

    I thought about the dashboarding issue for a few minutes, and a possible way to fix dashboarding (which we all hate due to trying to prestige players).

    If a network connection drops during a game, the game then switches to a local game at legend difficulty to finish the game locally. Each player on both ends of the dashboard has to finish their now local game and the one who scores less runs or loses gets the loss. If both lose against the CPU to finish the game, then the one who lost by more runs loses. This penalizes dashboarders, and still would allow stats to count toward prestiging players.

    The code would work like this.....

    1. Network not responding withing x amount of time

    2. Instead of exiting out to the main screen, spawn up another instance of the game and populate it with the current stats of the game, including the last instance of the game that occurred. The console knows whether the home run that was dashboarded was a home run before it was displayed (the amount of time the console knows about the outcome before it is displayed to the user is input lag), so it would be easy to save and reply the data into a new clone image (similar to database replay logs), and thus keeping the stats of what just happened.

    3. Both players on both side of the dashboard either update the server at the end of their game immediately, or the win/loss stats don't get updated to the server, yet the player stats still get updated.

    If one player does not complete the game that is now local/and or can't reconnect to the network for a few hours the stats are saved local, and then a local job running via cron uploads the stats the next time it detects a network connection (or the next time they login to play DD...any queded data gets uploaded to the SDS servers.

    Anyway, just an idea of how to possibly fix the issue. I don't know the memory footprint of The Show and above might not be possible on the older consoles, yet a solution like above would be possible on the next consoles as they are fast enough and have enough memory where something like above could be added to protect the game and spin up another instance as needed to combat the 'dashboard affect/dashboard penalty'.

    Just a thought/possible solution.

    Sounds like you are familiar with game coding or tech savvy in this field which is pretty cool.

    I am not however, if this did become a thing, i think the fair thing would be finish game on level you are at. Since there is no concrete evidence that this only happens to people who play on legend diff.

    Could be a player on legend diff is about to get a loss and fall down a div that is doing the dashboarding. If that makes sense.

    1 Reply Last reply
    0
  • PennStateFencerP Offline
    PennStateFencerP Offline
    PennStateFencer
    wrote on last edited by PennStateFencer
    #4

    In my opinion, this is an overcomplicated and flawed solution to something that is barely a problem. Let's say I'm an all-star/HOF level player. I'm now stuck finishing out the game on legend, against the CPU no less, because my opponent wanted to quit? No thank you. I'd rather take the win and just move on to the next game. Especially if I'm just trying to run through an event or climb up the rankings in ranked as quick as possible.

    I know the main reason you're bringing this up is for lost stats. Personally, I'd rather lose the homerun than deal with your CPU game. A better solution would be to make prestige available in offline play (as SaveFarris mentioned) or just take prestige cards out of the game. Sure, it gives you something else to work towards so I understand the appeal, but I think the concept of prestige cards is stupid. An arbitrary +3 to every attribute for no reason other than you played a lot never made sense to me, and the fact that the prestige card takes up another spot in the team inventory screen instead of just replacing the original annoys me.

    tvsectog_PSNT 1 Reply Last reply
    4
  • A_PerfectGame_PSNA Offline
    A_PerfectGame_PSNA Offline
    A_PerfectGame_PSN
    replied to Guest on last edited by
    #5

    @tvsectog_psn said in Possible engineering fix for dashboarding:

    I thought about the dashboarding issue for a few minutes, and a possible way to fix dashboarding (which we all hate due to trying to prestige players).

    If a network connection drops during a game, the game then switches to a local game at legend difficulty to finish the game locally. Each player on both ends of the dashboard has to finish their now local game and the one who scores less runs or loses gets the loss. If both lose against the CPU to finish the game, then the one who lost by more runs loses. This penalizes dashboarders, and still would allow stats to count toward prestiging players.

    The code would work like this.....

    1. Network not responding withing x amount of time

    2. Instead of exiting out to the main screen, spawn up another instance of the game and populate it with the current stats of the game, including the last instance of the game that occurred. The console knows whether the home run that was dashboarded was a home run before it was displayed (the amount of time the console knows about the outcome before it is displayed to the user is input lag), so it would be easy to save and reply the data into a new clone image (similar to database replay logs), and thus keeping the stats of what just happened.

    3. Both players on both side of the dashboard either update the server at the end of their game immediately, or the win/loss stats don't get updated to the server, yet the player stats still get updated.

    If one player does not complete the game that is now local/and or can't reconnect to the network for a few hours the stats are saved local, and then a local job running via cron uploads the stats the next time it detects a network connection (or the next time they login to play DD...any queded data gets uploaded to the SDS servers.

