In my understanding, this is correctly an error. The throwing error gets charged if the runner would have been out regardless of whether or not there was extraordinary effort to field the ball; once you've secured the ball and made the throw that's the only criteria that matters. It only wouldn't be an error if it was judged that the throw would've been late anyway unless the wild throw allowed the runner to advance.
lastingimpact_PSN
Posts
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Sure. Potential multiplier, tokens from goals, increased tokens from training (15 for gold instead of 8), and calling coaches once a month for 2x boost.
- The multiplier seems to not be functioning at all
- The goals provide such paltry token bonuses, 3 for 10-game goals is laughable
- Coach bonuses last a couple games for hitting (and only cover one category) or seem to not work at all for pitching for me
The training is at least functioning? Either way the end result is I'm crawling through progression as a two-way. After a few in-game weeks in last year's game I'm basically where I was after a couple of months in this year's even without the extended college time.
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For me, the token costs were a dealbreaker. I went back and started a new RTTS in 25 because the token costs don't get into double digits when the attribute is still in the 60s.
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Even when putting the manager hook slider at minimum, yesterday I got pulled when we were up 6-0 with two outs and nobody on in the ninth. I hadn't even gotten the "pitcher is getting tired" message.
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Anybody remember 2019 where you could just pick your secondary position in the menu at the start? One of these days we'll get back features that were in the game a decade ago.
Anyway, don't know what can even be said that hasn't been said already. There's clearly a complacency at SDS that I don't see ever lifting at this point without major shakeups that they frankly aren't incentivized to make. The fact that it takes nearly three weeks from a question being asked about a feature for an SDS rep to even know what features are in their game pretty much says it all. No fact checking was performed when a dev officially confirmed a feature that was not in the game. Until there is any competition or until they stop making money hand over fist from Diamond Dynasty this is about all we should ever expect.
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They definitely raised token costs because there are, in theory, more ways to get tokens via goals and the multiplier tied to your potential. However I got called up to the MLB from AA as a 65 ovr so my performance is very average, sometimes getting single digit tokens in a series and the only goals I have are season goals that still have like 94 games left on them. I absolutely feel like I've hit the grind hard already as well.
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Came here to post, just had an outfield throw literally hit the cut-off man's glove in the infield before the runner reached 3rd base and he still ran to home. The catcher had the ball before the runner was even halfway down the line.
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I've been playing MLB The Show since the PS2 days. I've always loved building my character and grinding out his career. A theme I've been noticing over the last few years, though, is that I keep stopping and creating new careers after a year or two because I'm never quite happy with how the character turns out. I can never get the nuance of what I want to build quite right; there's always some kind of sacrifice or "well I guess I just can't do that" that didn't used to exist back in the days of being able to spend training hours on whatever stats you wanted. I guess I'm just failing to see any advantages of the current system over a less restrictive, more customizable attributes system.
The main problem I have is that players I want to create require a spread of attributes to excel that simply isn't attainable within the game. For example, in my head I want a center fielder that is range-y with a professional glove and a rocket arm, and I'm happy to accept being relatively average at the plate as a tradeoff. So to translate this into the game I want high speed, high fielding, high arm strength, medium hitting attributes to be the "end goal" of my build. Speed is locked away behind a secondary archetype by itself so I have to get that from there. Fielding can be the primary archetype, but then my arm strength is abysmal because it's tied to power. Not only that, but all of my hitting attributes are banished to the 40's before gear and require an astronomical amount of training to make serviceable, which also requires me to ignore training the attributes I actually want to excel at.
This dilemma is much worse for two-way players who can only pick one of each attribute group to excel in on each side. The last two-way player I created reached his Diamond skillset at a towering 67 overall. There's also just zero room for customization since all you can do is pick one thing to be good at so your options to make something unique and fun are nonexistent.
A system from another sports franchise I'm reminded of is NBA 2K. Granted 2K's VC and monetization efforts are oppressive and compromise a lot of the gameplay experience, but I've really enjoyed their design philosophy on character customization. I'm imagining a similar world where I can set "caps" on each attribute, and I can keep increasing the caps up to the point where maxing out every single attribute to its set cap would get me to 99 overall. These caps also determine what kind of perks you can acquire (think active perk cards in the current system) and even labels you cosmetically with an archetype name based on the spread you created. I think I'd really enjoy the ability to specify exactly what I'd like the end goal to be for my player, and then spend my time working towards that through something like training points earned from games/practices (that can be granted bonuses through the current in-game goals, even) instead of trying to finagle one of the handful of preset spreads to fake what I want.
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Does anyone have any idea if the Gold Cannon Arms perk works on you when you are an outfielder? The text of the perk is simply that outfielders throw significantly harder with runners on base, but its type is labeled as "Pitching." Mostly asking because it's impossible to have a CF with high fielding, speed, AND arm strength so it'd be nice to actually be able to get a single outfield assist at any point.
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As it stands if you have equipped socks as gear you can't have the uniform set to anything other than high socks. It works this way for all equipped gear, they cannot be hidden. Unclear if this is a bug or intended.
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Haven't been able to here either, never hit during a game where I pitch.
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Came here to post about this exact issue, tried to hide some (most) of the gear but when I save changes he still has them visible. My guy looks like an absolute dunce with all this gear on that I need to have equipped for the stat gains.
