Adding all these features would be great, but we need to have stable servers to handle everything, especially when playing games. It's deep already, but without having stable servers to play games, or enjoy the draft and off-season, it would be tough to enjoy this mode anymore.
Official MyGM / MyLEAGUE / MLO 2K20 Wish List
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Re: Official MyGM / MyLEAGUE / MLO 2K20 Wish List
Adding all these features would be great, but we need to have stable servers to handle everything, especially when playing games. It's deep already, but without having stable servers to play games, or enjoy the draft and off-season, it would be tough to enjoy this mode anymore. -
Re: Official MyGM / MyLEAGUE / MLO 2K20 Wish List
Would like an option for MyGM features to be in MyLeague for those that want it, like the business side of things and meeting with players and coaches and such.
And I guess this is more gameplay related, but it would be great to have more foul sliders that have more of an effect from the max and min. All we ask for is a way to have realistic fouls (in-game and in stats) for those that want it, for example fouls like blocks and charges, and shooting fouls that aren't right next to the basket.PSN / Xbox GT - BLUEnYELLOW28Comment
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Re: Official MyGM / MyLEAGUE / MLO 2K20 Wish List
- Revamping G-League, 2-Way Contracts & Draft Rights; bring back a fully functional G-League franchise from 2k11 to now with the ability to act as its own "League" within the main league; fix 2-Way and Draft Rights players's progression rates since they excessively unrealistically progress to 75s/80s range in less than a season
- Preseason Games & Training Camp Invites; make it an option to have these enabled but these should have never left, revamp the training camp sections in the Offseason Mode by integrating it into preseason as well as having training camp invites and rosters up to 20 players
- Adding Other Summer Leagues; we need a Utah, Sacramento Summer League added along with the Las Vegas Summer League, also allow us to have the option to participate in one of Utah or Sacramento Summer Leagues
- Revamp Draft Combines & Scouting; allow us to freestyle a prospect and use them in actual workouts rather than have their stats listed out in a "virtual" workout
- Staff; fix how a CPU manages its staff - specifically how a tanking team will eventually fire their Head Coach due to a losing record despite the team's status, let us create our own staff members too - staff editing currently is severely limited, more assistant coaches to a coaching staff (with the ability to name a Head Assistant (also allow those multiple assistant coaches to be sitting on the bench in game))
- Retirements; allow teams to decide what jersey number they want to retire/unretire (e.g. Thunder unretiring #20 due to it being associated with the SuperSonics), have jersey retirement ceremonies in-game on a scheduled date
For the times when young free agents (20-25) all simultaneously retire when viewing Retirement mode, MOVE them to some hidden player section rather than removing them from our league entirely since some could eventually make a comeback to the NBA for a training camp invite or even regular season roster (e.g. Donald Sloan/Emeka Okafor) Along with that, let us force unretire a player as many times as we want. - Simming Games; teams should be playing their reserves during blowouts rather than having the main rotation be playing the full game despite the outcome of a game being determined already.
- Schedule Logic; primetime teams should only be on Christmas, not tanking teams
- Miscellaneous; players should be wearing warmup gear after being subbed out rather than still be sitting in the jerseys; add 14th/15th (players not in the rotation) to be sitting on the bench in suits;
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Re: Official MyGM / MyLEAGUE / MLO 2K20 Wish List
Offseason - The ability to choose next years Christmas day games.
G-League - Playable version.
Broadcast - 1. Multiple broadcast packages/the ability to edit the score bug to differentiate reg games vs national broadcast games, basically let us create our own fake version of TNT and ESPN.
2. Ability to choose a "jingle"/ opening sequence that's tied to national broadcast games vs reg games. Kind of like how you already have a different open sequence for playoff games.
I would like to feel/see a different atmosphere for national games/big games. I play a ton of games with different teams in MyLeague, and it can get redundant atmosphere wise from game to game, team to team.
Crowd Atmosphere - Have the "fan interest" information in MyLeague and MyGM mean something to crowd atmosphere. High fan interest teams should have a rowdy atmosphere from the jump as opposed to low fan interest teams.
Ticker - Ability to choose to have the ticker run during games, while updating us on other games around the league running simultaneously as our own.
Weekly Wrap-up - A hub for a weekly round up of current standings, upcoming big games next week, players of the week, major injuries and transactions. I don't expect a show but a page like NBA web style with all that information so you can stay tied to the league...ticker is great,but a hub would be better.
Love this thread, happy Opening Day!Comment
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Re: Official MyGM / MyLEAGUE / MLO 2K20 Wish List
My biggest gripes/wishes:
Dynamic tendencies, badges, potential/progression/regression
It sucks to have someone turn into a star player and reach their potential but they're not as good when you simulate because their shot tendency remains at a 37 or something. How you use a player in-game should affect their tendencies for simming as well as the badges they earn (sort of how it works in myCareer). Also, when training a player, I feel like if you're focusing on increasing someone's 3pt rating or steals then their tendencies should steadily increase in that regard too.
Second, as mentioned in this thread, playing time and performance should affect the potential attribute. Players shouldn't jump up 3-4 points in a season when they were a bench warmer the year before. And if a player gets the opportunity to play a lot or "flashes" when they do get to play (maybe something to do with the per-36 stats?), their potential should increase.
Better, more realistic generated draft classes
Please make the randomly generated draft classes better. I don't have the time or patience to sit there and edit a whole draft class and it ruins it for me anyways because then I know the prospects' strengths and weaknesses already.
I swear like 80% of the draft class will be like 23 or 24 years old lol. There are always like 5 random guards with A+ 3pt grades. The ratings are all kinds of jacked up: PGs with awful handles, weird speed/acceleration ratings, etc. And what is up with the durability for the rookies? They all come into the league hella injury prone.
Better CPU team-building, FA, and draft logic
In my current myGM, the 76ers have 6 SGs on their roster. During the expansion draft, the CPU Supersonics drafted Hassan Whiteside, Dwight Howard, AND Bismack Biyombo. The Clippers drafted Mo Bamba but then in this past free agency still signed Willie Cauley-Stein AND Nerlens Noel.
The CPU always end up with really weird rosters. I think there needs to be more team/GM settings that determine what is looked for at each position in terms of skillset and player type.
