Playing Angels in the Playoffs, and Ohtani is listed as SP and batting cleanup as DH.
Why are 2 way players not able to "work" the same???
Playing Angels in the Playoffs, and Ohtani is listed as SP and batting cleanup as DH.
Why are 2 way players not able to "work" the same???
@zestydaddy69203_XBL said in Why will it not let me get traded:
Because why
pick one... game has a tendency to not tell you...
Repeatable post-diamond program that still awards perks, gear, stubs etc. I "discard" a lot of players within a season to a season and a half (finish diamond-level program) so that I can still earn stuff from new player's programs.
Separate RTTS from DD. RTTS is the "live your ballplayer fantasy", while DD is "competitive". There seems to be too many "design blocks" put on the RTTS player to "fit him" into the competitive realm. Like inability to be a "true" 5-tool player.
Better integration for 2 way players - both my SP/1Bs I've made this year have a higher OVR when "kitted out" to pitch than to bat/field. Heck, my knucksie/power 1B can improve his "hitting" OVR from a 75 to a 76 by swapping one of his power-hitter perks with a ptiching perk...
Better job with gear & stats. I get a little tired of looking at my player's "wheels" comparing them to other player's "wheels" and seeing that the game thinks I have, say, and 84 PWR vs righties, but when I'm in-game and at-bat, it's 109 from all his gear. Shouldn't most of my "in-game" stats be visible at all stages of the game (roster screens, etc.)? The only stats "not seeable" in this proposal are the ones from friendship.
I'm more an RTTS guy, who just happens to dabble in DD enough to see what kind of squad the cards that keep showing up in my inventory would look like...
So I'm gonna "set the table" for my discussion / comparison with a couple of cards: Last year's Manga Randy Johnson, and this year's Charisma (and Set 1) Bob Gibson - both cards I got "day 1" of the respective years.
If I were to be a "competitive DD player", I would have had to stockpile my team with a bunch of "top of the line cards". Which, in the opening weeks of '22, were all "90 OVR" cards like Manga Randy. Meanwhile, this year, joining my 99 Gibson I also have 99 Webb, Lindor, and Hendserson...
Now fast forward to mid-may. In 22, they were releasing the what, 92 OVR cards? So I needed to constantly be grinding away, opening packs, "expensive" stuff (in time, money or both), to "keep up with the Joneses", and have the 92s to compete - or take a "slight" disadvantage by using my 90 Manga Randy as a 5th starter... This year, they're releasing "set 2" cards, but I can still use my Gibson (and other 99s) at full strength.
Fast forward to Mid July, when this year's Set 1 is due to go "obsolete"/unusable. By that point in '22, they were up to 94 maybe 95 OVR cards...
How useful was my day-1 90 Manga Randy be in that environment??? And how much "replacement spending" is necessary to keep up with the Joneses and their mid-july 94-packed rosters???
This year, I would be "allowed", via the wild card slot, to keep using that day 1 Bob Gibson, even though Webb/Lindor/Henderson etc. are "formally" consigned to the "dust bin" that all my earned early in '22 cards were effectively consigned to (90s vs 95s) by that point.
And even here in late May, my squad filled with mostly 95s and 97s (few high 80s in the bullpen) are just as competitive with a DD player who's stockpiled a full set of "set 2 diamonds", even though I haven't "picked up" many set 2 cards...
Admit it, "competitive" DD has always been a massive "resource sink" - though this year there's a bit of an illusion that you don't have to sink constantly, because you haven't had to churn your whole roster to load up on 92s and 93s yet.
@WILKBONE2014_PSN said in Update the app:
Can we get an idea of when IOS will be updated please?
Whenever Apple decides that it's "safe" enough to release...
7/14 for AAA, 8/15 for The Show.
Over the years (since 21) I've noticed that OVR plays a large part in when you get called up, but there are "minimum" dates that have to be met, first. Historically, the All Star Break is about when a player gets called to AAA, and Early-ish August is the earlies for a call to The Show...
For the record - Lockerroom, Player Extras - Stats and Awards - "tab over" to Events and Awards to "see" significant (like First level AB/Appearance) dates to help "nail down" the exact point in which a player is called up.
I hear you on the OVR - SP/1B that just got to 78 OVR as a pitcher *and 75 OVR as 1B, which is oddly the number the game's using to determine my placement in the rotation) in spring training, so he was basically a pure 1B for the playoffs...