    Anyway, just an idea of how to possibly fix the issue. I don't know the memory footprint of The Show and above might not be possible on the older consoles, yet a solution like above would be possible on the next consoles as they are fast enough and have enough memory where something like above could be added to protect the game and spin up another instance as needed to combat the 'dashboard affect/dashboard penalty'.

    Just a thought/possible solution.

    Funny I posted this solution yesterday. Lol

    tvsectog_PSNT 1 Reply Last reply
    0
  • tvsectog_PSNT Offline
    tvsectog_PSNT Offline
    tvsectog_PSN
    replied to Guest on last edited by
    #6

    @pennstatefencer said in Possible engineering fix for dashboarding:

    In my opinion, this is an overcomplicated and flawed solution to something that is barely a problem. Let's say I'm an all-star/HOF level player. I'm now stuck finishing out the game on legend, against the CPU no less, because my opponent wanted to quit? No thank you. I'd rather take the win and just move on to the next game. Especially if I'm just trying to run through an event or climb up the rankings in ranked as quick as possible.

    I know the main reason you're bringing this up is for lost stats. Personally, I'd rather lose the homerun than deal with your CPU game. A better solution would be to make prestige available in offline play (as SaveFarris mentioned) or just take prestige cards out of the game. Sure, it gives you something else to work towards so I understand the appeal, but I think the concept of prestige cards is stupid. An arbitrary +3 to every attribute for no reason other than you played a lot never made sense to me, and the fact that the prestige card takes up another spot in the team inventory screen instead of just replacing the original annoys me.

    It's only probably 50 to 100 lines of code. SDS already have should have the API's in the game to achieve above in the game already. They would just have to add as small monitoring program and/or an exception handler that could handle a network timeout and then run the commands. It actually shouldn't be too hard to implement. It 's just a matter of it the new consoles have enough memory to run two instances of the game side-by-side and populate the data from one to another. I tend to believe the new consoles have enough memory to do implement the solution above, and if not the NVME in the Xbox and SSD in the PS5 would be fast enough to store temporary clone locations outside of main memory for this purpose.

    Also, the code that displays the "Lost connection with opponent" would be where they insert the exception handler to handle the conditions above.

    PennStateFencerP 1 Reply Last reply
    0
  • tvsectog_PSNT Offline
    tvsectog_PSNT Offline
    tvsectog_PSN
    replied to Guest on last edited by
    #7

    @a_perfectgame said in Possible engineering fix for dashboarding:

    @tvsectog_psn said in Possible engineering fix for dashboarding:

    I thought about the dashboarding issue for a few minutes, and a possible way to fix dashboarding (which we all hate due to trying to prestige players).

    If a network connection drops during a game, the game then switches to a local game at legend difficulty to finish the game locally. Each player on both ends of the dashboard has to finish their now local game and the one who scores less runs or loses gets the loss. If both lose against the CPU to finish the game, then the one who lost by more runs loses. This penalizes dashboarders, and still would allow stats to count toward prestiging players.

    The code would work like this.....

    1. Network not responding withing x amount of time

    2. Instead of exiting out to the main screen, spawn up another instance of the game and populate it with the current stats of the game, including the last instance of the game that occurred. The console knows whether the home run that was dashboarded was a home run before it was displayed (the amount of time the console knows about the outcome before it is displayed to the user is input lag), so it would be easy to save and reply the data into a new clone image (similar to database replay logs), and thus keeping the stats of what just happened.

    3. Both players on both side of the dashboard either update the server at the end of their game immediately, or the win/loss stats don't get updated to the server, yet the player stats still get updated.

    If one player does not complete the game that is now local/and or can't reconnect to the network for a few hours the stats are saved local, and then a local job running via cron uploads the stats the next time it detects a network connection (or the next time they login to play DD...any queded data gets uploaded to the SDS servers.

    Anyway, just an idea of how to possibly fix the issue. I don't know the memory footprint of The Show and above might not be possible on the older consoles, yet a solution like above would be possible on the next consoles as they are fast enough and have enough memory where something like above could be added to protect the game and spin up another instance as needed to combat the 'dashboard affect/dashboard penalty'.

    Just a thought/possible solution.

    Funny I posted this solution yesterday. Lol

    Cool. I didn't see your post when thinking about above, yet cool that we came up with similar solutions. Can you send me the link to your previous post? I'd be up for reading it.

    Hopefully SDS can implement them, especially if we outlined them for them. It would be great to get them into the game.