The free agency logic is weird too. There should be more factors going into what a free agent is looking for. During the contract negotiation, you can ask all kinds of questions about what the FA wants but none of it affects anything so I just jump straight into the contract offer. Maybe make those questions matter? Also, right now, a 77 OVR 25-year-old Terry Rozier is unsigned amongst a number of perfectly fine, serviceable players.Comment
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Re: Official MyGM / MyLEAGUE / MLO 2K20 Wish List
Just press the x/a button. If you want quick gameplay, go into settings and set the replays and camera cut options to never and turn game speed to 100. Problem solved.
Something tells me you dont like watching games live either. You know, with the halftime show, all the stat overlays and all the timeouts.
Like you, I have been hitting the x/a button for the last five years of this console generation. My camera cuts are set to “never”. My replays are set to “occasional”: They are unique and interesting. It is actually easier to end a replay than it is to end a timeout cut-scene.
The next time you play and a timeout is called, try ending the “walk to the sideline” scripted scene with x/a. Please let me know if you can end that scene before it starts, or one second after it starts. It can't be done, and you are forced to watch about 3-5 seconds of the same player-actors miming on-court timeout communication.
There are maybe three of these scripts, and as many as 16 timeouts for both teams in-game. We may not have to watch the three scripts up to 5-times each, but it is more than once, and it gets old quickly because we cannot skip. It is very similar to “your video will start in 5-seconds” on free YouTube.
What would be interesting? What would be varied? What could we add to those three scripts?
Let's say the Lakers are on an 8-point run. It is punctuated by a LeBron James thunder-dunk, prompting the AI to call timeout. What if we saw a 3-second instant replay of James' dunk, and zoomed in on his emotional celebration for good measure? That's what happens with “Unleash Chaos” and the “State Farm Assist of the Game”: They are always varied and different, though the OVERLAYS are the same every time. Don't throw the three scripts out; just don't show them 10-15 times per game.
As well, we could also have timeout coaching controls immediately OVERLAY the scripted scenes of the sideline walk and the cheerleaders. For an example see Madden Football: At the end of every play, you can watch the replay entirely. Or, hit x/a: The replay continues in the background and the coach play-calling OVERLAYS so decisions can be made if you are in a hurry or do not feel like passively watching the gameplay itself.
"Something tells me you dont like watching games live either. You know, with the halftime show, all the stat overlays and all the timeouts."
Yeah, you have me pegged right. The half-time show is not great because it only streams highlights of the game I was playing: There are no surprises because I just saw what happened.
I must admit: 2K set the bar for half-time shows extremely high back in 2004, and I am spoiled.
NFL 2K5's show had Chris Berman comment on your game with stat-overlays and maybe 1-2 highlights of what you just did. THEN he would continue with generated stats and scores from every other scheduled game; these would flash on the screen briefly. Half-time would end with one or two scripted highlights of fantastic scoring plays from somewhere outside of your game. Of course, the highlights were scripted, but they were many and varied, so it would take a while before they recycled over the course of a season, creating the illusion of open world behavior. Also, they depicted the players involved believably and pretty much used team-stars. After the show, you were returned to your coach screen to make any half-time strategy adjustments.
NBA 2K on this console generation does not have stat overlays: It has stat wallpapers. The information changes, but the scene is lifeless and does not move. IMPORTANT: An overlay is simply words and information interlaced on top of another picture explaining the relevance of what you are viewing; a wallpaper is a full-blown picture.
What would be better? Let's say LeBron throws some hapless player's shot into the fifth row causing a dead-ball. An instant replay starts and an OVERLAY in white font (for contrast) would show the same thing the wallpapers do: LeBron's blocks in the last 10 games; or where the the Lakers rank in the League in blocks; or how many blocks Bron had last season... you get the picture. THE DIFFERENCE: Same information, but the picture is moving now... much more interesting. The difference is subtle but not overly complex... even a basketball player can understand itIf anything a true overlay would require less effort to create than the wallpapers we have now. Again, I think Madden is doing something like this already.
This thread is for brain-storming. No idea is too dumb or should be left unsaid.
Stay constructive.
We are all striving for a better game.
11/19/2018 HALF-TIME HIGHLIGHT IDEA:
I am playing right now; I get to half-time. I watch the first highlight then fast-forward before the second one begins; as I said above, there's no new information.
What if we took the highlights from my game and replaced my team and my opponent graphics with other teams graphics packages that are playing on the schedule at the same time? Overlay some generated scores and statistics and BAM... instant story. Not great, not accurate, but it would give a sense of depth... that there is something else going on outside of the current court my team is playing on.Comment
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Re: Official MyGM / MyLEAGUE / MLO 2K20 Wish List
Better, more realistic generated draft classes
Please make the randomly generated draft classes better. I don't have the time or patience to sit there and edit a whole draft class and it ruins it for me anyways because then I know the prospects' strengths and weaknesses already.
I swear like 80% of the draft class will be like 23 or 24 years old lol. There are always like 5 random guards with A+ 3pt grades. The ratings are all kinds of jacked up: PGs with awful handles, weird speed/acceleration ratings, etc. And what is up with the durability for the rookies? They all come into the league hella injury prone.
I'm not sure what exactly to suggest for the generated draft classes but something has to be done. They're better than in years past but there's still a lot of immersion breaking things going on. Generated players can seem too random rather than intentional. As far as i'm concerned you have to download fictional draft classes that people make or nothing at all.
I guess the key thing i need from the generated draft classes is more intention with the identities/archetypes that get created. Like, i want the attributes to line up with the tendencies to line up with the sig animations. It all has work together really well in the right combinations. I'm not really sure how 2K are supposed to do that, it must be a tricky thing to code, you basically have to create A.I. that behaves like a god lol, but even though it's tricky it really is a imperative thing to figure out for ultimate immersion in ML. Generated draft classes are arguably the central seed of a good experience of ML a few seasons down the line. It's critical.Comment
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Re: Official MyGM / MyLEAGUE / MLO 2K20 Wish List
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1) Carry-over saves and carry-over Draft Classes - Carry over saves would be amazing and I'd love to see the same thing for Draft Classes/CAP's. Obviously, there are normally improvements in each iteration and the big problem would be getting them to work together. However if we can import a draft class from one game to the next that would save a lot of time. Even if it was mainly just vitals, and any ratings/tendencies shared between the two games would be awesome. Even if the carry over caps aren't exactly the same appearance wise, just giving the same vitals, body size, hair/eye, color would give us a nice head start.