"Not helping" the cause is how they've changed earning "performance" points on the mound.
For example, in 21/22, every 4SFB I threw for a non-foul strike got +VEL. This year, only "swing and miss" strikes get that +VEL. Meanwhile, if I can plant that 4SFB "on the strike zone border", where it at least touches that border and up to 1/2 of it can be "outside" the border, and if the FB is "ignored" and/or "missed", I get +CTRL.
Just completed a preseason start, and am looking at the "base attributes, pitching" screen in the post-game debrief (the one where you can see the bars "grow"). Their values, presented as "control/velocity/break":
4SFB 35 / 36 / 30
CH 31 / 30 / 34
CB 30 / 30 / 35
SL 30 / 30 / 33
SNK 30 / 30 / 31
Just loaded up MLB 22. Looking at my "older" Mastodon. This one was a SP / 2B Cards (vs SP / 1B Red Sox). From the "picking pitches screen in the loadout editor", same as before
4SFB 42 / 43 / 30
CH 31 / 39 / 45
CUT 38 / 32 / 30
2SFB 35 / 34 / 30
Forkball 30 / 30 / 35
And this player hasn't made it through the NLCS...
(edit history 1: added 22 stats. 2: removed "guess" as to what 22 gave...)
Why is it that when my 2-way (SP/1B, control / contact) bats, he gets power / contact boosts by hitting the ball itself, even if he lines out / GIDP etc., but my pitcher who gets boosts to control for hitting the edge of the strike zone doesn't get said boost if the CPU makes any kind of contact?
Shouldn't he be getting that control boost just for putting the ball on the edge of the zone no matter what the CPU does much as he gets the boost for putting the ball "in play" no matter what the CPU does?
Same for 4SB VEL and the rest of his pitches BRK? In 23, he only gets VEL boosts on "swing and misses", whatever happened to getting a boost when "he was frozen by the velo of the fastball" and/or when the velo interrupts his timings enough to lead to 7 foul balls???
At least I'm getting BRK boosts from pitches that are "ignored strikes" as well as "swing and misses"...
Trying to understand the logic of this.
I've noticed that the OVRs do seem a bit suppressed this year.
Part of which is, if I'm guessing right, based on how they calculate OVR to begin with. Every Archtype has a "Primary" and a "Secondary" skill tree, and earned points in the specialties affects OVR more than "other" earned points.
To wit, a "pure control" pitcher can "secondary" in Break, so his points in CTRL and BRK > any points in VEL, and the inverse about break/velo if he's a "velocity secondaried" pitcher. My 2-way Control/Contact player is not seeing as big an OVR boost for the 1 1/3 year of "power" hitting enough to have gone from "30 to 45".in both sides of power than he might have gotten if he was a power hitter...
Also, on a 2-way, if you're doing "split loadouts", you're bound to only be boosting one of the "primary" statistics at a given time.
The other part is that while XP gains per-incident are "the same", at least my pitcher isn't getting as many of them per-game as he used to. Got a post around here somewhere in which I pulled some numbers from the post-game screen in 23 and the loadout screen of 22, and "this year's" Mastodon 2-way is mired in the mid to somewhat high 30s for "pitch statistics" (pitch CTRL, BRK, VEL) after a full season (plus some) while my Mastodon pitcher in 22 was mid 40s on a lot of those stats except for the "least valuable" one (BRK on the 4SFB, VEL on CB,CH,etc.)
You'll get 6 more diamond-level perks and a pair of diamond-level unlockables if you take the diamond program to the full 200.
Those are worth playing out the whole program.
From what I'm getting out of his story:
Started with Fred, CF.
Built Bob, 1B. Saved him. (question: is this a new start on a different team?)
Reset game, loaded Fred the CF. Square-buttoned into the game...
And found "Bob" with his Bronze 63 on "Fred's" AAA save...
Almost like since the machine booted up with Bob in the upper-left, even though it was changed to Fred, it still had Bob in RAM when the save was loaded.
OP, try this: After playing Bob on Bob's save, switch to Fred on the main menu then reset the system. After that reset (with Fred as the first loaded character), see if loading Fred's save puts Fred in the game.