    A_PerfectGame_PSNA 1 Reply Last reply
    0
  • eatyum_PSNE Offline
    eatyum_PSNE Offline
    eatyum_PSN
    wrote on last edited by
    #8

    I don't want to play the CPU if someone dashboards on me, I want to move on and get the win.

    1 Reply Last reply
    1
  • x814xMafia_PSNX Offline
    x814xMafia_PSNX Offline
    x814xMafia_PSN
    replied to Guest on last edited by
    #9

    @tvsectog_psn said in Possible engineering fix for dashboarding:

    I thought about the dashboarding issue for a few minutes, and a possible way to fix dashboarding (which we all hate due to trying to prestige players).

    If a network connection drops during a game, the game then switches to a local game at legend difficulty to finish the game locally. Each player on both ends of the dashboard has to finish their now local game and the one who scores less runs or loses gets the loss. If both lose against the CPU to finish the game, then the one who lost by more runs loses. This penalizes dashboarders, and still would allow stats to count toward prestiging players.

    The code would work like this.....

    1. Network not responding withing x amount of time

    2. Instead of exiting out to the main screen, spawn up another instance of the game and populate it with the current stats of the game, including the last instance of the game that occurred. The console knows whether the home run that was dashboarded was a home run before it was displayed (the amount of time the console knows about the outcome before it is displayed to the user is input lag), so it would be easy to save and reply the data into a new clone image (similar to database replay logs), and thus keeping the stats of what just happened.

    3. Both players on both side of the dashboard either update the server at the end of their game immediately, or the win/loss stats don't get updated to the server, yet the player stats still get updated.

    If one player does not complete the game that is now local/and or can't reconnect to the network for a few hours the stats are saved local, and then a local job running via cron uploads the stats the next time it detects a network connection (or the next time they login to play DD...any queded data gets uploaded to the SDS servers.

    Anyway, just an idea of how to possibly fix the issue. I don't know the memory footprint of The Show and above might not be possible on the older consoles, yet a solution like above would be possible on the next consoles as they are fast enough and have enough memory where something like above could be added to protect the game and spin up another instance as needed to combat the 'dashboard affect/dashboard penalty'.

    Just a thought/possible solution.

    I absolutely love threads like this one.

    Anyway, there are two sure fire ways to stop someone from Dashboarding:

    1: COMPLETELY get rid of Prestiging cards. I would say that 99.9% of the time the Prestiged version isn't that much better than the reg version. Plus after you prestige someone; now there's another card that don't be used.

    1. Allow Prestiging to happen OFFLINE
    eatyum_PSNE S 2 Replies Last reply
    3
  • eatyum_PSNE Offline
    eatyum_PSNE Offline
    eatyum_PSN
    replied to Guest on last edited by
    #10

    @x814xmafia_psn said in Possible engineering fix for dashboarding:

    @tvsectog_psn said in Possible engineering fix for dashboarding:

    I thought about the dashboarding issue for a few minutes, and a possible way to fix dashboarding (which we all hate due to trying to prestige players).

    If a network connection drops during a game, the game then switches to a local game at legend difficulty to finish the game locally. Each player on both ends of the dashboard has to finish their now local game and the one who scores less runs or loses gets the loss. If both lose against the CPU to finish the game, then the one who lost by more runs loses. This penalizes dashboarders, and still would allow stats to count toward prestiging players.

    The code would work like this.....

    1. Network not responding withing x amount of time

    2. Instead of exiting out to the main screen, spawn up another instance of the game and populate it with the current stats of the game, including the last instance of the game that occurred. The console knows whether the home run that was dashboarded was a home run before it was displayed (the amount of time the console knows about the outcome before it is displayed to the user is input lag), so it would be easy to save and reply the data into a new clone image (similar to database replay logs), and thus keeping the stats of what just happened.

    3. Both players on both side of the dashboard either update the server at the end of their game immediately, or the win/loss stats don't get updated to the server, yet the player stats still get updated.

    If one player does not complete the game that is now local/and or can't reconnect to the network for a few hours the stats are saved local, and then a local job running via cron uploads the stats the next time it detects a network connection (or the next time they login to play DD...any queded data gets uploaded to the SDS servers.

    Anyway, just an idea of how to possibly fix the issue. I don't know the memory footprint of The Show and above might not be possible on the older consoles, yet a solution like above would be possible on the next consoles as they are fast enough and have enough memory where something like above could be added to protect the game and spin up another instance as needed to combat the 'dashboard affect/dashboard penalty'.

    Just a thought/possible solution.

    I absolutely love threads like this one.