...
This would finally give us the chance to run long-term MyLeagues with great Draft Classes.
A carry-over for Rosters would also be awesome, carry-over saves would just be the icing on the cake.
And in my opinion, from a technical standpoint, this shouldn´t be that hard to implement.Last edited by Pizarro24; 10-18-2018, 08:43 PM.Don´t play video games, play BasketballComment
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Re: Official MyGM / MyLEAGUE / MLO 2K20 Wish List
MyLeague Online Wishlist
- Admin powers differentiation;
- - Some admins can only sim/rest games
- - Some admins can approve trades/Fa's
- - Some admins can edit player ratings.
- - Some admins can recover injuries..
- Game Management Menu to have Team Filters so that we can see one filtered team all games in just one page without having to go through all.
- Admin power to set controller settings for all league members. Such as defensive asist, boxout asist etc.
- League 1st Admin power to add/remove/trade and make all roster transactions as godlike power; just to the league creator power.
- Settings to create 26-24-20-18-16-10 teams of online league.
- Ability to see Live Scores and Recaps of games online and post game afterwards. X made a layup 2 points, Y missed a free throw and so on.
- Game Highlights in post game scene where 2k does with offline, kinda like a tv broadcast game highlights.
- Ability to set our freelance and series options into our gameplans just like our playbooks.
I would edit or add as i get some more in..Comment
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Re: Official MyGM / MyLEAGUE / MLO 2K20 Wish List
NBA Live 2000 shipped with a 29 team league: Three divisions with seven teams and one division with eight.
There were 2-3 dummy slots per division for expansion teams, so you could have as many as 40 teams.
The real creative kicker, especially for history buffs: Your league could have as few as one team per division for a league total of four. "Uneven" conferences could be created: The East had 15 and the West had 14 teams in 2000. The feature could be used in a league of five teams or up to 39. The only stipulation was one conference could only have one more team than the other. For example, if you tried making a 29 team setup with 16 in one and 13 in the other, you'd get a message that it needed to be 15 and 14 to work.
Of course, it handled even conferences with no problem.
It would be great having authentic historic leagues with the 23-team format from the mid-70's to the late 80's; and then expanding to 25, 27, 29, and finally 30.Comment
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Re: Official MyGM / MyLEAGUE / MLO 2K20 Wish List
Forgot to mention in my other post, let us trade/waive players who are currently injured. I don't understand why we have to manually remove their injury or wait for them to be healthy in order for us to do something with them.Comment
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Re: Official MyGM / MyLEAGUE / MLO 2K20 Wish List
At the uniform select screen we need to be able to set the accessories colors with these options:
upper body (association, icon, statement, city, classic, earned, black, player)
lower body (association, icon, statement, city, classic, earned, black, player)
socks (association, icon, statement, city, classic, earned, black)
Uniform Color specific slots should be the main color from each uniform, not the collar or armhole colors.
With adidas, each player picked their own accessory colors, but now with nike each player wears the team designated color. With the proposed options, players would be able to set which color accessories the team wears, or can use the adidas rules and take the colors specified from the edit player screen. Socks are different because each uniform has a specific looking sock.Last edited by itsmb8; 10-19-2018, 03:37 PM.PSN / Xbox GT - BLUEnYELLOW28Comment
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Re: Official MyGM / MyLEAGUE / MLO 2K20 Wish List
Hey Dave, thanks as always for giving us this thread. Hope everything is well.
I will post the same wishlist I post every year edited with the things that were added this year plus some new items. But first and foremost, I have to address the monstrous elephant in the room...
My League Online and My League Bugs-
When Erick posted the now infamous MyLeague blog, we in the community were as excited as we've ever been. While the word "broken" gets thrown around undeservingly most of the time, "broken" is the only way to describe the MyLeague Online experience.
I have always defended your team and still do even, because I see the dedication, innovation and passion that bleeds from you and your team. What confuses me is that we were always told that reason for the bare bones MLO in the past was because you guys wanted a mode that worked above all else, and I'm not sure what seemed to work this year that lead Erick to be so confident and excited about MLO 2k19.
The first thing that stood out to me was that Erick said over and over that the only thing that didn't make it over from ML offline to MLO was inseason training. Well in fact there were a lot of features that aren't in MLO. None of this was game breaking, just disappointing.
- 2 Way contracts do not exist in MLO. In fact when you import the roster, guys on 2 way contracts are automatically released. This seems like a mistake because when you access the free agent menu, a message pops up describing how you can sign them.. you can't. You can edit their contract but it won't give you the full functionality.
- No G-League integration. The only G-League feature in MLO is the G-League free agent menu. However you cannot send your own players down and call them up.
- No All star game or All Star events
- No end of season awards. You might catch who won them in the social media feed, but you won't see the list and therefore won't be able to override them.
- I haven't even been able to get to an offseason yet due to all the issues, so i don't have a full list of what's missing there, but I know Summer League for one doesn't exist.
Like i said, none of these are game breaking, just disappointing based on the blog and interview, however there are a litany of issues and bugs preventing this mode from even being playable at times.
- Sometimes when entering the league, whether for the first time or returning, you will either get stuck on a message for a long period of time ("entering league.." "importing user settings.." "syncing changes.." etc) only to be booted or have your game freeze. This can happen while just trying to get into a game with another user as well. The other day, a new one happened where I send an invite and the game freezes before we even get to those pop up messages.
- Game disconnects are happening at an frustrating rate, and no, it's not due to our connection or cables. Many times will happen during a timeout.
- The admin cannot boot users. A simple straight forward necessity. Not always going to be able to get a user to cordially leave.
- Game results sometimes still won't register, even if it shows up initially, when returning to the league you may see a different score and result.
- In MLO when you release a player, his cap figure will count against the cap just until he clears waivers. Once he does, the cap figure disappears. So no cap penalty, no dead money on the cap table, nothing. This was something that was supposedly fixed in the last patch..it was not. Offline this works.
- Injuries will still occur even when turned off. I even turned the frequency to zero before turning them off but we still had an injury.
