OSUPiper's CH2K8 CPUvCPU Experience

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  • OSUPiper
    MVP
    • Nov 2005
    • 1099

    #1

    OSUPiper's CH2K8 CPUvCPU Experience

    It is that time of year, so here goes...


    My setup tends to be more of a system than just a slider set. This thread will begin with several posts illustrating what I do and why. This will include, at the very least:


    SLIDERS
    PLAYER EDITS
    GAME TIME EDITS
    JUSTIFICATIONS
    HOUSE RULES


    I will edit the thread and fill in gaps as time allows.


    Lastly, thanks go out to VC for a timeless game of basketball; to this community for its support, interaction, and enthusiasm; and to you guys that have added so much to this experience in dynasty posts and theorycrafting, particularly to jukeman (although these settings do not follow his tried-and-true system, many of the philosophies are shared).


    I hope you guys find this information worthwhile.
  • OSUPiper
    MVP
    • Nov 2005
    • 1099

    #2
    Re: OSUPiper's CH2K8 CPUvCPU Experience

    <table width="430" dir="LTR" border="0" cellspacing="0" cellpadding="2"><tbody><tr><td width="25%" height="20" valign="BOTTOM">Version 5.0

    GAMEPLAY

    </td><td width="25%" height="20" valign="BOTTOM">
    </td><td width="25%" height="20" valign="BOTTOM">RULES
    </td><td width="25%" height="20" valign="BOTTOM">
    </td></tr><tr><td width="25%" height="20" valign="BOTTOM">Mode
    </td><td width="25%" height="20" valign="BOTTOM">Sim
    </td><td width="25%" height="20" valign="BOTTOM">Shot Clock
    </td><td width="25%" height="20" valign="BOTTOM">ON
    </td></tr><tr><td width="25%" height="20" valign="BOTTOM">Difficulty
    </td><td width="25%" height="20" valign="BOTTOM">MOP
    </td><td width="25%" height="20" valign="BOTTOM">OOB
    </td><td width="25%" height="20" valign="BOTTOM">ON
    </td></tr><tr><td width="25%" height="20" valign="BOTTOM">Half Lngth
    </td><td width="25%" height="20" valign="BOTTOM">19
    </td><td width="25%" height="20" valign="BOTTOM">Backcourt
    </td><td width="25%" height="20" valign="BOTTOM">ON
    </td></tr><tr><td width="25%" height="20" valign="BOTTOM">Sim Half
    </td><td width="25%" height="20" valign="BOTTOM">19
    </td><td width="25%" height="20" valign="BOTTOM">10 secs
    </td><td width="25%" height="20" valign="BOTTOM">ON
    </td></tr><tr><td width="25%" height="20" valign="BOTTOM">Game Spd
    </td><td width="25%" height="20" valign="BOTTOM">40
    </td><td width="25%" height="20" valign="BOTTOM">5 secs
    </td><td width="25%" height="20" valign="BOTTOM">ON
    </td></tr><tr><td width="25%" height="20" valign="BOTTOM">Plyr Spd
    </td><td width="25%" height="20" valign="BOTTOM">27 (28)
    </td><td width="25%" height="20" valign="BOTTOM">3 secs
    </td><td width="25%" height="20" valign="BOTTOM">ON
    </td></tr><tr><td width="25%" height="20" valign="BOTTOM">FT Diff
    </td><td width="25%" height="20" valign="BOTTOM">100
    </td><td width="25%" height="20" valign="BOTTOM">5 guarded
    </td><td width="25%" height="20" valign="BOTTOM">ON
    </td></tr><tr><td width="25%" height="20" valign="BOTTOM">Plyr Lock
    </td><td width="25%" height="20" valign="BOTTOM">OFF
    </td><td width="25%" height="20" valign="BOTTOM">Goaltend
    </td><td width="25%" height="20" valign="BOTTOM">ON
    </td></tr><tr><td width="25%" height="20" valign="BOTTOM">Real FT%
    </td><td width="25%" height="20" valign="BOTTOM">ON
    </td><td width="25%" height="20" valign="BOTTOM">Bonus 1+1
    </td><td width="25%" height="20" valign="BOTTOM">7 fouls
    </td></tr><tr><td width="25%" height="20" valign="BOTTOM">Fatigue
    </td><td width="25%" height="20" valign="BOTTOM">ON
    </td><td width="25%" height="20" valign="BOTTOM">Dbl Bonus
    </td><td width="25%" height="20" valign="BOTTOM">10 fouls
    </td></tr><tr><td width="25%" height="20" valign="BOTTOM">Injuries
    </td><td width="25%" height="20" valign="BOTTOM">OFF
    </td><td width="25%" height="20" valign="BOTTOM">Foul out
    </td><td width="25%" height="20" valign="BOTTOM">5 fouls
    </td></tr><tr><td width="25%" height="20" valign="BOTTOM">Tm Unity
    </td><td width="25%" height="20" valign="BOTTOM">ON
    </td><td width="25%" height="20" valign="BOTTOM">Charging
    </td><td width="25%" height="20" valign="BOTTOM">100
    </td></tr><tr><td width="25%" height="22" valign="BOTTOM">6th Man
    </td><td width="25%" height="22" valign="BOTTOM">ON
    </td><td width="25%" height="22" valign="BOTTOM">Blocking
    </td><td width="25%" height="22" valign="BOTTOM">100
    </td></tr><tr><td width="25%" height="20" valign="BOTTOM">Clutch
    </td><td width="25%" height="20" valign="BOTTOM">ON
    </td><td width="25%" height="20" valign="BOTTOM">Reaching
    </td><td width="25%" height="20" valign="BOTTOM">69 (68)
    </td></tr><tr><td width="25%" height="20" valign="BOTTOM">Pass Icon
    </td><td width="25%" height="20" valign="BOTTOM">ON
    </td><td width="25%" height="20" valign="BOTTOM">Shooting Foul
    </td><td width="25%" height="20" valign="BOTTOM">69 (68)
    </td></tr><tr><td width="25%" height="20" valign="BOTTOM">Def Plyr Icon
    </td><td width="25%" height="20" valign="BOTTOM">ON
    </td><td width="25%" height="20" valign="BOTTOM">Loose Ball
    </td><td width="25%" height="20" valign="BOTTOM">100
    </td></tr><tr><td width="25%" height="20" valign="BOTTOM">Inbound Def
    </td><td width="25%" height="20" valign="BOTTOM">ON
    </td><td width="25%" height="20" valign="BOTTOM">
    </td><td width="25%" height="20" valign="BOTTOM">
    </td></tr><tr><td width="25%" height="20" valign="BOTTOM">Shot Stick FT
    </td><td width="25%" height="20" valign="BOTTOM">OFF
    </td><td width="25%" height="20" valign="BOTTOM">
    </td><td width="25%" height="20" valign="BOTTOM">
    </td></tr></tbody></table>

