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OSUPiper's CH2K8 CPUvCPU Experience

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Old 03-29-2016, 01:49 AM   #57
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Re: OSUPiper's CH2K8 CPUvCPU Experience

NCAA Tourney gave me a large and varied sample size to work with, and I made some adjustments I really like:


GAMEPLAY


RULES

Mode
Sim
Shot Clock
ON
Difficulty
MOP
OOB
ON
Half Lngth
19
Backcourt
ON
Sim Half
19
10 secs
ON
Game Spd
42
5 secs
ON
Plyr Spd
28
3 secs
ON
FT Diff
100
5 guarded
ON
Plyr Lock
OFF
Goaltend
ON
Real FT%
ON
Bonus 1+1
7 fouls
Fatigue
ON
Dbl Bonus
10 fouls
Injuries
OFF
Foul out
5 fouls
Tm Unity
ON
Charging
100
6th Man
ON
Blocking
100
Clutch
ON
Reaching
90 (89)
Pass Icon
ON
Shooting Foul
68 (67)
Def Plyr Icon
ON
Loose Ball
100
Inbound Def
ON


Shot Stick FT
OFF




SLIDERS







SHOOTING

ATTRIBUTES

GAMEPLAY

FITNESS

IR
38 (39)
Off Aw
75
Team Unity
65
Fatigue Rate
40
Mid
46 (47)
Def Aw
69 (70)
Dunk in Trfc
100
Recvry Rate
55
3pt
47 (46)
Dunk
100
Screen Succ
55
Inj Freq
95
Dunk
49
BH
28
Screen Str
100
Inj Effect
25
Layup
36 (37)
OR
100
Steal Succ
100


Close tend
14 (10)
DR
0
Help D
25 (30)


Mid tend
36 (35)
Block
100
Help Recvry
49 (46)


3pt tend
15 (17)
Steal
100




Drive tend
83 (68)
Speed
100
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Old 03-29-2016, 03:41 PM   #58
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Re: OSUPiper's CH2K8 CPUvCPU Experience

Some notes on the changes above:


The major change is boosting the attempts at dribble penetration. Note that this is designed to increase the time spent dribbling by increasing (1) the number of times a player tries to gain an advantage off of the dribble and (2) the duration of each attempt.


NCAA games have a lot more dribble drives than CH2K8's engine provides under my setup. However, the game mechanics make it impossible to actually simulate what an attempt at lane penetration looks like IRL. This issue is addressed very well in an OS article on NBA2K on the front page. Basically, CH2K8 uses collisions to interrupt a drive, where this would be a foul IRL. The difference for our purposes is that the drive terminates in CH2K8, whereas a drive would more likely continue IRL -- either to the basket, through the lane, or just by reversing direction.


The changes above create more tries at penetration and, even though the drives do not terminate as organically as IRL, most drives DO provide opportunities for the offense as defense gets out of position, which mirrors the effect we see IRL. One major difference is that in CH2K8 we almost always get a better shot, but IRL we see plenty of bad FGAs off of a drive (bad pass, bad shot, turnover, etc.). This leads to the FG% adjustments in the latest set.


I lowered DefAw and Help D to emphasize one-on-one opportunities, pick and rolls, and give and gos. 3pt FGAs became too prevalent, particularly against a 2-3 zone, so I bumped Help Recovery up to compensate. because of the open jumpers and more attempts around the rime, I lowered FG% slightly. I have raised 3pt FG% slightly based on stats but I am still tracking those results. Most 3pFGAs are open shots, so I may end up lowering this again. So far, it's good.


Because dribble drives are more prevalent, teams are using up more of the shot clock. This is why I bumped CLOSE and MID FGAs. This also helps PFs get more shot attempts.


Known Issues: Scoring PFs are still not as effective as they should be, particularly against sim stats. In contrast, SFs are still too dominant, especially if they can shoot 3s. Both issues are tied to offensive sets. SF FGAs are usually created in open space at the angle-left or angle-right perimeter spots. This leads to an open 3pFGA or dribble penetration which is contested at or inside the lane resulting in FTAs. SFs will artificially have more scoring opportunities as a result. My only alternative is to manually edit SFs' 3PT tendencies, which would substantially effect sim stats.


(I am aware that typical college SFs play a role that is consistent with the way CH2K rates its SFs. The problem lies in the offensive sets; SFs get way more good looks at the basket than SGs. Try putting a 3-point specialist SG at the #3 spot. He will be much more effective in his role, but you are basically cheating the CPU by doing this.)


