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Akhenaten1313_PSN
Posts
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It's not really dead. I've actually been enjoying it quite a bit lately. I do think the dynamic assist (clearly present) needs to be toned down...but whatever. Im also not looking forward to starting a new season...and hoping we just get 99s from the start.
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Note: This post was inspired by the "right handed batters you do well with thread."
Alright...here goes. Please reprogram Willie Mays' swing. He plays like hot garbage. It's next to impossible to turn on an inside fastball without completely selling out for it and even then you're probably going to be "late" or "just late." Breaking balls aren't much better as Willie just doesn't generate the exit velo needed to be a consistently good hitter. There is no reason that guys like Trea Turner and Fernando Tatis should be significantly better than Mays...but they are...and that's a shame. Willie was one of the greatest to ever play...but in this game he's pretty much an automatic out. Please address this issue if possible...
(Side note: can you do something about Sammy Sosa and Mark McGwire while you're at it?)
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TRUST:
Trea Turner
Teoscar Hernandez
Derek Jeter
Ryan Jeffers
Salvador Perez
Honus
Pete Alonzo
Marcel OzunaDONT TRUST:
Willie Mays
Adrian BeltreThis is an intersting topic. Willie Mays has been terrible for years...and there are other right handed hitters (like Mike Schmidt) that are garbage as well. I really wish SDS would address this issue (since it's been constant). Tweak their swings and give them "pull" or "extreme pull" tendencies for all I care...but please...can we get some of these cards to play like the beasts that they were?
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I mean...not to hijack the thread or anything...but is no one going to say anything about the fact that a few posters view Trout as a better reward than Soriano?
As for the quitters...let em quit. They are only hurting themselves. What we do follows us. And if you're going to quit an online game of MLB the Show it's only a matter of time before you quit on your job, your family, your faith, and maybe even life itself. Don't be that person. Finish your games! Even if you've smacked eight perfect/perfect lineouts while your opponent has raced out to a 6-0 lead without hitting the ball harder than 85 mph...after fouling off ten pitches an at bat...you stick it out. Take your loss like a man and know the next game you'll be playing on rookie difficulty to make up for the loss that was just forced upon you.
Seriously though...why Trout?
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Put em in your lineup and find out. The worst that could happen is you spend 15-20 minutes grinding for nothing...which shouldn't be an issue since we are all spending 80-90 days doing that...only to do it again.
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A few things:
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S2:C1 is pretty easy to complete (just been mindlessly grinding vs cpu...and almost done)
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Wild cards should absolutely count towards season 2 stats. Last year, S1 cards counted towards S2 stats...this year we can't even get the wild card stats? Silly. If a card is ELIGIBLE for season 2 (ie: a WILD card) then it necessarily is season 2 ELIGIBLE...this seems simple to me.
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Last thing: For those opposed to allowing wild card stats to count, provide a definition of a wild card. Actually...I'd like to hear someone from SDS answer that as well.
What's a wild card?
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Sorry...must have missed that. Regardless...it's kind of stupid don't you think? The entire design of this game this year is geared towards pushing players towards multi-player. How does this decision promote that goal? So we are basically playing a game in which you can use the best cards for about a week until the season expires. But...never fear...if you want to use those cards online moving forward, there's wildcards...but those don't count towards progress in the current season. So now you have to spend additional time grinding out those cards (for a collection you can maybe use for a week until December). But...don't worry...we will make sure to nerf your xp so when you're grinding against the cpu you won't be making progress towards this season's program...but it doesn't really matter because you can only use those cards for a week as well.
Does any of this sound ok? I actually kind of like the idea of wildcards and the lineup diversity it creates...but I dont want half of my stat progress to not matter. Am I wrong?
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So...I just did a test playing the East Affinity Conquest. I put Kerry Wood at my wild card to see if his stats would count towards TA progress. They did NOT. Is this going to be how multi-player works as well? If so, I think I'm out. When there are four eligible wild cards that would mean almost half our lineup would be garnering NO PROGRESS towards anything. This leaves two choices, both bad: 1. Don't use wild cards. 2. Spend additional time grinding against the CPU because half the stats from multi-player don't count towards anything. Option 1 renders season 1 completely pointless while option 2 seems like a whole lot of unnecessary work. No thanks to either.
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For a game that is supposed to simulate baseball, it doesn't do a very good job of simulating baseball. When you're "very early" on a low and outside pitch, you "reached" for a "pitchers pitch" and should hit a weak grounder to one of the infielders. Instead, this game allows you to foul off pitch after pitch after pitch. Chance after chance after chance.
It's incredibly frustrating to have to make 8+ pitches an at bat when your opponent should have been out on the first one (and the second, and the third, ...). -
Not a big fan of the 74 mph rocket shots the game places just out of reach of the 2B and SS?
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Pitching is a little better after the patch...although a few players still feel broken (I'm looking at you Eric Gagne). With that said, pitching would be "ok" if they would let you strike out guys who deserve to strike out. It's hard to have to make 9 good pitches every at bat. Curiously enough...its always the same type of opponent that gets the benefit of these unlimited chances. Honestly it's the biggest thing in this game that needs to be changed. That's where the real "rng" is at. It's not the late hits or very early hits...its the excessive, and unbalanced, amount of extra chances that are given to bad players.
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Found another one: 91 Gagne. 95 control on fastball...good luck with it....just like Leclerc. Also no one mentions Satchel Paige either. His draw isn't glitched but his release point is...you have to release earlier than what it shows you (so I guess his draw is kind of glitched).
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Pinpoint is broken. Please address.
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My buddy bought this game for the first time, but already quit because he can't learn to hit when he never sees a strike.