    <table width="858" dir="LTR" border="0" cellspacing="0" cellpadding="2"><tbody><tr><td width="13%" height="20" valign="BOTTOM">SLIDERS
    </td><td width="12%" height="20" valign="BOTTOM">
    </td><td width="12%" height="20" valign="BOTTOM">
    </td><td width="12%" height="20" valign="BOTTOM">
    </td><td width="12%" height="20" valign="BOTTOM">
    </td><td width="12%" height="20" valign="BOTTOM">
    </td><td width="12%" height="20" valign="BOTTOM">
    </td><td width="12%" height="20" valign="BOTTOM">
    </td></tr><tr><td width="13%" height="20" valign="BOTTOM">SHOOTING
    </td><td width="12%" height="20" valign="BOTTOM">
    </td><td width="12%" height="20" valign="BOTTOM">ATTRIBUTES
    </td><td width="12%" height="20" valign="BOTTOM">
    </td><td width="12%" height="20" valign="BOTTOM">GAMEPLAY
    </td><td width="12%" height="20" valign="BOTTOM">
    </td><td width="12%" height="20" valign="BOTTOM">FITNESS
    </td><td width="12%" height="20" valign="BOTTOM">
    </td></tr><tr><td width="13%" height="20" valign="BOTTOM">IR
    </td><td width="12%" height="20" valign="BOTTOM">37 (38)
    </td><td width="12%" height="20" valign="BOTTOM">Off Aw
    </td><td width="12%" height="20" valign="BOTTOM">67 (70)
    </td><td width="12%" height="20" valign="BOTTOM">Team Unity
    </td><td width="12%" height="20" valign="BOTTOM">50
    </td><td width="12%" height="20" valign="BOTTOM">Fatigue Rate
    </td><td width="12%" height="20" valign="BOTTOM">47
    </td></tr><tr><td width="13%" height="20" valign="BOTTOM">Mid
    </td><td width="12%" height="20" valign="BOTTOM">46 (47)
    </td><td width="12%" height="20" valign="BOTTOM">Def Aw
    </td><td width="12%" height="20" valign="BOTTOM">75 (67)
    </td><td width="12%" height="20" valign="BOTTOM">Dunk in Trfc
    </td><td width="12%" height="20" valign="BOTTOM">100
    </td><td width="12%" height="20" valign="BOTTOM">Recvry Rate
    </td><td width="12%" height="20" valign="BOTTOM">65
    </td></tr><tr><td width="13%" height="20" valign="BOTTOM">3pt
    </td><td width="12%" height="20" valign="BOTTOM">45 (48)
    </td><td width="12%" height="20" valign="BOTTOM">Dunk
    </td><td width="12%" height="20" valign="BOTTOM">100
    </td><td width="12%" height="20" valign="BOTTOM">Screen Succ
    </td><td width="12%" height="20" valign="BOTTOM">57
    </td><td width="12%" height="20" valign="BOTTOM">Inj Freq
    </td><td width="12%" height="20" valign="BOTTOM">95
    </td></tr><tr><td width="13%" height="20" valign="BOTTOM">Dunk
    </td><td width="12%" height="20" valign="BOTTOM">48
    </td><td width="12%" height="20" valign="BOTTOM">BH
    </td><td width="12%" height="20" valign="BOTTOM">30
    </td><td width="12%" height="20" valign="BOTTOM">Screen Str
    </td><td width="12%" height="20" valign="BOTTOM">100
    </td><td width="12%" height="20" valign="BOTTOM">Inj Effect
    </td><td width="12%" height="20" valign="BOTTOM">25
    </td></tr><tr><td width="13%" height="20" valign="BOTTOM">Layup
    </td><td width="12%" height="20" valign="BOTTOM">35
    </td><td width="12%" height="20" valign="BOTTOM">OR
    </td><td width="12%" height="20" valign="BOTTOM">100
    </td><td width="12%" height="20" valign="BOTTOM">Steal Succ
    </td><td width="12%" height="20" valign="BOTTOM">100
    </td><td width="12%" height="20" valign="BOTTOM">
    </td><td width="12%" height="20" valign="BOTTOM">
    </td></tr><tr><td width="13%" height="20" valign="BOTTOM">Close tend
    </td><td width="12%" height="20" valign="BOTTOM">7 (25)
    </td><td width="12%" height="20" valign="BOTTOM">DR
    </td><td width="12%" height="20" valign="BOTTOM">0
    </td><td width="12%" height="20" valign="BOTTOM">Help D
    </td><td width="12%" height="20" valign="BOTTOM">15 (25)
    </td><td width="12%" height="20" valign="BOTTOM">
    </td><td width="12%" height="20" valign="BOTTOM">
    </td></tr><tr><td width="13%" height="20" valign="BOTTOM">Mid tend
    </td><td width="12%" height="20" valign="BOTTOM">13 (27)
    </td><td width="12%" height="20" valign="BOTTOM">Block
    </td><td width="12%" height="20" valign="BOTTOM">99
    </td><td width="12%" height="20" valign="BOTTOM">Help Recvry
    </td><td width="12%" height="20" valign="BOTTOM">90 (58)
    </td><td width="12%" height="20" valign="BOTTOM">
    </td><td width="12%" height="20" valign="BOTTOM">
    </td></tr><tr><td width="13%" height="20" valign="BOTTOM">3pt tend
    </td><td width="12%" height="20" valign="BOTTOM">35
    </td><td width="12%" height="20" valign="BOTTOM">Steal
    </td><td width="12%" height="20" valign="BOTTOM">100
    </td><td width="12%" height="20" valign="BOTTOM">
    </td><td width="12%" height="20" valign="BOTTOM">
    </td><td width="12%" height="20" valign="BOTTOM">
    </td><td width="12%" height="20" valign="BOTTOM">
    </td></tr><tr><td width="13%" height="20" valign="BOTTOM">Drive tend
    </td><td width="12%" height="20" valign="BOTTOM">64 (75)
    </td><td width="12%" height="20" valign="BOTTOM">Speed
    </td><td width="12%" height="20" valign="BOTTOM">100
    </td></tr></tbody></table>
    NOTES
    - Version 5 provides player and team stats which are more consistent with the simmed stats because of the adjustment to pace of play. Teams with an average tempo will have FGA, FTA, rebounding, etc., averages that are more appropriate relative to their conference and the NCAA generally.
    - I have not had enough opportunities to run games with dominant inside scorers, but so far it seems that Centers will fare worse in Version 5 than in versions 3 or 4, but overall post players do impact the game offensively.
    - Version 5 provides a more deliberate style and pace, but still serves up some highlight reel moments. If you like the wide open run and gun dunkfest of previous versions, you may not want to switch to this (V5).