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I think my only real gripe is that despite all the talk about "player choice" in their pre-launch marketing the archetype changes actually give you less freedom than last year. Instead of essentially picking primary, secondary, etc. attributes for your player you just get two attributes that get any points at all from the program and the rest you can only be average in. It was nice to be able to prioritize how much I care about speed vs. fielding vs. hitting but now I feel like each position kind of just has its one or two viable archetypes before you load up on perks and equipment. Two-way is especially brutal since it's only one attribute on each side.
Otherwise I don't really feel many changes from last year. I love perfect throws to all bases from the outfield and many of the new tagging animations are way more efficient. Still glad I can skip all the Chris Russo segments.
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I mean, I'm glad he has this much faith in me, but...

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It definitely seems harder. One weird thing I noticed is I had like high 80's speed and statcast said my max speed was ~18 mph, but then another guy on my team has a low 80's speed but had a max speed of ~20 mph. The steal stat may actually be tied into it this year? If they slide step I'm definitely just screwed unless the throw is bad.
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Yeah it all feels stingy to me, I didn't even mention the whopping +1 velocity and h/9 I got from upgrading my velocity archetype from silver to gold. It feels kind of bizarre that it's giving me so little stat-wise and is also pigeon-holing me into the selected archetype instead of letting me branch out into secondary areas last like year.
Like even as a position player if you want to play CF you need three areas since arm strength is primarily under power, on top of the obvious fielding and speed. But you can only pick two of them and the rest you have to try to get elsewhere (what, you wanted to hit too?). I've hit gold and am a 72 overall after perks (but before equipment, I guess) so diamond would probably bump me up to like, 75? Just overall feels like I'm making way less progress and the end goal is much lower than it has been in previous years.
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@nekroistimg_mlbts said in Is it possible to be called up to AAA before June?:
@milehighmadness1_psn said in Is it possible to be called up to AAA before June?:
@nekroistimg_mlbts said in Is it possible to be called up to AAA before June?:
It seems impossible to be called up to AAA before June. No matter how well I perform I Don't get called up until after June. I've played 3 characters so far (first 2 got bugged and never received there Gold Archetype).
My latest is 7-1 in 8 starts (2 perfect games and two 1 hitters, 108/2 strikeout to walk ratio, 0.42 era and 0.17 whip) And I'm higher rated then 3 of the AAA pitchers with 2 of them having horrible seasons and still I can't get called up before June
How is this even fun for you? Jk…… kinda
So I have to play on Veteran as I'm not very good at hitting on All-star. But pitching is to easy on Veteran and I play a 2 way player.
You can set the pitching and hitting difficulties independent of each other in the settings, hitting left/right bumper (L1/R1) will switch between the different tabs.
To answer the original question, no it seems like the week before the AA all-star break is about the soonest you can be called up. I've had saves where I was batting over .500 with 30+ homeruns and was the highest rated player at my position and they still will wait until then.
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Playing as a two-way player is already rough enough this year, considering you can only pick one stat from each line and your program will never branch into any others, but I noticed my speed attribute was lower between the silver Cheesy Slickster archetype and the gold The 8th Commandment archetype. All other relevant stats increase but you just lose 10 speed for absolutely no reason.
Submitted a bug report because this seems like just an oversight but if you were trying to play something like CF or SS which needs to cover a lot of ground you just got worse at fielding your position despite leveling up your fielding archetype.
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@collin_sds_psn said in Submit Feedback Since SDS are not acting on this community:
The team is working on things. You can read about it here, https://theshow.com/road-to-the-show-feedback-improvements-repeat/
Respectfully, we need a little more than "is working on things" as a status update. Where is the team currently on the roadmap for these fixes? Is there an expected completion date? One would expect extremely critical bugs that make a core gameplay mode literally unplayable (progression not being awarded) to be a top-priority fix that is communicated constantly. Only hearing things like "in a future update" and "the team is working on it" is rapidly eroding years of faith the community has had in the team.
I understand that COVID-19 likely threw a major wrench in development plans this past year and a half and you are getting inundated with complaints about this as well as server issues, but when mistakes happen it feels disrespectful to the community to not try to provide any sort of discrete roadmap for critical bugs.
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Yeah, this is another bug with RTTS. If you use the continue to next game option it will not switch your loadout even if you select a different one in the menu. The only way to reliably switch between games is to quit to clubhouse every time. I wouldn't recommend this either though because that's a guaranteed way to glitch out your progression and keep your programs from gaining any XP.
The only viable way to play RTTS right now is to only use one loadout and never switch from it, performing the "have one plate appearance in DIamond Dynasty" fix every time you see it stops tracking. Even then one of the things mentioned in the dev statement was players were not receiving as much stat gains from gameplay performance and training as intended, so even that is a slower than intended progression. My advice is wait until the mode is fixed to commit to any serious length career, but if you have to play it only stick to one loadout and constantly make sure your progress is being tracked correctly.
Excessive Errors
Has RTTS taken a step in the wrong direction?
Has RTTS taken a step in the wrong direction?
Road the show pitching
Secondary Position in RTTS The Show 26
Rtts feels like a grind
Please patch CPU baserunning
"Skill Sets" need to go
Cannon Arms perk when YOU are the outfielder?
Stance Socks
Ohtani Rule in 23 RTTS?
RTTS23 - Gear Always On
Thoughts on RTTS?
Manager wants me to... steal home?
Stealing bases
Gold archetype has less speed than silver archetype
Is it possible to be called up to AAA before June?
Gold archetype has less speed than silver archetype
Submit Feedback Since SDS are not acting on this community
Pitch velocity