I had something similar to this happen to me yesterday. Chugged through the Bronze power-archtype. Loaded up the Silver one, but wasn't getting progression - was catching on to this after 2 games, but the third one, where I got some in-game stars that didn't "take", sealed it for me. Restarted system, progressed normally since then.
Almost like the game still "thought" (had in RAM) that I was on the Completed Bronze track even though I selected to be on the Silver track... But after a reset that caused the silver track to be read into RAM first, it worked normally
@TheGoaler_PSN said in Diamond Contact Maxes At 200, But I Have 286 Points:
@genopolanco_PSN said in Diamond Contact Maxes At 200, But I Have 286 Points:
The equipment packs earned in in-game challenges are never above Silver.
I'm at 86 overall and wanted to get to 99!
It's rare but I've gotten some (2-3 out of say 30 packs) gold equipment from the in-game challenge packs.
In 22, I've had "all diamond" equipment and never got a character over I want to say a 96, more because it's going to take you raising a lot of stats to 50 to get that 99 OVR, and in part because I've yet to figure out how to make a "true 5 tool" player with how the system works.
Contact, Power, Speed, Fielding, Accuracy(?) are the tools IIRC, and your archtype only boosts two of them, and you'd need to put all your perks into one "tool" to boost the third remotely close to what you'd get out of an archtype (at the cost of the other two)
@eatyum_PSN said in RTTS as a pitcher you get screwed:
So you understand Degroms pain when he was a met? or Felix Hernandezs'. Though I would say your not being a very good teammate right now, careful that the locker room doesn't get toxic
I just hope that he's being that model leader who's leadership starts in the afternoon during pre-game warmups and the entire team is looking at him...
And there's a very fine line between "intensity" and "toxicity"...
(though I've felt that way a few times, especially when I can go into the 11th, give up my second - maybe third - hit, and with the "bonus" runner still on second get hooked and charged with the L.)
Per this post they know about the pitching attribute increases being broken.
My first thought would be to use the loadout system some - you can build multiple loadouts for a single character, say a "hitter" one in which after you "max out" your hitting you put some fielding / speed perks on and a "pitcher" one in which you carry zero hitting perks but instead a full slate of perks that helps your pitching.
And on that subject, a lot of which perks are the "most useful" depend on the type of pitcher you're building. "Watering him down" by boosting all the stats a little isn't as "effective" as putting a serious boost (read: 2 or even 3 perks) into what matters to your pitcher the most (or second most). Some examples:
One of my "favorite" builds is a Control pitcher, with a 4 seamer, changeup, curve, slider, sinker. I'll "double up" on Control perks (I use pulse pitching - so a "standard" control perk with the secondaries I want along with Conductor makes my pitches pretty accurate - in 22 on a knuckleballer, I had the pulse down to a quarter of the strike zone with the "horrendously inaccurate" knuckleball. Then I usually double-down on break, since 4 of my pitches are "break reliant", having the double-break leads to a few more "swing & misses" because they aimed at the "start" of the pitch, not the end. If I did a single break and velo perk, I might get 1 MPH on my FB, but lose "an inch" on the break of my pitches, so more foul balls and/or put in play outs vs. strikeouts
ps: the loadout system allows you to put custom gear on as well, so for my SP/XXs, he'll use a more fielder-statted glove and cleats while batting, and a glove / cleat combo with stamina / K9 while pitching...
\When they announced that there were going to be 4 new perks, I remember seeing in that how the "passive" perks (read: the ones that are given to a player strictly through attributes) went away - because they were having no effect on gameplay.
Here are some of my observations as to how "broken" the entire attribute advancement system seems to be here in '23... On my switch...
Pitchers: "Rolled" (D&D term for created) 2 pitchers, Control/Contact and Knucksie/Power. Made both SP/1B for BOS, so that the save files could be "readily interchanged" in case that might be a "fix".
Got the knuckleballer's KN BRK up to almost 36 - have a screenshot that'll take a bit of work to move over here. Next game, the bar "slipped back" to the little over 1/3rd of the way to 36, and the "progression" part took me to 2/3rd full (mis-timed screenshot of this and got KN BRK "Progressed"). Took the character to my first SP/1B save (trying that trick), and again, the exact same 1/3rd to 2/3rd to 36 bar came up. This screenshot shows the yellow...
Now expecting this guy's KN BRK to never advance, might try something with a "double break" game...