    Version 4.0

    Sliders (old values in parentheses)


    <table width="430" dir="LTR" border="0" cellspacing="0" cellpadding="2"><tbody><tr><td width="25%" height="20" valign="BOTTOM">GAMEPLAY
    </td><td width="25%" height="20" valign="BOTTOM">
    </td><td width="25%" height="20" valign="BOTTOM">RULES
    </td><td width="25%" height="20" valign="BOTTOM">
    </td></tr><tr><td width="25%" height="20" valign="BOTTOM">Mode
    </td><td width="25%" height="20" valign="BOTTOM">Sim
    </td><td width="25%" height="20" valign="BOTTOM">Shot Clock
    </td><td width="25%" height="20" valign="BOTTOM">ON
    </td></tr><tr><td width="25%" height="20" valign="BOTTOM">Difficulty
    </td><td width="25%" height="20" valign="BOTTOM">MOP
    </td><td width="25%" height="20" valign="BOTTOM">OOB
    </td><td width="25%" height="20" valign="BOTTOM">ON
    </td></tr><tr><td width="25%" height="20" valign="BOTTOM">Half Lngth
    </td><td width="25%" height="20" valign="BOTTOM">19
    </td><td width="25%" height="20" valign="BOTTOM">Backcourt
    </td><td width="25%" height="20" valign="BOTTOM">ON
    </td></tr><tr><td width="25%" height="20" valign="BOTTOM">Sim Half
    </td><td width="25%" height="20" valign="BOTTOM">19
    </td><td width="25%" height="20" valign="BOTTOM">10 secs
    </td><td width="25%" height="20" valign="BOTTOM">ON
    </td></tr><tr><td width="25%" height="20" valign="BOTTOM">Game Spd
    </td><td width="25%" height="20" valign="BOTTOM">40
    </td><td width="25%" height="20" valign="BOTTOM">5 secs
    </td><td width="25%" height="20" valign="BOTTOM">ON
    </td></tr><tr><td width="25%" height="20" valign="BOTTOM">Plyr Spd
    </td><td width="25%" height="20" valign="BOTTOM">28 (25)
    </td><td width="25%" height="20" valign="BOTTOM">3 secs
    </td><td width="25%" height="20" valign="BOTTOM">ON
    </td></tr><tr><td width="25%" height="20" valign="BOTTOM">FT Diff
    </td><td width="25%" height="20" valign="BOTTOM">100
    </td><td width="25%" height="20" valign="BOTTOM">5 guarded
    </td><td width="25%" height="20" valign="BOTTOM">ON
    </td></tr><tr><td width="25%" height="20" valign="BOTTOM">Plyr Lock
    </td><td width="25%" height="20" valign="BOTTOM">OFF
    </td><td width="25%" height="20" valign="BOTTOM">Goaltend
    </td><td width="25%" height="20" valign="BOTTOM">ON
    </td></tr><tr><td width="25%" height="20" valign="BOTTOM">Real FT%
    </td><td width="25%" height="20" valign="BOTTOM">ON
    </td><td width="25%" height="20" valign="BOTTOM">Bonus 1+1
    </td><td width="25%" height="20" valign="BOTTOM">7 fouls
    </td></tr><tr><td width="25%" height="20" valign="BOTTOM">Fatigue
    </td><td width="25%" height="20" valign="BOTTOM">ON
    </td><td width="25%" height="20" valign="BOTTOM">Dbl Bonus
    </td><td width="25%" height="20" valign="BOTTOM">10 fouls
    </td></tr><tr><td width="25%" height="20" valign="BOTTOM">Injuries
    </td><td width="25%" height="20" valign="BOTTOM">OFF
    </td><td width="25%" height="20" valign="BOTTOM">Foul out
    </td><td width="25%" height="20" valign="BOTTOM">5 fouls
    </td></tr><tr><td width="25%" height="20" valign="BOTTOM">Tm Unity
    </td><td width="25%" height="20" valign="BOTTOM">ON
    </td><td width="25%" height="20" valign="BOTTOM">Charging
    </td><td width="25%" height="20" valign="BOTTOM">100
    </td></tr><tr><td width="25%" height="22" valign="BOTTOM">6th Man
    </td><td width="25%" height="22" valign="BOTTOM">ON
    </td><td width="25%" height="22" valign="BOTTOM">Blocking
    </td><td width="25%" height="22" valign="BOTTOM">100
    </td></tr><tr><td width="25%" height="20" valign="BOTTOM">Clutch
    </td><td width="25%" height="20" valign="BOTTOM">ON
    </td><td width="25%" height="20" valign="BOTTOM">Reaching
    </td><td width="25%" height="20" valign="BOTTOM">68 (66)
    </td></tr><tr><td width="25%" height="20" valign="BOTTOM">Pass Icon
    </td><td width="25%" height="20" valign="BOTTOM">ON
    </td><td width="25%" height="20" valign="BOTTOM">Shooting Foul
    </td><td width="25%" height="20" valign="BOTTOM">68 (69)
    </td></tr><tr><td width="25%" height="20" valign="BOTTOM">Def Plyr Icon
    </td><td width="25%" height="20" valign="BOTTOM">ON
    </td><td width="25%" height="20" valign="BOTTOM">Loose Ball
    </td><td width="25%" height="20" valign="BOTTOM">100
    </td></tr><tr><td width="25%" height="20" valign="BOTTOM">Inbound Def
    </td><td width="25%" height="20" valign="BOTTOM">ON
    </td><td width="25%" height="20" valign="BOTTOM">
    </td><td width="25%" height="20" valign="BOTTOM">
    </td></tr><tr><td width="25%" height="20" valign="BOTTOM">Shot Stick FT
    </td><td width="25%" height="20" valign="BOTTOM">OFF
    </td><td width="25%" height="20" valign="BOTTOM">
    </td><td width="25%" height="20" valign="BOTTOM">
    </td></tr></tbody></table>
    <table width="858" dir="LTR" border="0" cellspacing="0" cellpadding="2"><tbody><tr><td width="13%" height="20" valign="BOTTOM">SLIDERS