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Making cards only available to some is the worst decision ever...and shows a total lack of understanding of who your hard-core base is. You do realize that a lot of people play this game with the GOAL of acquiring EVERY card. Please tell me you realize that? Apparently not...because that incentive has already been removed...two weeks after release. Bad business.
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It's incredibly annoying. I posted about this around a week ago. I am 100% in favor of randomly changing the timing for pinpoint so you can't just get into "auto mode" which I think might be one of the goals here. By all means, make it harder...and force me to concentrate. But...c'mon SDS what you SHOW me to draw before starting my input NEEDS to be what I'm supposed to input. I don't want to guess...and I don't have time to figure it out because relievers are generally brought in during high leverage situations. I have my suspicions this is a clever way to force more meatballs to opponents who will just be gifted ten additional swings an at bat anyways when they inevitably miss that aforementioned meatball. This isn't clever...and it isn't fun...and it needs to be addressed.
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@BigWillieSpecial said in Pinpoint Relievers:
OP you're correct. The preview speed timing out of the stretch seems to be different than what it actually wants you to input.
No doubt. So now you just have to guess. Which is nice...more meatballs for people that swing at every pitch. I'm all for making pinpoint harder...but maybe changing the draw speeds randomly...and then showing you those speeds prior to the pitch would be a better method than showing you something that doesn't match up with what it wants you to input.
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...I played for like 3 hours after the update and hit it. How is this even a thing? I mean I could see if I sat there for ten hours straight...but no...I played 3-4 hours of TA conquests...I didnt do collections or anything like that...just hit the cap playing the game normally. Apparently SDS doesn't want me playing the game...so I guess I'll oblige.
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So...thus far I have just been grinding TA conquest to build up my team. I'm noticing that something seems to be wrong with pinpoint timing where relievers are concerned. The issue is this: the draw that it shows you is very fast compared to starters. Then...when you replicate that motion it always says "too fast" and I can't draw anything without it being constantly yellow. I don't think I have had a perfect release with a reliever yet. The issue also seems to be universal...as it doesn't matter who I'm using. Starters are fine...but there is something wrong with relievers. The issue is so glaring that I need to switch to pure analog when I bring in a reliever. Has anyone else noticed this?
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@NCStateHokie said in Finders Keepers Pack 6:
@Akhenaten1313 said in Finders Keepers Pack 6:
@X-FREEZE-OFF-X said in Finders Keepers Pack 6:
@NWOStunna said in Finders Keepers Pack 6:
If you need EVERY card for the collection reward, Wade Boggs is gonna go up to a million stubs…..if not, he’s gonna plummet to 300k. Thought?
They'll eventually release a Choice pack that will have all of the Retro Finest FK cards in it.
Probably when they release the next card.
Or....they might not...because the name of the collection is finders keepers...which kind of implies there will be "losers and weepers."
On another note...if they don't re-release the packs (which they should NOT...given the name of the collection) I think the final reward should be a maxed out, sellable, Jeter captain that gives a +5 boost to every attribute of every card in the game. Now that...would be a reward...and one worthy of the most expensive collection (if they don't re-release the packs). (One can dream anyways)
Jeter's Signature card is already over powered. Don't need one that's even more of a stretch.
@NCStateHokie_MLBTS said in Finders Keepers Pack 6:
@Akhenaten1313 said in Finders Keepers Pack 6:
@X-FREEZE-OFF-X said in Finders Keepers Pack 6:
@NWOStunna said in Finders Keepers Pack 6:
If you need EVERY card for the collection reward, Wade Boggs is gonna go up to a million stubs…..if not, he’s gonna plummet to 300k. Thought?
They'll eventually release a Choice pack that will have all of the Retro Finest FK cards in it.
Probably when they release the next card.
Or....they might not...because the name of the collection is finders keepers...which kind of implies there will be "losers and weepers."
On another note...if they don't re-release the packs (which they should NOT...given the name of the collection) I think the final reward should be a maxed out, sellable, Jeter captain that gives a +5 boost to every attribute of every card in the game. Now that...would be a reward...and one worthy of the most expensive collection (if they don't re-release the packs). (One can dream anyways)
Jeter's Signature card is already over powered. Don't need one that's even more of a stretch.
Well if Brian Roberts can be 109/105 power at p5 I think they can juice Jeter a little more. Not saying I would want to pitch to that card...but they could definitely boost him more.
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@X-FREEZE-OFF-X said in Finders Keepers Pack 6:
@NWOStunna said in Finders Keepers Pack 6:
If you need EVERY card for the collection reward, Wade Boggs is gonna go up to a million stubs…..if not, he’s gonna plummet to 300k. Thought?
They'll eventually release a Choice pack that will have all of the Retro Finest FK cards in it.
Probably when they release the next card.
Or....they might not...because the name of the collection is finders keepers...which kind of implies there will be "losers and weepers."
On another note...if they don't re-release the packs (which they should NOT...given the name of the collection) I think the final reward should be a maxed out, sellable, Jeter captain that gives a +5 boost to every attribute of every card in the game. Now that...would be a reward...and one worthy of the most expensive collection (if they don't re-release the packs). (One can dream anyways)
Finest & FInest Codes
Game is so dead....
Request for SDS: Can we please get him fixed?
Righty Swings You Trust (especially R vs. R)
Ranked Seasons…
Programs
SDS please make Wildcards count towards S2 TA
Wild Cards and Team Affinity
Wild Cards and Team Affinity
SDS - Fix Foul Balls or your game is DOOMED
gameplay logic is crazy
Pitching online
Pinpoint input problems in the stretch
Bump This Thread if You're Disgusted with SDS
Pinpoint input problems in the stretch
Pinpoint Relievers
Daily XP Limit Reached
Pinpoint Relievers
Finders Keepers Pack 6
Finders Keepers Pack 6