    Anyway, there are two sure fire ways to stop someone from Dashboarding:

    1: COMPLETELY get rid of Prestiging cards. I would say that 99.9% of the time the Prestiged version isn't that much better than the reg version. Plus after you prestige someone; now there's another card that don't be used.

    1. Allow Prestiging to happen OFFLINE

    People dashboarded before prestiging was a thing, so while it may stop the frustration of having someone dashboard on you bc stats don't really matter, dashboarding will still exist.

    x814xMafia_PSNX 1 Reply Last reply
    1
  • x814xMafia_PSNX Offline
    x814xMafia_PSNX Offline
    x814xMafia_PSN
    replied to Guest on last edited by
    #11

    @eatyum_psn said in Possible engineering fix for dashboarding:

    @x814xmafia_psn said in Possible engineering fix for dashboarding:

    @tvsectog_psn said in Possible engineering fix for dashboarding:

    I thought about the dashboarding issue for a few minutes, and a possible way to fix dashboarding (which we all hate due to trying to prestige players).

    If a network connection drops during a game, the game then switches to a local game at legend difficulty to finish the game locally. Each player on both ends of the dashboard has to finish their now local game and the one who scores less runs or loses gets the loss. If both lose against the CPU to finish the game, then the one who lost by more runs loses. This penalizes dashboarders, and still would allow stats to count toward prestiging players.

    The code would work like this.....

    1. Network not responding withing x amount of time

    2. Instead of exiting out to the main screen, spawn up another instance of the game and populate it with the current stats of the game, including the last instance of the game that occurred. The console knows whether the home run that was dashboarded was a home run before it was displayed (the amount of time the console knows about the outcome before it is displayed to the user is input lag), so it would be easy to save and reply the data into a new clone image (similar to database replay logs), and thus keeping the stats of what just happened.

    3. Both players on both side of the dashboard either update the server at the end of their game immediately, or the win/loss stats don't get updated to the server, yet the player stats still get updated.

    If one player does not complete the game that is now local/and or can't reconnect to the network for a few hours the stats are saved local, and then a local job running via cron uploads the stats the next time it detects a network connection (or the next time they login to play DD...any queded data gets uploaded to the SDS servers.

    Anyway, just an idea of how to possibly fix the issue. I don't know the memory footprint of The Show and above might not be possible on the older consoles, yet a solution like above would be possible on the next consoles as they are fast enough and have enough memory where something like above could be added to protect the game and spin up another instance as needed to combat the 'dashboard affect/dashboard penalty'.

    Just a thought/possible solution.

    I absolutely love threads like this one.

    Anyway, there are two sure fire ways to stop someone from Dashboarding:

    1: COMPLETELY get rid of Prestiging cards. I would say that 99.9% of the time the Prestiged version isn't that much better than the reg version. Plus after you prestige someone; now there's another card that don't be used.

    1. Allow Prestiging to happen OFFLINE

    People dashboarded before prestiging was a thing, so while it may stop the frustration of having someone dashboard on you bc stats don't really matter, dashboarding will still exist.

    I see your point. My point was that a majority of the complaining bow is because of people losing possible stats.

    If you don't tie possible stats into online play; then you wouldn't have to worry if someone dashboard on you.

    Just take the Win and move on.

    1 Reply Last reply
    0
  • PennStateFencerP Offline
    PennStateFencerP Offline
    PennStateFencer
    replied to Guest on last edited by PennStateFencer
    #12

    @tvsectog_psn said in Possible engineering fix for dashboarding:

    @pennstatefencer said in Possible engineering fix for dashboarding:

    In my opinion, this is an overcomplicated and flawed solution to something that is barely a problem. Let's say I'm an all-star/HOF level player. I'm now stuck finishing out the game on legend, against the CPU no less, because my opponent wanted to quit? No thank you. I'd rather take the win and just move on to the next game. Especially if I'm just trying to run through an event or climb up the rankings in ranked as quick as possible.

    I know the main reason you're bringing this up is for lost stats. Personally, I'd rather lose the homerun than deal with your CPU game. A better solution would be to make prestige available in offline play (as SaveFarris mentioned) or just take prestige cards out of the game. Sure, it gives you something else to work towards so I understand the appeal, but I think the concept of prestige cards is stupid. An arbitrary +3 to every attribute for no reason other than you played a lot never made sense to me, and the fact that the prestige card takes up another spot in the team inventory screen instead of just replacing the original annoys me.

    It's only probably 50 to 100 lines of code. SDS already have should have the API's in the game to achieve above in the game already. They would just have to add as small monitoring program and/or an exception handler that could handle a network timeout and then run the commands. It actually shouldn't be too hard to implement. It 's just a matter of it the new consoles have enough memory to run two instances of the game side-by-side and populate the data from one to another. I tend to believe the new consoles have enough memory to do implement the solution above, and if not the NVME in the Xbox and SSD in the PS5 would be fast enough to store temporary clone locations outside of main memory for this purpose.