    </td><td width="12%" height="20" valign="BOTTOM">
    </td><td width="12%" height="20" valign="BOTTOM">
    </td><td width="12%" height="20" valign="BOTTOM">
    </td><td width="12%" height="20" valign="BOTTOM">
    </td><td width="12%" height="20" valign="BOTTOM">
    </td><td width="12%" height="20" valign="BOTTOM">
    </td><td width="12%" height="20" valign="BOTTOM">
    </td></tr><tr><td width="13%" height="20" valign="BOTTOM">SHOOTING
    </td><td width="12%" height="20" valign="BOTTOM">
    </td><td width="12%" height="20" valign="BOTTOM">ATTRIBUTES
    </td><td width="12%" height="20" valign="BOTTOM">
    </td><td width="12%" height="20" valign="BOTTOM">GAMEPLAY
    </td><td width="12%" height="20" valign="BOTTOM">
    </td><td width="12%" height="20" valign="BOTTOM">FITNESS
    </td><td width="12%" height="20" valign="BOTTOM">
    </td></tr><tr><td width="13%" height="20" valign="BOTTOM">IR
    </td><td width="12%" height="20" valign="BOTTOM">38 (37)
    </td><td width="12%" height="20" valign="BOTTOM">Off Aw
    </td><td width="12%" height="20" valign="BOTTOM">70 (75)
    </td><td width="12%" height="20" valign="BOTTOM">Team Unity
    </td><td width="12%" height="20" valign="BOTTOM">50 (60)
    </td><td width="12%" height="20" valign="BOTTOM">Fatigue Rate
    </td><td width="12%" height="20" valign="BOTTOM">47 (44)
    </td></tr><tr><td width="13%" height="20" valign="BOTTOM">Mid
    </td><td width="12%" height="20" valign="BOTTOM">47 (48)
    </td><td width="12%" height="20" valign="BOTTOM">Def Aw
    </td><td width="12%" height="20" valign="BOTTOM">67
    </td><td width="12%" height="20" valign="BOTTOM">Dunk in Trfc
    </td><td width="12%" height="20" valign="BOTTOM">100
    </td><td width="12%" height="20" valign="BOTTOM">Recvry Rate
    </td><td width="12%" height="20" valign="BOTTOM">65 (62)
    </td></tr><tr><td width="13%" height="20" valign="BOTTOM">3pt
    </td><td width="12%" height="20" valign="BOTTOM">48 (46)
    </td><td width="12%" height="20" valign="BOTTOM">Dunk
    </td><td width="12%" height="20" valign="BOTTOM">100
    </td><td width="12%" height="20" valign="BOTTOM">Screen Succ
    </td><td width="12%" height="20" valign="BOTTOM">57 (55)
    </td><td width="12%" height="20" valign="BOTTOM">Inj Freq
    </td><td width="12%" height="20" valign="BOTTOM">95
    </td></tr><tr><td width="13%" height="20" valign="BOTTOM">Dunk
    </td><td width="12%" height="20" valign="BOTTOM">48 (49)
    </td><td width="12%" height="20" valign="BOTTOM">BH
    </td><td width="12%" height="20" valign="BOTTOM">30 (29)
    </td><td width="12%" height="20" valign="BOTTOM">Screen Str
    </td><td width="12%" height="20" valign="BOTTOM">100
    </td><td width="12%" height="20" valign="BOTTOM">Inj Effect
    </td><td width="12%" height="20" valign="BOTTOM">25
    </td></tr><tr><td width="13%" height="20" valign="BOTTOM">Layup
    </td><td width="12%" height="20" valign="BOTTOM">35 (36)
    </td><td width="12%" height="20" valign="BOTTOM">OR
    </td><td width="12%" height="20" valign="BOTTOM">100
    </td><td width="12%" height="20" valign="BOTTOM">Steal Succ
    </td><td width="12%" height="20" valign="BOTTOM">100
    </td><td width="12%" height="20" valign="BOTTOM">
    </td><td width="12%" height="20" valign="BOTTOM">
    </td></tr><tr><td width="13%" height="20" valign="BOTTOM">Close tend
    </td><td width="12%" height="20" valign="BOTTOM">25 (0)
    </td><td width="12%" height="20" valign="BOTTOM">DR
    </td><td width="12%" height="20" valign="BOTTOM">0
    </td><td width="12%" height="20" valign="BOTTOM">Help D
    </td><td width="12%" height="20" valign="BOTTOM">25 (33)
    </td><td width="12%" height="20" valign="BOTTOM">
    </td><td width="12%" height="20" valign="BOTTOM">
    </td></tr><tr><td width="13%" height="20" valign="BOTTOM">Mid tend
    </td><td width="12%" height="20" valign="BOTTOM">27 (33)
    </td><td width="12%" height="20" valign="BOTTOM">Block
    </td><td width="12%" height="20" valign="BOTTOM">99
    </td><td width="12%" height="20" valign="BOTTOM">Help Recvry
    </td><td width="12%" height="20" valign="BOTTOM">58 (51)
    </td><td width="12%" height="20" valign="BOTTOM">
    </td><td width="12%" height="20" valign="BOTTOM">
    </td></tr><tr><td width="13%" height="20" valign="BOTTOM">3pt tend
    </td><td width="12%" height="20" valign="BOTTOM">35 (25)
    </td><td width="12%" height="20" valign="BOTTOM">Steal
    </td><td width="12%" height="20" valign="BOTTOM">100
    </td><td width="12%" height="20" valign="BOTTOM">
    </td><td width="12%" height="20" valign="BOTTOM">
    </td><td width="12%" height="20" valign="BOTTOM">
    </td><td width="12%" height="20" valign="BOTTOM">
    </td></tr><tr><td width="13%" height="20" valign="BOTTOM">Drive tend
    </td><td width="12%" height="20" valign="BOTTOM">75 (81)
    </td><td width="12%" height="20" valign="BOTTOM">Speed
    </td><td width="12%" height="20" valign="BOTTOM">100</td></tr></tbody></table>