- Most of the time (almost always) when an ingame injury occurs, the game will just hang there with both users unable to do anything except quit the game. I say almost always because I've only seen ONE injury that did not result in this glitch. Sometimes, if you wait long enough (about 3-5 minutes) the game will continue.
- A 30 user MLO draft is undoable from what I've experienced. The game doesn't recognize other users readying up. Freezes at start, and at every expiring timer requiring each user to leave and come back. The game will sometimes change users picks. Or if that's not enough, it may just instantly auto draft the entire draft even with users present. That's all if you can even pick a team and enter the lobby to begin with.
- Users are sometimes unable to advance to the off season.
- Users are unable to negotiate with or sign guys via extension in MLO.
- Currently in 2k you cannot offer a 2 way contract when you have 15 players on your roster. When you have 15 you simply can't enter negotiations with anyone. So the only way to sign 2 way players is to leave that last spot open, sign the two 2 ways, then your 15th player. This completely defeats the purpose.
- There is a bug for extension eligibility for 1st round picks (or guys who have an original contract length of 4 years) that says they are ineligible due to not having an original contract length of 4 years even though the pop up even admits that they have 4 years. Even if you edit their original contract length to 5, they will still be ineligible. This affects offline as well. During the offseason, they seem like they're eligible, but they'll say undecided. Once the season starts, they are back to ineligible again.
- This one affects offline, but if it's there I'm sure its in online too, but RFA's will sometimes not sign with you even after matching their offer sheet.
- This is offline only but I'm adding it here as it currently causes the game to crash. In the last patch you added the ability to override all star selections...sort of. Anytime I've tried to make a change to an all star team the new player appeared on the list but then the game would crash. When I try to override a dunk contest or 3 point participant, the pop up will say "replace this player with that player?" I say yes but then the change doesn't register.
- When editing a roster using quick edit in MLO, sometimes (haven't been able to determine exactly what causes it) upon confirming the changes the player will take a 2 point hit to his overall rating as well as shrinking by 2 inches.
I wish I could say all or some of these were contributed to using a custom roster, or something that the user could control, but I'm in 3 leagues, all different and unfortunately these all affect leagues with default rosters, custom rosters and files that are post and pre patch.
The fact of the matter is many of those need to be fixed for 2k19 as soon as possible, because while I know we aren't as important because we have a VC-less mode, we still should at least be able to play our favorite mode. However it's at the point where if there isn't a single new feature added to MLO for 2k20, as long as it works, that would be great haha. The only new feature I would heavily request for MLO is this:
- Allow more roster control to admins, such as freely making player movement on CPU teams or adjusting their lineups.
- Allow veto power for waiving players if the cap bug is not fixed.
- Allow veto power for signings, firings, waivers etc AFTER they've happened or the timer has expired.
- Allow the League admin to determine what power co-admins have.
My hope is that since you mentioned you guys are trying to finalize things sooner this year that that means you'll have more time for QA testing. Because unfortunately it's clear that there wasn't near enough of that for 2k19.
I sincerely hope most of these issues are addressed in a patch. It's really difficult not to get angry when you see a patch include visual enhancements to a football or dodgeball improvements when none of these things were touched.
Beyond here are all new features or corrections I'd like to see...
Player Appearence
If MyLeague is truly a "sandbox" mode, this is a big one, albeit I'm sure a difficult one. Players' appearence changes drastically from year to year, and considering most of the league is outdated by the time the game ships anyway, (not to mention guys like Robert Covington or Al-Farooq Aminu who havent been touched in 4 years) this is even more necessary.
- Allow full body morphing for all players, including real NBA players. This should include the return of:
-Wingspan
-Shoulder width
-Body length
As well as:
-Neck length/size
-Traps size
-Shoulder size
-Arms size
-Chest size and width
-Stomach size
-Buttocks size
-Hips width
-Thigh size
-Calf Size
-Foot Length - Increasing or decreasing weight should make a overall difference as well.
- Add a global muscle/fat slider to keep the size as adjusted by each of those above options but make the player more ripped or more flabby.
- Allow us to edit hairstyles and facial hair. This is probably the one player customization feature that I've wanted the most for the longest.
- Im sure we all want to buy you that drink Dave and hear the story why not, but I'm gonna put it anyway.. Allow us to add tattoos to ALL players.
- Allow us to edit short length.
Accessories
Those that know me know this a pet peeve of mine, as I spent the 2015 to 2017 trying to help the roster team keep these (along with rotations and contracts) accurate despite limitations.
Like player appearence, accessories should not be disregarded in a "sandbox" mode, as these change from game to game and drastically from year to year.
- Allow us to determine Team Colors for EACH UNIFORM. Just Home and Away is now obsolete with the Nike rebrand and 2k took a step in the right direction last year. We have yet to see the cababilities as only team color 1 has been edited so far by the roster team but 2k added Arm Sleeve Color and Team Color 3. The also have 2 sets of colors (including socks) for whether the uniform is being worn home or away. Not to mention adding a handful of new accessories.
- Each Uniform should have a Home and Away set of colors that are fully editable.
- Socks should be included in this. Choosing from Nikes lineup is a must for year one, but deeper into the mode, a Create a Sock like feature would be cool.
- It is a must to include all this for rebranded and/or expansion teams. As the last 2 years, socks for rebranded uniforms are plain with no logos. In the old days this wouldn't be a big deal but although its not as loud as Stance was, it stands out when others are wearing Nike.
- But hey what about classic team rebrands?! Give us the choice of having plain NBA socks or the new Nike socks. More on this in the Rebrand/Expansion section.
- Headbands need to be included as well. Bring back the ability to add or remove headbands in MyLeague.
- If possible, there needs to be a way to prevent the clipping that occurs when adding a headband to any player who has hair.
- Add Frequency for Undershirt use. (It currently exists as seen by DWade sometimes not wearing his, but is currently not editable.
- Allow us to change the shoe brand of any player. Some guys have been unlocked that are notorious for switching shoes like PJ Tucker, but in MyLeague at least, everyone should be unlocked.
Team Rebranding
To me, this and player appearence are the biggest factors in making 2022 feel different than 2018 in your MyLeague.