This knuckleballer put a training session into BR AGG. That, and a little luck on my part, got ihe bar almost, as in I'd venture 15/16th of the way there, to 31. Then I ran into a "negative BR AGG" event, which, during the post-game results briefing, went like this:
"initial" screen - the one that shows just the stats impacted that game, no mention of BR AGG at all. Scroll to the "all stats" screens, BR AGG bar is empty and it blinks up no change. Not "regressed", but "no change". And absolutely no blue in the bar, so the entire 15/16ths of the bar "regressed"...
This same behavior was "noticed", but not "paid this much attention to", with my Catcher's ARM ACC stat (as I was ranting about in the posts about meters and colorblindness) - even if I had a 2 successful throw-outs of stealers at +1 each and only one "miss" at -3, the bar would "not report in post-game", empty out, and I'd have to start that training over.
Yet, once my catcher's ARM ACC reached 31 through a string of "perfect" games, the "+2 -3" bad game would result in only a mild regression, not a complete bar wipe.
So BR AGG and ARM STR are both affected by this "glitch", and I feel (again, not a ton of attention paid) that other stats which tend to have a higher instance of negative events - say FLD and/or STL, had this happen to them (ie, I'd need a long enough string of "perfectly timed" steal attempts to push the bar to 31) and I want to say (not proven) that after I got to 31 the first time, even if I regressed back to 30, the "proper regression" mechanics were in play so that I could "much easier" re-earn my 31 than have to "refill the entire bar).
TL:DR - pitch attributes "stick" at a point where they keep "repeating" the same growth, non-pitch attributes on their "first growth" through 30 wipe to zero if they have a negative event - goes away once stat hits 31. Wall of text = observations that led me to this conclusion.
@dap1234567890 said in Can’t see my individual pitch’s control stat:
@crispyg29_PSN said in Can’t see my individual pitch’s control stat:
I go to my pitches like four-seam fastball and I can’t see the control stat for it. When I go to change the pitches it shows me stats but all the stats are just my normal control stat. Am I just missing something because when I play it shows that I am earning do for each pitches stats.
You can see them after the game before you go back to the clubhouse. You have to tab over using the R1 or L1 button to the far right tab.
For a two-way, this only works after a game you pitched.
And "being technical", you also can see them during a bullpen session if the game's going to let you train in that stat.
Yet neither of them helps when you just want to see what your individual pitch stats are like you could back in '22...
I've noticed that silver archtype missions do not like to progress in the same session that the silver archtype is first activated.
I've found success with activating the archtype, playing one game, then restarting the game. Program advances normally.
On the Pitches past 36 issue, the "trigger" seems to be about the 2/3rds progress marker. Got my knuckleball up to 36 BRK. Kept "resetting" at 36 2/3 down to 36 1/3. During a "double break earnings" period, got a training session that, due to gold-medalling, pushed the stat to 37. Now it's doing the resetting thing between 37 2/3 and 37 1/3. Figuring that I'll need another training session where the stat goes to 38 in one shot for the next advancement to take. Maybe can do so "in game" as well, but after pushing to 37, the game got "real good" at hitting the knuckleball straight to fielders so that I had a maybe 60 pitch effort - and remember, "having the ball contact a bat does not grant +s to stats like brk, vel, or ctrl"... (so at best he would have earned 35 plusses, except there was a handful of foul balls and even a couple of pitches called strikes but outside the zone so no earned plusses there as well, so more like 20-30 doubled-plusses which isn't nowhere near enough to boost a stat from 37 to 38 that game...)
I bullpen mini-gamed in a 2x break period (does the 2x apply to the "hit the bullseye" minigame?) well enough to spike my break (knuckleballer) stat to 37, where it is now "stuck" just like it was at 36.
Have not gotten to repeat the minigame to further test.
I want to say that this glitch affects all pitch stats, but it's usually a FB's VEL or everything else's BRK that hits the wall first.
I've only made 2 "pitchers" (both 2-ways) because of this glitch, so I've borderline given up on pitching in 23 till this is fixed. I also am attempting to test with the knuckleballer to see if having a game in which I throw enough pitches that get stat boosts to "crest" to the next point is going to bypass the problem, however, the new system has me barely at 1k/inning and shutting out teams on 70 pitches, not averaging 20Ks per game like I did in 22...