    Version 3.0
    Spoiler


    SLIDERS V 2.11a

    Spoiler

    </td> </tr> </tbody></table>
    Last edited by OSUPiper; 03-24-2017, 05:36 PM. Reason: Updated to Version 5

    Comment

    • OSUPiper
      MVP
      • Nov 2005
      • 1099

      #3
      Re: OSUPiper's CH2K8 CPUvCPU Experience

      LEGACY IN-SEASON EDITS


      I. Edit HS All-Americans and Top Players

      A. From the list of HS AA recruits, as well as Top 35 SFs, Top 50 PFs and Top 50 Cs from last season, you will substantially edit roughly 10-16. (See End of Season, below.) Recent NBA draft classes include 6 to 8 Freshmen and 6 to 8 Sophomores. Presently, I edit the incoming freshmen to simulate this, as follows:
      1. "One-and-Dones" - I pick an average of 6 to 8 players and edit them to at least OVR=95-99. Here is how I choose these players:
      a. #1 Overall recruit;
      b. The next two that are #1 at their position, excluding the position of the #1 overall recruit...PG and SG counts as the same position for this purpose;
      c. Then, I use Random.org to generate numbers from 1-100 for every HSAA, Top 35 SF, Top 50 PF, and Top 50 C, and compare to following values:
      -- For HSAAs only, PG=100, SG=83+, SF=61+, PF=21+, C=11+;
      -- For Top 35 SF, Top 50 PF, and Top 50 C, SF=91+, PF=72+, C=66+;
      d. You will eventually edit these guys to 95+, including at least these edits:
      -- Add to Off Awareness up to 99
      -- Add +10 to Def Awareness;
      -- Add +10 to Stamina;
      -- Add +20 to Confidence;
      -- Add +10 to Consistency;
      -- Add +5 to Speed;
      -- Add +5 to Quickness;
      -- Add +5 to Ballhandling, except Centers
      -- Clutch and Shoot in Traffic = 95 minimum;
      -- Continue to Add to other appropriate stats to make player OVR >95 (e.g., PG - Ballhandling and passing = 90 min). Look at the Player's strengths and go crazy. These guys should feel dominant;
      -- Add +25-30 to all appropriate Shot Tendencies, except 3PT. (see KNOWN ISSUES, below); (Still Tweaking Tendencies)
      -- Add +1" to PG/SG/SF/PF;
      2. "Super Sophs" - I pick an average of 3 to 5 players and add +20 to OFF AWR and +25 to all appropriate Shot Tendencies except 3PT. I have tried several systems for doing this, but currently I choose these players by looking at the distribution of One-and-Dones and filling in underserved positions, by taking the top random #s relative to position (e.g., how close was that player to being a One-and-Done). Just be creative and do not cheat for yourself;
      3. ""Busts / Late Bloomers" - I pick an average of 2 to 4 players and edit them:
      -- Add +10 to Off Awareness;
      -- Subtract -15 from Def Awareness;
      -- Subtract -10 from Hustle;
      -- Subtract -20 from Consistency;
      -- No edit to Potential
      -- Add +10 to Confidence;
      -- Add +25 to all appropriate Shot Tendencies, except 3PT;
      Here is how I choose these players using same random numbers:
      -- For HSAAs only, PG=19-, SG=20-, SF=20-, PF=10-, C=no Busts
      (For Top 35 SF, Top 50 PF, and Top 50 C, ignore Busts);

      II. Edit other Freshmen

      A. Ratings:
      1. Dunk: All players who can dunk need Dunk=90-99. Taller PF/Cs should have Standing Dunk = 90-99. NOTE: with V6.0 sliders, Dunk ratings of 80 are high enough.
      2. FT: general rule: players shoot 3-5% below FT rating in sim and
      players shoot 2-4% above FT rating in game (NOTE - My FT rating edits are more random now, but I am leaving the changes in here as a loose guide)
      a. No adjustment to AAs
      b. Non-Power schools: Players rated ‘D’ Overall:
      -- PG: +6 FT, min 80 BH and 75 Passing
      -- SG: +8 FT, min 65 3pt if 3pt Tend > 30
      -- SF: +6 FT

      c. Non-Power schools: Players rated ‘F’ Overall
      -- PG: +10 FT, min 80 BH and 75 Passing
      -- SG: +15 FT, min 65 3pt if 3pt Tend > 30
      -- SF: +10 FT
      -- PF: +0 FT

      d. Majors: remember, no adjustment to AAs
      (-10) if FT=84+
      (-5) if FT=80-83
      3. All FG Ratings: Look at all Tendencies that are 40+; then:
      If Close Tendency is 40-50, minimum Close% rating should be 70-80;
      If Mid Tendency is 40-50, minimum Midrange% rating should be 65-75;
      If 3pt Tendency is 40-50, minimum 3pt% rating should be 65-75;
      If Drive Tendency is 40-50, minimum Layup% rating should be 65-75 and/or Dunk % should be 70-80, as appropriate. (Do not put Layup ratings too high for PFs and Cs in this game, as it will skew FG%);
      4. All PGs should have min Ballhandling of 80 and min Passing of 75.

      B. General changes
      1. May change a CPU player’s position if he is better at another spot (i.e., PG->SG, SF->PF);
      2. May change name to something that makes more sense;
      3. May change ethnicity to something that makes more sense;
      C. Height (Making changes to this -- in progress)
      1. Power Conference - Add 1" to all Freshmen PFs at beginning of each season.


      III. Schedules - BEFORE THE FIRST GAME, I go through and manually select literally EVERY game on every team schedule between a legit good team and a legit bad team. Generally, if the teams are more than 10 points apart in OVR rating and the better team is at home, I select the game. I never select conference games or games between Power conference teams.
      A. I sim these games using Hoopcast as they come up on the schedule.
      B. I sim about 3-5 CPU games at a time before saving.
      C. If there is an upset, I exit to MAIN without saving, load the last saved legacy file, and re-sim.
      D. If the same upset (i.e. same two teams) occurs twice in a row, I sim the next 5 games and if there is no other upset, I save the legacy.
      E. This system is nearly a complete fix to the very poor results of the stock sim engine. RPI will drastically improve, tourney seeding will drastically improve.

      IV. A System for Editing Rosters - It looks bad, but it is manageable and worth it. What has worked best for me and improved game integrity is:
      A. Edit your conference before the first game
      B. Edit every conference with a One-And-Done, Super Soph, and Bust before the Preseason Special (if you care) or before first game
      C. Edit remaining conferences before you play a team from that conference
      D. Regardless, edit at least one conference before each game you play.
      Using this system makes things manageable and provides good stats in-season.

      V. Tourney Time
      A. I sim the NCAAs one day at a time and look at the upsets. I exit and re-sim any time I have a 1-16 upset or 2-15 upset, or if the bracket just gets ridiculous.
      B. NOTE - since I started my sim system in Part III above, I have yet to "re-sim" a single NCAA tourney game.

      VI. End of Season
      A. Go to RECRUITING and make a list of where each HSAA is going, where each Top 35 SF is going, where each Top 50 PF is going, and where each Top 50 C is going.
      Last edited by OSUPiper; 12-30-2017, 10:50 PM. Reason: updated to Version 6.0

      Comment

      • OSUPiper
        MVP
        • Nov 2005
        • 1099

        #4
        Re: OSUPiper's CH2K8 CPUvCPU Experience

        GAME TIME EDITS

        1. Go to Opposing Coach Profile - Max Bench Depth is 9 or 10 - Version 5.x and 6.0 have fixed rotation issues for the most part. Most teams realistically will only go 7-10 deep, with the majority around 9.
        2. Change offensive playbook/style to 'All Plays'
        3. If Defense uses 2-3 zone at all, change that to 2-3 matchup zone... in fact, I change all zone defense to a matchup zone, except 3-2. Do not use Triangle and 2 with V6.0.
        4. If Fast Break is less than 80, then divide by 2 and add 40
        5. Divide Crash Boards by 2 and add 50
        6. Defensive Pressure = 100
        (I wish the range could be wider, but 3pFGAs and fouls are not manageable otherwise.)
        7. Go to Opposing Team Roster Screen -> Rotations
        8. Auto-Generate Rotation
        9. (Optional - Free Throw % is much better in v6.0) Subtract 5 from Opposing Team Players' FT rating (remember to edit Opposing Players back after game)
        10. Play Game
        11. Move Controller to middle for CPUvCPU
        12. Before tip off, go to Choose Side, choose a team, set all individual Def pressure to 'Tight' and Double Team to 'Never' then do the same for the other team. Make sure and select choose side again afterward and move it back to CPUvCPU.
        Last edited by OSUPiper; 12-30-2017, 10:55 PM. Reason: updated for V6.0

        Comment

        • OSUPiper
          MVP
          • Nov 2005
          • 1099

          #5
          Re: OSUPiper's CH2K8 CPUvCPU Experience

          PHILOSOPHY AND JUSTIFICATION (or why I do what I do....)