- I think this is where the Team Colors edit menu should be rather than within Edit Player as when you change accessory colors for a uniform, it's a team wide thing. Then for an individual player, you can choose which team color. (The details for this were up in the Accessory section)
- When creating new uniforms, allow us to choose between the Nike uniform template, a classic uniform template, or a generic one (The Nike Uni's have a different cut).
- The Nike template should have the Nike logo on the right shoulder, the NBA logo on the back, right below the championship trophy logo/number (or not if a team hasn't won a championship yet), the NBA logo on the right upper thigh right below the waistband, and another Nike logo on the left upper thigh.
- The classic template should only have the NBA logo on the shoulder
- This is more of a general uniform issue, but the championship logo should increase its number each time a team wins a title, or appear when a team wins it's first title.
- Allow for 4 uniforms (2 alternates) when creating Nike Uniforms.
- Allow us to create an alternate uniform to be ADDED to a team's jersey lineup without replacing any (or at least allow us to choose which of the old uniforms we'd like to replace if the issue is like MLB The Show where there's only that many jersey slots.
- Expand on the options for court designs. Also more arenas, more (more contemporary) jumbo trons, maybe allow us to edit placement of tunnels and seats.
- Allow us to create a floor for an alternate court that's tied to when a team wears a specific jersey.
- Since I'm sure we can't use a specific team's font when typing something on the baseline out of bounds or bench arena, etc, give us the team names in their specific font to go along with the choices of logos and partial logos.
- Just wanted to say Thank You! for allowing us to redesign a court within the same arena as I remember 3 years ago Dave you telling me this wasn't possible.
Contract Editing
- Expand the Contract edit screen, especially since this isn't one of the roster team's stronger areas year to year.
- Include:
-Bird Years
-Guarantee (explained more in the CBA rules section)
-Make salary amount scroll by $10,000 at all values. Currently it scales up as you increase the value. So under 1 million it scrolls by $10,000, but once you're over $10 million I believe it was, it scrolls by $250,000. Cannot create realistic edits this way.
-Expand the max limit, due to this when trying to fix Karl Anthony Towns' incorrect contract numbers, it just defaults to zero, I can't increase the numbers. Max contracts are completely uneditable as they currently stand.
-Organizational Role
Rotations
Whether substition logic is ever improved or not, I don't think it could be good enough to make Advanced Rotations no longer necessary. And yes, the biggest thing holding them back is still lack of foul trouble compensation, and overriding logic during blowouts.
- Allow In Game Advanced Rotations for both the User and CPU controlled teams. Even if the A.I. DID adjust for foul trouble, would we want them to and play someone in their place we dont want them to?
- This needs to be available on the main pause menu, not just in Simcast.
To me, this is the only way everyone would be happy, having complete control over both teams at all times.
- Don't delete our advanced rotations each time we release, trade, or sign someone when they have zero minutes assigned.
All-Star Weekend
- Allow us to edit participants for the 3 point Contest and the Dunk Contest. The patch did not actually add this feature. I'll repeat what I said above, anytime I've tried to make a change to an all star team or rookie team the new player appeared on the list but then the game would crash. When I try to override a dunk contest or 3 point participant, the pop up will say "replace this player with that player?" I say yes but then the change doesn't register. The one thing that DOES work about the feature which I didn't expect to is that the awards page on the player card are updated to reflect your changes.
- Allow us to override all star selections PRIOR to the player draft, that way we can draft the new players to the two teams and on the team screen it should properly display how many times they've been an all star.
- Allow us to edit the uniforms each year along with the court to create a unique identity. The changing of venues is great, but doesn't mean much with the same court design and jerseys each year.
- I was worried the Dunk and 3 point Contests would have been scrapped by now, but I'm pleased to see not only are they still there, but new commentary was added. However, they're badly in need of some cleaned up animations (very jerky shooting motions and hands not interacting with the rim, etc) as well as some new content for the dunk contest, new dunks, new props etc. The Dunk contest judging is still kind of weird, although better than it was. I can do a basic dunk and get a better score than a more difficult dunk. Lastly the rules of the contest regarding misses and attempts/rounds should be updated.
- Create some random colorways of shoes. This is one of the things that stands out about All Star Games in the last 10-15 years, the special edition kicks that most of the players wear.
- I personally would play the All Star games and Rookie games more (already play the contests) if the gameplay had a more all star game feel. Yes I can bump down the difficulty for when I'm on offense, but the CPU plays wayyyy too slow. I already think the CPU's pace needs to be sped up for regular games, as teams just don't look for early offense or play very aggressively on the break in 2k, but specifically for an All Star game. More alley oops, more 3s, more dunks, less defense, it's an All Star game.
Player Development
Let me just say that allowing progression sliders (and contract sliders for that matter) is a tremendous first step and one of the coolest additions to MyLeague in a while.
- I see some guys have mentioned adding a potential ceiling and floor but I recall seeing either you Davez or DaCzar mention that a best/worst case scenario with a bust probability already exists. Make that editable.
- Progression/potential needs to be broken up in a way that allows for example, a player who can't shoot coming into the draft to develop a jump shot. My idea is this, add Offseason Workouts, but also allow the user to participate in drills that give a major boost to that particular skill, not just a couple points, but allow for someone such as Andre Drummond to jump from a 25 3point shot to a 55 if he really puts in the work.
- Add a more competitive training camp. Allow users to participate in those drills that are used in MyCareer to develop players, same goes for the Offseason Workouts.
- Allow for scrimmages that give development points to players who perform well in the scrimmages. Make it so theres an actual point to holding 20 players on the roster prior to the season, as it is right now, I already know based on their attributes what 15 should be on the team in the middle of the offseason, there's no point in scouting Summer League or checking out those last 5 guys on the 20 man roster.
- Add preseason games for the same reason above, make me think about those last cuts. Like I mentioned above in the scrimmages, make it so that players that you play well with in preseason get extra development points. Again, give me a reason to look at a 67 overall or my 2nd round pick.
Coaches
- More coaches. More REAL free agent coaches, more assistants. Like 4 REAL assistants per team.
- Allow us to determine whether or not a player becomes a coach when they retire.
- Show Coach's stats, just more information in general. The generic ones that are eventually hired can be "college" coaches with backstory, philosophy and stats and/or start as bottom of the totem pole assistants. That will allow us to build familiarity and connection with a generated coach rather than just his name, generated picture and C- offense D+ defense etc.