PFs receive the ball outside the lane at a range of 8-12' with their back to the basket. PFs will benefit from bumping MID tendency but you will observe the same effect from Centers and Guards, leading to poor results overall with shot distribution. The better way to deal with this is the DRIVE slider. As a secondary measure, I may resort to editing the Drive tendency of offensive minded PFs.

Last edited by OSUPiper; 04-06-2016 at 11:42 AM. Reason: typo
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Old 05-08-2016, 12:58 PM   #59
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Re: OSUPiper's CH2K8 CPUvCPU Experience

After several seasons of watching the impact of my edits and NBA draft (in game), I have modified my system. I will try and edit the first page accordingly:


1. Before advancing to the next season, you should write down every All-American and the team he committed to. Also write down the Top 35, non-AA SFs, the Top 50 non-AA PFs, and the Top 50 non-AA Centers as well.
2. Use a random number generator (random.org) for each of these recruits.
3. A 'roll' of 100 is always a Gem (see below), otherwise:
For AAs -
PG: Gem=100, Bust=19 or less;
SG: Gem=83+, Bust=20 or less;
SF: Gem=61+, Bust=20 or less;
PF: Gem=21+, Bust=10 or less;
C: Gem=11+, No Busts;
Top 35 SFs: Gem=91+
Top 50 PFs: Gem=72+
Top 50 Cs: Gem=66+
4. I never let any team have a second AA Gem at any position absent a roll of 100.
5. Gems must have a rating overall of 95 or over. I suggest 99 for AA Gems whenever possible, or they will not enter the draft
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Old 05-15-2016, 11:39 AM   #60
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Re: OSUPiper's CH2K8 CPUvCPU Experience

Updated sliders on Page 1 to current set, above, with two minor tweaks.


Once sliders start bouncing back and forth around a couple of numbers, they are as good as they can get. I still have a couple of sliders moving in one direction (Drive + Help D, at this point).


I am now testing actual player edits to 3pt tend and %. I think I can improve shot distribution and add realism and some chaos by flattening out the 3pt shot tendencies generally, and by improving accuracy for shooters at small schools. It is the same concept that led to my FT% edits.


Essentially, you rarely see a 3pt specialist that sucks at shooting 3s. Thus, if a player tends to specialize in spot up 3s, I am giving that player a min 3pt rating of 70 (for accuracy). Any player that is a legit threat to shoot a 3, including stretch forwards and centers, will have a min 3pt tendency of 50. Also, for those SGs and SFs that are really penetrators -- and not spot up shooters -- I am reducing the 3pt tendency slightly as necc. and upping the drive tendency.


Again, this seems like a lot of work, but it is manageable since you really only edit select freshmen -- which I already do-- and it is easy to pick out which ones to edit. Because I just started testing, I cannot say what will happen in 3 seasons. My expectation is that 3pt shot distribution will improve, and the 3pt tendency slider will drop slightly to achieve good overall stats.
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Old 05-15-2016, 11:49 AM   #61
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Re: OSUPiper's CH2K8 CPUvCPU Experience

A side note as to findings after many seasons of my other edits:


The CH2k8 sim engine creates way too many upsets by default. To compensate, I use Hoopcast to sim certain matchups between creampuffs and top teams to reduce the crazy upsets and re-sim when I need to (this is discussed on Page 1, I think). At seasons end, the NCAA tourney looks MUCH more realistic.


What I have found over many seasons is that this strategy and my edits to top players have actually created much better sim results, to the point that the upsets occur probably 1/3 as often. I also select-sim fewer games now and I have seen teams rise and fall, which did not occur so much before.
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Old 05-17-2016, 05:56 PM   #62
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Re: OSUPiper's CH2K8 CPUvCPU Experience

Its been awhile since I've played choops, just started a new season and starting watching games... Love the ball movement and the defensive plays on the ball. Keep it up!

Edit: I've also noticed more, but not a lot, foulng of 3pt shooters. Not sure if this was intended but its a nice little touch

Last edited by Brock; 05-19-2016 at 03:51 PM.
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Old 05-19-2016, 05:54 PM   #63
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Re: OSUPiper's CH2K8 CPUvCPU Experience

Quote:
Originally Posted by Brock
Its been awhile since I've played choops, just started a new season and starting watching games... Love the ball movement and the defensive plays on the ball. Keep it up!

Edit: I've also noticed more, but not a lot, foulng of 3pt shooters. Not sure if this was intended but its a nice little touch
I enjoy the occasional foul on a 3 as well. It is a bonus that comes from the pressure and spacing, IMO.
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Old 05-24-2016, 02:18 AM   #64
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Re: OSUPiper's CH2K8 CPUvCPU Experience

A few changes to sliders on Page 1. Using screens to create drive opportunities, while keeping defensive intensity. Looks good after a few games.
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