          My sliders (etc.) are always designed to conform to the game environment. That is to say, stats may or may not reflect the NCAA IRL. Most of this is the limitation of an imperfect sim engine that simply does not account for the variety in Coach settings and Player tendencies very well. As such, you will see very little difference in FGA p/gm between teams. Instead, you will see huge gaps in PPG and FT% that are artificially created by an equally faulty recruit-generator.

          Likewise, I also prioritize global changes using sliders over discrete changes using roster edits. It should be obvious why I do this...there is less down time when you 'fix' a game with sliders vs. roster edits, which means more play time, more fun, and less frustration.

          Lastly, my slider sets always begin with 'look and feel' rather than stats. What I hope you will see in your own legacies, and what I love about mine, is that the games are fluid and unpredictable in their outcome, but still explainable. For example, I had a team at Duke where I had 2-3 season with strong post play, but I never could recruit any talent at PF or C and graduation left me empty. After a sluggish start with bad inside play the next season (dropped out of the Top 25 for the first time since Coach K was there!!), I went small. To my surprise, we climbed into the Top 15. Then we hit ACC play and just got beat down by any team with decent post play. In other words, I knew exactly why we lost to inferior teams. (See TESTIMONIALS, below.)

          If your 'played' games do not generate stats that match your simulated legacy environment, you will artificially inflate/deflate your own players' representation on AA teams, etc. This subtracts from the fun of the game for me. I want it to mean something when my guy leads the country in scoring or rebounding.

          KNOWN ISSUES
          I have tried to address every issue I have seen. My players used to always be at the top of rebounding charts, for example, but tweaks to sliders and the game and legacy edits presented above have fixed nearly every issue I have encountered. Some issues linger.

          1. FT% - Sim FT% is a little lower than player ratings. This is fine, since there is a correlation we can work with. Unfortunately, FT% in played games is HIGHER than player ratings. The only real workaround is to edit FT ratings for your opponent every game (see above). I do not have the patience for this, so I just give my opponent an advantage of 3-8 points every game. This will not be a big deal to you until it knocks you out of the NCAAs.

          2. 3PT attempts - I really like the impact of roster edits on simmed 3PT attempts. I see guys with plenty of attempts per game at high 3PT tendency ratings. The problem is that SFs have more opportunities, so in played games, a SF will average more attempts than a SG over time if both players have the same tendencies. This is not the case in simmed games. Also, in simmed games, 3PT shots are spread out over the roster. Even post players will have a few attempts when they really should not. As a result, your team will either shoot less 3s overall when compared to other teams, or your top shooters will individually average several more attempts per game than other individuals. I have chosen to put my players on a more even stat distribution (rather than team stats). I am still testing this through roster edits.

          3. Dead Ball Turnovers - There just are not enough. That being said, I see a travelling call every 2-3 seasons, I see a 5-second closely guarded call at least once per 2 games, I see a 3-second call about once per game. The other dead ball turnovers are accounted for by backcourt and sideline infractions. This is an issue because you will see more FGAs per possession in CH2K8 than IRL. Thus, I use 19 minute halves and other edits. This is a minor issue, but not fixable.

          4. Off-ball Fouls - My system will (over time) give you good foul numbers and decent FTAs when compared to sim stats. There will be huge swings. This is because CH2k8 provides more FTAs per foul than IRL. My theory is that CH2K games were always modeled on NBA2K games, and you can see this in subtle aspects of the game (tendencies, offensive flow, etc.). While I have been able to strike a compromise, I believe that you will see guards in foul trouble far more often than post players. You may have a different experience and, so far, it has not been game-breaking.

          5. Too much talent and lack of diversity - As has been discussed in other threads, I do not see good role players reflected in ratings in this game. Role players definitely emerge, more as a result of shot tendencies. The problem is the number of teams with 4-6+ players rated B+ or higher. A good role player is a PF with C- ratings across the board, but can rebound like a mofo. Dennis Rodman was not an all-pro ratings guy, but he played like an all-pro and was invaluable to his teammates. You find guys like that in college basketball, but not in CH2k8. I can fix this with a few edits, but I have not found a fair way to implement anything. Suggestions are appreciated.


          TESTIMONIALS
          Fredrick Abdullah was a HSAA SG, #3 at his position. He ended up being a 'bust' in my system, which gave me a chance to work out some kinks over his career. As a 'bust' his ratings were edited to make him a wildly inconsistent 6'6" shoot-first, think later 2-guard with no inclination to play a lick of defense.

          I literally hated Fred in his Freshman year. He bitched about playing time, which I grudgingly gave him because of the hype of his recruitment, and I found my self hoping he would transfer. But in blowouts against bad competition, he would come in at garbage time and score in double-figures.

          In Fred's sophomore season, I threw him a bone; 10-14 minutes of pure instant offense. Still inconsistent, Fred would drop 25 on lesser competition and disappear when big boys came to play. That is, until the ACC tournament, when Fred just exploded in a couple of games. He averaged double-figures that season.

          There was another guard (Nixon) in Fred's class who is a solid, all-around player that I never worry about having in the game. Nixon is a consistent shooter, good defender, and always got in the game before Fred. We went to the Final Four in Fred's soph season, and the NBA draft wiped us clean out of PGs. So, in Fred's Junior year, to the surprise of our fans, my staff, and myself, I handed the program over to Fred as our PG by default. The result: My favorite season ever of CH2K8.

          The drives to the rim, circus shots, impromptu dunks, and relentless attack on the basket almost make the wild turnovers and inexplicable 25' contested shots pass without notice. It's like my own private Russell Westbrook.