- Add a full create a coach feature. Keep in mind when I suggested having up to 4 or 5 assistants instead of 1, they don't all have to be sitting courtside fully animated, not all of them sit on the bench in real life. Add maybe one more to the bench.
- The 2025 Spurs should not have the same ACE settings as the 2018 Spurs. ACE is currently tied to the team, while System Proficiency is tied to the coach. Make ACE unique to the coach, if a coach goes to another team he should bring his freelance, ACE settings, as well as playbook with him.
- Allow those things to be editable for coaches outside of played games. This would allow us to further create a unique identity for generic or created coaches.
- Allow pace to be editable.
Schedule
As of now, the Team Rivals section is cool, but doesn't matter much. I'd like to see that change.
- 2k should use the Team Rivals page to help create a smarter schedule after year 1.
- The season should always open with two big rivalry games, one of which featuring the defending champions at home getting their rings.
- Christmas Day should feature 5 games, 2 or 3 of which should be big rivalry games, including a Finals rematch.
- On the note of champions, I'd love to see not only new championship banners and ring ceremonies at the beginning of each season for the defending champs on opening night, but these banners, as well as division titles, should be added to the arena.
- If the above is added, allow us to bring teams's banners with them to new arenas.
Start Today
I'm sure it must be difficult to test this, but alas once again the same stat bugs plague what would otherwise be one of my favorite features.
- Rookies simply never have stats. They are skipped completely in box scores. They do not have any stats on their player card as well.
- Make certain custom rosters available for use in the Start Today feature. I say certain because I realize that in order for the Start Today feature to sync, it needs the current rosters. What I would like to see is that a roster file where no player movement was made, any CAPs are in the free agent list and the only alterations that have been made are player edits (attribute/tendency/accessories etc) or playbook/play type edits is allowed to be used. I'm not sure if it would be possible to differentiate and I feel like this is the most pipedream like request I have of my 100's of suggestions, but damn would it be awesome to download a roster with the missing G League players in the FA pool, edit it top to bottom, and then start on that day. However if anything MUST be addressed with the Start Today feature, it's all the missing players' stats.
Miscellaneous
- Change the order of stats appearing in the player cards back to how they used to be at least, with games played, started and minutes closer to the front. Also, add Original Contract Length to contract page.
- Give us the option to determine the exact dollar amount of the salary cap each year during the League Meetings
- Differentiate between played game injury and simmed game injury sliders.
- PLEASE! Allow new content such as jerseys, jersey patches, courts, and shoes to be pushed through to our MyLeague even with a custom roster. I use my own roster so I will never see any new uniforms this year unless they are patched in. Extremely disappointing.
- Allow us to edit the draft lottery order.
- Allow us to edit protections on draft picks.
CBA Corrections
Please refer back to my bible aka Larry Coon's amazing CBA FAQ for any further clarification. http://www.cbafaq.com/salarycap.htm
Bird Rights
- Remove the words "3 Bird Years are required before a team can go over the salary cap to re-sign a player" since 2k finally has Early Bird and Non Bird rights.
- Change the Bird rights tab in the Free agency, contract extention screens , etc to say Bird, Early Bird, Non Bird or None rather than Yes or No.
- This is a roster issue, but bird years are assigned horribly by the roster team. Zhaire Smith is a rookie with 9 Bird years. Again, make this editable.
Bird Rights implementation has mostly been corrected from the last couple years, however, here's what's still missing highlighted in bold about Early Bird rights:
- Early Bird Free Agent-
Player with 2 years of bird rights at season's end. Team is able to exceed the cap to sign him up to 175% of his previous salary (not more than the maximum) or 105% of the average salary from the previous season. (Average salary calculation doesn't exist yet in 2k) Length must be at least 2 years (but can include an option as Durant's did) and up to 4 years with 8% raises of the first year salary.
Extentions
Extentions seem like a tough rule for 2k to get right lol. 3 years after Erick announced it, the Derrick Rose Rule is still not correctly added for Rookie Scale Extentions. Now it goes beyond just the Derrick Rose rule as the Veteran extention rules have changed over the last couple years as well.
As I've said before and I'll say again, I don't believe the MyLeague/MyGM team specifically half asses anything. I simply think sometimes it's a matter of not fully understanding some rules. Which is OK, as many don't, but that's why my dream job would be working on this amazing team. So allow me to help, first I'll address Rookie Extentions:
- First and foremost, as I described in the beginning of the post, there is a bug for extension eligibility for 1st round picks (or guys who have an original contract length of 4 years) that says they are ineligible due to not having an original contract length of 4 years even though the pop up even admits that they have 4 years. Even if you edit their original contract length to 5, they will still be ineligible. They will say undecided during the offseason, giving you hope, then back to ineligible once the season starts.
- 1st round pick rookie deals can be extended between the start of free agency up until the start of the season. In 2k, the deadline for everyone including vets is March 1st, I'm not sure why that still exists.
- On that note, teams must accept or decline rookie team options for the following season (1 year prior) before Oct 31. If we're using a calender, let's use it!
- Players in the 4th year of their rookie deals who were 1st round picks can be extended for 5 years (so 6 total years ala Booker and KAT) IF they are one of the team's Designated Rookies (designated rookie deals MUST include 8% raises and be for the maximum salary, but don't HAVE to be the Super Max Rose extentions). 4 year original contract length glitch prevents me from even trying, but currently in 2k you can't give anyone a 5 year extention. Since he would have been extended before the first offseason, the only reason KAT has his contract is cause Stauff typed it in (albeit very incorrect numbers). Had he not already had 6 years, we wouldn't be able to give him that extention (or any).
- Teams can only have 2 Designated Rookies under contract at a time and can only have one that was acquired in a trade. In 2k there's no restriction because there's no designation.
- All other rookie extentions (non 5th year extentions) can be for up to 4 years at the max with 8% raises but can be negotiated down from there.
- Players who have 0-6 years experience who have been designated to receive a 5th year, as well as those resigning for a full Bird Rights max 5 year deal, would normally be capped at the 25% max, but can qualify for a 30% of the cap max 5 year deal if they meet any of this criteria during their original rookie contract:
-Win MVP
-Make an All NBA team in the year prior to signing the extention or BOTH of the years prior to that. (Was missing completely in 2k18, due to the glitch I can't check in 19).