    Also, the code that displays the "Lost connection with opponent" would be where they insert the exception handler to handle the conditions above.

    I think you misunderstood what I meant. I'm not saying the coding itself is overcomplicated. The entire idea is. You're trying to create a scenario where the person who was dashboarded against is forced to play a legend CPU game they didn't sign up for in order to retain stats they may or may not have even achieved. They may even end up getting the loss if their opponent is better against the CPU on legend or if they just don't want to play a legend CPU game. Do you realize how ridiculous that is? The opponent quit. The opponent lost. The game should be over.

    Meanwhile, the person who dashboarded is literally out of the game. It's closed. While maybe what you are suggesting would force them to restart that game against the CPU on legend once they do boot the game back up (that part isn't completely clear) it is still punishing the person who was dashboarded just as much as the person who actually quit.

    If SDS were capable of making all of that nonsense work, they could just make the homerun that was mid air at the time of disconnect count. That would be infinitely better than what you are suggesting.

    1 Reply Last reply
    0
  • PAinPA_PSNP Offline
    PAinPA_PSNP Offline
    PAinPA_PSN
    wrote on last edited by PAinPA_PSN
    #13

    this would actually increase dashboarding.anyone whos comfortable playing on legend difficulty could just dashboard for easy wins on the great chance they are against a new player or the great majority of players that dont have a lot of time on legend.
    Vs cpu games should be against vs cpu and vs ppl should be vs ppl.
    if you want vs ppl then thats what you get, ppl havent interacted great with each other in thousands of years you cant change that.
    youll lose 1 ab worth of stats but so what ,if you accidentally knock your cup over you dont get the drink back,you clean it up and get another drink.

    1 Reply Last reply
    1
  • Rabid55Wolverine_PSNR Offline
    Rabid55Wolverine_PSNR Offline
    Rabid55Wolverine_PSN
    wrote on last edited by
    #14

    I've said it before, why not just figure out a way to make the play end? Can't be that hard or the better solution, don't make stats tied to online at all. Simple

    1 Reply Last reply
    1
  • iBonafideScrub__PSNI Offline
    iBonafideScrub__PSNI Offline
    iBonafideScrub__PSN
    wrote on last edited by
    #15

    Isn’t it easier to code the game to complete the play and then display the message “lost connection with opponent”?

    cbpm72_PSNC 1 Reply Last reply
    2
  • cbpm72_PSNC Offline
    cbpm72_PSNC Offline
    cbpm72_PSN
    replied to Guest on last edited by
    #16

    @ibonafidescrub_ said in Possible engineering fix for dashboarding:

    Isn’t it easier to code the game to complete the play and then display the message “lost connection with opponent”?

    Yeah...if the game can execute the series of commands etc for a homer to be initiated, why can't it 'complete' the play? It knows a homer happened, even if the connection is terminated.

    Would ideally like a mix so certain things are not 100 percent online because it's so hard to get a 9-inning game completed (unless I'm losing, of course).

    1 Reply Last reply
    0
  • The_Fools_Sip_PSNT Offline
    The_Fools_Sip_PSNT Offline
    The_Fools_Sip_PSN
    wrote on last edited by
    #17

    lmao diss crazy..

    x814xMafia_PSNX 1 Reply Last reply
    0
  • x814xMafia_PSNX Offline
    x814xMafia_PSNX Offline
    x814xMafia_PSN
    replied to Guest on last edited by
    #18

    @the_fools_sip_psn said in Possible engineering fix for dashboarding:

    lmao diss crazy..

    Not as crazy as actually using the word 'diss' instead of this is.

    1 Reply Last reply
    0
  • Crimson_Monk_PSNC Offline
    Crimson_Monk_PSNC Offline
    Crimson_Monk_PSN
    replied to Guest on last edited by
    #19

    @savefarris_psn said in Possible engineering fix for dashboarding:

    Or ... find an offline way to prestige players?

    Right.... or find a way to count the play that was dashboarded

    1 Reply Last reply
    0
  • Crimson_Monk_PSNC Offline
    Crimson_Monk_PSNC Offline
    Crimson_Monk_PSN
    wrote on last edited by
    #20

    Or put a 1 hr punishment for first dashboard per week, then 12, the. 24 then the rest of the week until the week resets.

    eatyum_PSNE GrizzBear55_PSNG 2 Replies Last reply
    1

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