          Impact Centers do exist. I left Boise State to take over at Duke (many CH2k8 players end up at Duke because of Coach K retiring around the right time in our legacies). My first two seasons ended in the Round of 32 and, frankly, Coach K did not leave me much to work with; however, he did lay the groundwork for me to sign a promising 7' center. In his senior year, after finishing fifth in the ACC. he put our team on his back. Duke won the ACC tourney, then clawed our way into the Final Four and on to my first National Championship. I had some young talent in the frontcourt, but we had no business being in the Final Four outside of his dominant senior campaign.


          Small ball is also alive and well in this game. It is easy to find a SF that will dominate in CH2k8. The gameplay engine simply provides more shot attempts at the 3 position. I only bring this up because of my earlier example of a dominant big man. Since my Center graduated, I have had exactly one post player of any note. As discussed somewhere above, I went small, often playing two guards and three SFs. We destroyed teams that lacked athleticism but an average team with a good inside scorer was a real problem for us. Last season, we got eliminated early in a bad matchup in the ACC tourney, but we got a fortunate draw in the NCAAs and made the Elite 8, where we lost to a team with -- guess what -- two good forwards.
          Last edited by OSUPiper; 01-03-2016, 03:09 PM.

          Comment

          • OSUPiper
            MVP
            • Nov 2005
            • 1099

            #6
            Re: OSUPiper's CH2K8 CPUvCPU Experience

            HOUSE RULES


            Recruiting - Power Conference Schools
            1. Can only sign one Center in a class.
            2. Total number of Centers on the roster PLUS targeted Centers cannot exceed two (2).


            Recruiting - Small Schools
            1. Can only sign one Center in a class.
            2. Can only have one Center targeted at any time.
            3. Can only target a Center if there is not a Center on the roster returning for next season.
            4. Total SFs+PFs Targeted and on the Roster (combined) cannot exceed ten (10).
            Last edited by OSUPiper; 12-23-2017, 04:57 PM.

            Comment

            • OSUPiper
              MVP
              • Nov 2005
              • 1099

              #7
              Re: OSUPiper's CH2K8 CPUvCPU Experience

              STILL UNDER INVESTIGATION
              1. Bench Depth. I do not think players get enough minutes per game, generally. I am considering flattening Bench Depth for all coaches in sim, maybe to a range of 7-10, 11 for bad small schools. I have not done this because I do not want to lose the feel of the 40-minutes-of-hell philosophy or the Roy Williams substitution pattern. Nonetheless, I think a change is coming. (NOTE - THIS ISSUE IS FIXED IN 3.0)

              2. 3PT tendency. I am looking at lowering player tendencies through edits and raising the 3PT slider to compensate. I do not think I can fix the issue, but I may find a better middle ground. (NOTE - This is no longer a glaring issue in 3.0; stats fall in line pretty well)

              3. Role Players. I really anticipate editing a few players each year into defensive role players and rebounding specialists. These will be minor edits. I also expect that I will look at Player Speed and position-specific edits (e.g., min values for PG Ballhandling and max values for Center Ballhandling). I would like to see more separation between fast and slow guys, and fewer post players leading the break.
              Last edited by OSUPiper; 12-03-2016, 07:23 PM.

              Comment

              • Brock
                MVP
                • Apr 2008
                • 1442

                #8
                Re: OSUPiper's CH2K8 CPUvCPU Experience

                Just a suggestion, I think if you wanted role players you could just drop tendencies of non offensive players by like 10-15. 3pt specialists, drop their close/med tendencies.

                Comment

                • OSUPiper
                  MVP
                  • Nov 2005
                  • 1099

                  #9
                  Re: OSUPiper's CH2K8 CPUvCPU Experience

                  Originally posted by Brock
                  Just a suggestion, I think if you wanted role players you could just drop tendencies of non offensive players by like 10-15. 3pt specialists, drop their close/med tendencies.

                  Probably so. I know from past experience that you can create a Garbage guy with strong rebounding and low shot tendencies. That dude only eats what he can kill by himself.


                  I think you can create a 3pt guy just by lowering his Drive tendency. That would be interesting to try out, just to see if the game would really have him floating around on the perimeter on offense.


                  For lockdown defenders, I am wondering if simply moving points from offensive awr to def awr would do it. I find that Off Awr affects shot frequency more than the Coach's Tempo. This is why Power 5 teams never run at as slow a pace as small schools, even high tempo small schools.

                  Comment

                  • Brock
                    MVP
                    • Apr 2008
                    • 1442

                    #10
                    Re: OSUPiper's CH2K8 CPUvCPU Experience

                    Originally posted by OSUPiper
                    Probably so. I know from past experience that you can create a Garbage guy with strong rebounding and low shot tendencies. That dude only eats what he can kill by himself.


                    I think you can create a 3pt guy just by lowering his Drive tendency. That would be interesting to try out, just to see if the game would really have him floating around on the perimeter on offense.


                    For lockdown defenders, I am wondering if simply moving points from offensive awr to def awr would do it. I find that Off Awr affects shot frequency more than the Coach's Tempo. This is why Power 5 teams never run at as slow a pace as small schools, even high tempo small schools.
                    From what I've seen, 2k actually tried to make one-role types of players, but still fall into the "good all around but not great at one thing". If you looked at a player and they sided more on the def side and high def awareness you could just boost their on ball def.

                    I've seen this with a few hsaa. One I just recently edited has an extremely high on ball def (at 97) and his def skills are above average, I'll admit not great, and I think his offense was average/solid.
                    Last edited by Brock; 01-03-2016, 05:17 PM.

                    Comment

                    • OSUPiper
                      MVP
                      • Nov 2005
                      • 1099

                      #11
                      Re: OSUPiper's CH2K8 CPUvCPU Experience

                      Slight changes made to sliders (see Original Post).
                      Last edited by OSUPiper; 01-11-2016, 04:09 PM. Reason: Linked to slider page

                      Comment

                      • OSUPiper
                        MVP
                        • Nov 2005
                        • 1099

                        #12
                        Re: OSUPiper's CH2K8 CPUvCPU Experience

                        Just watched an interesting matchup with my smallish but very talented Duke team against Rutgers, whose Euro big man might go first in the draft. He was averaging about 15 FGAs p/gm in only about 25 mins.


                        He got into foul trouble against my athletic forwards, and we played great D at the post, but he ended up taking 9 shots. When he got position, he was unstoppable, so I liked that. He just should have been more of a threat.


                        He is a skilled passer, and he did give the ball up for good outside looks, but there were times when he had my PF 1v1 and kicked out.


                        As a result, I have substantially increased CLOSE tendency. I will watch the effect and advise in this thread. My fear is that I already had too many FGAs underneath from the PG, SG, and SF spots (generally, second chance shots) that I felt should be passed back out. My original settings achieved that result, but I think now that I am hamstringing post-centric teams.