-Win Defensive Player the year before signing the extention or in both years prior. - The salary numbers for max extentions aren't filled in until the cap is determined for the first year of the extention. Therefore, players' numbers should change in 2019-2020 to reflect the change in salary cap if they were extended using this exception. Since this is a video game and we can know the cap a year in advance, this shouldn't be a problem, unless you add my suggestion of determining the cap at the League meetings.
- Players who negotiate a Designated Rookie 5 year 25% max deal but who say, win MVP in their 4th year of the rookie deal after already signing the extention, should be aloud to have their numbers changed up to a 30% max, and visa versa if they DON'T meet the 30% criteria). Example: Booker currently has a max 25% 5 year extention signed as one of Phoenix's Designated Rookies. If he makes an All NBA team this year he will be eligible for the 30% max.
Now for Veteran Extentions..
- Veterans can be extended all the way up until June 30. Again, the deadline in 2k for everyone is March 1st.
- New in this CBA, contracts that were 3 years in length can be extended as well, not just ones that were at least 4 original years. 2k still requires 4.
- Contracts 3 or 4 years in length can be extended 2 years after being signed, contracts 5 or 6 years long can be extended 3 years after being signed.
- Contracts that have been extended to add up to a total of 3 or 4 years can be extended again 2 years after that first extention. Contracts that were extended to include a total of 5 or 6 years can be re extended 3 years after the first extention.
- The first year in a normal veteran extention (not Designated) can be up to 120% of their previous salary, or of the average salary, whichever is greater. However it can't be more than what the max would be for that player. 2k ignores the 120% restriction.
- Veteran extentions can only add up to a total of 5 years, unless they are a Designated Veteran. In 2k19, the numbers for Designated Vets exist but not years.
- Designated Veteran Extentions (or the "Super Max" that Curry and Harden got) use the same criteria described above to either go from a 25% max to 30% if they have 6 years experience or less, or from 30% to 35% if they have 7-9 years experience. These players must be with the same team unless they were traded within the first 4 years of their career.
- As with Designated Rookie 30% max, this can apply not only to max 5 year extentions, but full Bird Rights max 5 year deals when a player resigns who meets that criteria.
- As with Designated Rookies, a team can only have 2 Designated Veterans on the team and can only have 1 that was acquired in a trade.
The key thing to keep in mind here is this: There is one Designated Veteran but there are 2 kinds of Designated Rookies. Designated Rookie simply means that extra 5th year (6 total) for the max, doesn't necessarily have to be the 30% Rose rule. Designated Veteran has to be for the 35% Super Max and are the only Vet extentions that can add up to 6 total years. In 2k19 you cannot get 6 years for anyone, partially due to the 4 year original length glitch for rookie deals.
Waivers/Stretch Provision-
- In 2k, it takes 4 days for a player to clear waivers. In reality, this should only take 2 days. 2k's pop up message when you release a player even mentions 2 days. This area was addressed though because last year you couldnt even claim waivers and it took 2 weeks, so thank you.
- When using the Stretch Provision between the start of free agency and Sep 1, the player's contract (guaranteed money) is divided over twice the remaining years plus 1. So a 3 year deal is evenly divided over 7 years. This one is correct in 2k.
- If waived using the Stretch Provision during the season (from Sep 1 to June 30), then the current year is paid in full and the remaining years are divided over twice the remaining years plus 1. So that same 3 year contract, if the team waits until the season starts, has the current season paid in full, and the remaining 2 years are divided over 5 years. This is not applied correctly in 2k. The first year will count correctly, but then no matter how many years were remaining, the remaining years are divided evenly over 5 years.
- Teams can choose whether or not they want to use this. Please give us control of whether we want them stretched or not.
- As mentioned before in MLO, teams are still able to release anyone without penalty, after the 2 days waiver process, the cap space is clear.
- Allow us to edit Dead Money, both to simulate buyouts and to add the dead money that 2k neglects to add such as Joakim Noah.
Non-Guaranteed Contracts
2k doesn't have to go crazy with guarantee dates including $100k guaranteed if not waived before this day, then 50% guaranteed if not waived on that day, then fully guaranteed if not waived before this day, etc.
However it is necessary that some form of non-guarantees exist since we can have 20 players on the roster during the offseason and is especially necessary if 2k implents the correct "hard cap" rules.
- I would suggest offering 100%, 50% and 0% guaranteed when negotiating with a free agent, as well as offering Summer Contracts.
- For multi year deals, you need to be able to assign each year's guarantee level. However, if one season is say, 50% guaranteed, then no subsequent season can be more than 50% guaranteed.
- Note that all contracts become fully guaranteed on January 10.
Minimum Contracts and 2 Way Contracts-
- Unlike the previous CBA where the scale amounts were predetermined years in advance, the numbers for minimum contract numbers increase or decrease year to year based on the same percentage that the salary cap changed. 2k still has it increase by it's own fixed percentage.
- Minimum contracts can only be 1-2 years. So when 2nd round picks or other players sign for 3-4 deals at the vets minimum, they ARE NOT using the Minimum exception. These may use the minimum salary figures in respect to how many years of service the player has in that particular season, but the contract comes out of the teams MLE or cap space. This has always been an issue in 2k and you are still able to sign guys for a 4 year minimum exception.
- 2k did PARTIALLY correct the issue that caused players to have the wrong minimum salary amount assigned due to a player with, for example, 3 years of experience listed as having "4 years pro" since 2k for years read as that player is in his 4th year. (i.e rookies would say 1 years pro). I say partially because now what happens is the second that player plays a game in your season, their years pro number increases. While this is technically true it shouldn't be listed until the conclusion of the season. This is causing confusion for the system as players' salary numbers for the vets minimum will change mid season.
- Veterans Minimum contracts can be negotiated to contain an Exhibit 10, which means it can be converted to a 2 way contract. Only Vets minimum 1 year deals can contain an Exhibit 10 and a team can only have 6 on their roster at any time. Currently in 2k, there's no way to convert a player to a 2 way contract other than editing his contract.
- As mentioned before, currently in 2k you cannot offer a 2 way contract when you have 15 players on your roster. When you have 15 you simply can't enter negotiations with anyone. So the only way to sign 2 way players is to leave that last spot open, sign the two 2 ways, then your 15th player. This completely defeats the purpose.