                        If anyone has seen similar issues, please post. It will be hard to replicate this issue since good offensive big men are rare, but I plan to watch this change play out. If it works, I will post suggested changes to the sliders, probably with additional editing to rosters.


                        ONE LAST NOTE: In this same game, my PF (who starts at C) attacked the basket and scored above his season average. He has a better mid-range game than most PFs and Cs. So, this may be an isolated issue, but I want to test my theory that the Shaq-range post players are underserved at this time. (I realize that the Rutgers C would not play like Shaq, but his ratings suggest that his range is pretty much inside 10 feet.)
                        Last edited by OSUPiper; 01-15-2016, 08:58 PM.

                        Comment

                        • OSUPiper
                          MVP
                          • Nov 2005
                          • 1099

                          #13
                          Re: OSUPiper's CH2K8 CPUvCPU Experience

                          jww:


                          Thanks for the input and kind words.


                          First, I agree with you on the low post issue. I see exactly the same thing: a greater increase in backdoor attacks over the expected increase in post offense. I have been able to emphasize a low post game on teams where the offense has to go through the PF/C, i.e., when the post player has higher shot tendencies and wings have lower shot tendencies. My theory is that this is a by-product of who gets the most 'touches' in the offense.


                          NBA2K has a slider for this which is very useful in fine-tuning the issue. Unfortunately, CH2k8 preceded that slider. So far, however, I like the result of bumping the CLOSE slider.


                          Next, I cannot comment on the sliders in Quick Game, but I can say that FG% will be lower early in a season, and it tends to creep up during the season. I believe this has to do with player progression generally favoring offensive ratings. For instance, not only does player awareness increase, but so do at least five separate ratings all linked directly to FG%. Add in Vertical and Speed (almost neutral in application between offense and defense) and Confidence, and the impact is skewed toward offensive stats.


                          The second issue re: FG% is player ratings. I routinely find (at small schools) low-rated players that tend to shoot 3s despite a 53 3Pt rating. That is ridiculous. That guy does not get a scholarship to play Division 1... D1 small schools often have effective 3 point shooters. Small schools lose ground on big schools on (1) quality plus size/height and (2) basketball IQ.


                          As an example, a 3pt sharp shooter at Kansas is going to be a better shooter than his counterpart at Brown. The kid from KU might win a game of HORSE 7 or 8 out of 10 times even. But the advantage the KU kid has is that he can rise up and knock down that 3 with a 6'7" wing flying toward him, or that KU-Guy knows how to space himself on the floor, or even that KU has three other guys on the floor that the defense is worried about so this guy gets more open looks.


                          CH2k8 generates a Freshman that's not just a D overall but a 'D' across the board. Some players are consistent across the board; some great players are really good across the board, and some are great at just a few things. But an undersized kid with average quickness who can stroke the 3 can find a scholly at a small school, while a kid that is below average across the board just is not getting that free ride anywhere, in my opinion.


                          I polished my sliders through the last 10 seasons at Duke, although I coached at schools at each level. My purpose in doing so is that within 5-6 years of most dynasties, I end up at a major program. Thus, it is most important for sliders to be fair and fun at that level. Having said that, aside from the issues above, I have found that the sliders translate well to each level against similar competition. Moreover, I am happy with the individual stats and the challenge of placing guys on the All-Conference and AA teams.


                          I am always looking for new ideas to try, with the goal to reduce player edits.
                          Last edited by OSUPiper; 01-17-2016, 08:08 PM.

                          Comment

                          • OSUPiper
                            MVP
                            • Nov 2005
                            • 1099

                            #14
                            Re: OSUPiper's CH2K8 CPUvCPU Experience

                            So, in watching and analizing the post-offense issues, described above, I noticed that SGs and SFs take more shots than they should, even accounting for tendencies. (This is partly a game engine issue, as has been discussed in other threads.) Further, it appears that these are usually 3pt attempts.

                            My theory is that these ‘extra’ attempts are the result of passes back out from the post (e.g., cross pass or kick out from a double team). The effect is FGAs migrating artificially from the post to the wing.

                            Now, cross passes need to happen; it is a very normal and effective play for open 3s. It just happens too easily and too often with my sliders. I believe this is because of my Help Defense and Help Recovery settings.

                            I settled in on the present sliders for Help D and Recovery to simulate defensive movement, create strategic give and take on defensive pressure and Zone vs. Man, and reward good ball movement (a la San Antonio Spurs). I am hoping that, by reducing the frequency of Help D and boosting Help Recovery slightly, the lane will clear out more. This will (1) create more opportunities for dribble-drives and (2) create more one-on-one opportunities in the post. A post scorer should elect to take it to the hoop when help defense is late getting there in most circumstances.

                            Preliminary results are positive. For one thing, the game opens up even more, which means more animations, more varied play and playmakers, and frankly, more fun to watch. My team literally had a ton more personality. I also saw several pull-up jumpers at mid range, which has been rare with any slider set I have seen.

                            I watched a team with zero presence in the post that relied on their PG and SG for about 1/3 of their shots and over half their scoring. The SG averaged 10+ FGAs p/gm and 3.5 3pFGAs p/gm. He ended with 11 FGAs and 5 3pFGAs. The PG got into foul trouble and was ineffective, so no help there.


                            Interestingly, the C took 11 shots... I think this is a by-product of offensive rebounds and putbacks, but it is an issue to watch. Hopefully, though, this will trend in the same way, which would let me drop the CLOSE tendency and reduce the wings cutting to the goal so often. This particular Center is a nice player, former 5-star juco PF playing out of position on a decent but undersized Power Conference team. It is not unrealistic that he had these stats, but his tendencies do not support those stats night-in, night-out. MID tendency may be slightly high.



                            As expected, FG% dropped. This is because there are more contested shots on the perimeter and more shots in traffic (because a player commits to driving the lane before help arrives). I will not mess with FG% sliders until this gameplay issue is worked out.

                            For testing, I now have HELP D = 31, and HELP REC = 45.
                            Last edited by OSUPiper; 01-18-2016, 10:55 PM.

                            Comment

                            • OSUPiper
                              MVP
                              • Nov 2005
                              • 1099

                              #15
                              Re: OSUPiper's CH2K8 CPUvCPU Experience

                              Also, I should add that I made the following changes for testing purposes, relative to the Help D / Help Recovery sliders:


                              Close tend 16
                              Mid tend 62
                              3pt tend 19
                              Drive 64

                              These changes are for testing only; I have not changed the slider set on Page 1 at this time, although so far things have improved. I want to make this clear that these changes, despite seeming slight, may have a pronounced ripple effect on shot distribution and FG%. As such, I DO NOT recommend taking the Page 1 set and just adding these changes as a long term legacy solution.
                              Last edited by OSUPiper; 01-20-2016, 02:47 AM. Reason: Changes in BOLD

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