- Again, 2 way contracts don't exist in MLO.
"Hard Cap"
The Hard Cap should be removed as there is no such thing as a hard cap as 2k defines it.
The only time a team is "hard capped" is when a team uses an exception that they would not be able to use if they were above the tax apron.
Example: A team who is over the cap but under the tax apron uses their full mid level exception (non-taxpayer). They are now not able to exceed the tax apron under any circumstances unless they cut payroll.
Davez you explained that the reason this was still there in 2k was to prevent teams from exceeding their "budget." However I think this helps stop Golden State from retaining KD for example.
- A better replacement would be Owner Budgets (fully editable of course) as no 2 teams are the same.
- Allow owner personality, market size, and how close a team is to contending factor into how these fluctuate. Again, please fully editable.
10 Day Contracts
These function correctly only they shouldn't be available until January 10th. Only other thing missing is that teams have the ability to sign the player to a multi year deal if they have the exceptions/cap room and so choose to. Teams regularly do this towards the end of the season to secure their rights. They are usually non-guaranteed though.
2nd Round Picks Contracts
- Allow 2nd round picks to be negotiated after the draft and during free agency to maximize cap space. Currently users can only accept or decline these 1+1 year deals (CPU teams typically decline most if not all 2nd round picks).
- 2nd round picks are not limited to a scale like 1st rounders are. They are usually given the minimum, a portion of the MLE, or even just cap space. Non-guaranteed contracts are essential here. Teams commonly use a small portion of their MLE to sign 2nd round picks, even if the salary appears to be the minimum, in order to give the player a 3rd year in order to secure their full Bird rights (minimum contracts are limited to 2 years). In this case, these do not fall under the minimum exception rules as I've said before.
Contract Types-
The contract negotiation screen needs to be modified to both expedite the users' ability to find the contract they want to offer as well as understand what exactly that are offering or aloud to offer.
First of all, to include proper Sign and Trades, when initially selecting another team's free agent, the user should not only be prompted with "negotiate offer" and "view offers", but also "negotiate sign and trade". Once selected, you are taken to the default contract negotiation screen that I'll soon describe. After offering your contract, you are immediately taken to the trade player screen and must orchestrate a trade that meets the salary structure in order to offer your contract.
Here are some important notes about Sign and Trades:
- The team receiving the player cannot be above the tax apron after the trade. So if a team is above the tax apron, they can still acquire a player in a sign and trade as long as the trade ends up reducing team salary below the tax apron.
- If the team has used the Taxpayer MLE, they cannot acquire a player in a S&T. Non-Taxpayer MLE has no affect.
- If a team acquires a player via S&T, it is "hard-capped" at the tax apron for that season.
- Cannot be signed using either MLE. Also cannot be signed using any exception that is limited to 2 years in length.
- S&T deals must be 3-4 years in length and are limited to 5% raises. Also the first year of the deal must be fully guaranteed. (Therefore, the advantages that teams had in the case of Chris Bosh and LeBron James going to the Heat in S&T deals no longer exist, which is why you don't see as many of these anymore.)
- Cannot happen during the regular season.
As far as the negotiation screen itself, the option Contract Type should be expanded upon rather than just consist of different raises. This would allow users to quickly cycle through to their desired offer and negotiate from there rather than just increasing or decreasing the salary number from what the free agent is asking for.
They should include:
(Issues that are incorrect or missing in 2k are listed in bold.
- Offer Sheet-
This is available only when negotiating with another team's restricted free agent. MUST be 4 years in length and raises capped at 5%. If negotiating with a player with Non-Bird or Early Bird rights belonging to a team who is over the cap, contract is negotiated as a flat deal (no raises). Once offered though, year 1 salary is structured as no more than the Non-Taxpayer MLE. Year 2 has a 5% raise while the rest of the contract is spread out over years 3 and 4 with year 4 having a 4.5% raise over year 3. If the original team does not match, then only the average salary counts as a cap hit in each of the 4 years for the offering team. If the original team matches, they swallow the "poison pill". New in this CBA, the original team can have the option to have either the average salary count or the poison pill structure count only if they make room under the cap to fit the average salary. - Maximum Offer-
This is available when negotiating with another team's free agent. (Same for sign and trades as well). Can be 1-4 years in length with 5% raises. Starting salary is 25% of the cap for players with 0-6 years experience, 30% for 7-9 and 35% for 10+. A player is eligible to receive 105% of his previous salary even when changing teams AND even if this number exceeds the maximum salary. - Bird Offer-
Only available when negotiating with team's own free agent who has 3 years of bird rights (no longer available for sign and trades). Can be 1-5 years in length with up to 8% raises from the first year. Starting salary can be up to the maximum based on that player's experience. This is correct in 2k. - Early Bird Offer-
Only available when negotiating with team's own free agent who has 2 years of bird rights (no longer available for sign and trades). Can be 2-4 years in length (must be at least 2 but can include options) with up to 8% raises from the first year. Starting salary can be up to 175% of previous salary or up to 105% of the average salary, whichever is more. - Non-Bird Offer-
Only available when negotiating with team's own free agent who has 1 year of bird rights (no longer available for sign and trades). Can be 1-4 years in length with up to 5% raises from the first year. Starting salary can be up to 120% of his previous salary, 120% of the minimum salary, or the amount of his qualifying offer if he's a RFA. - Designated Rookie 5th Year-
Described in Extention section - Designated Rookie 30% 5th Year-
Described in Extention section - Designated Veteran-
Described in Extention section - Minimum Exception-
Available to any free agent. Can only be 1-2 years in length. (Rookies who negotiate 3 or 4 year minimum deals are not using the exception, but rather cap space or a portion of the MLE). Raises are not determined by a percentage, the additional year is just the minimum for that year for how many years of experience that player would have in THAT year. Veterans Minimum contracts can be negotiated to contain an Exhibit 10, which means it can be converted to a 2 way contract. Only Vets minimum 1 year deals can contain an Exhibit 10 and a team can only have 6 on their roster at any time. - Non-Taxpayer Mid-Level Exception-
Available to any free agent if team is over the cap (or under it by less than the MLE amount) but under the tax apron. Can be split amongst multiple players. Can be 1-4 years in length and raises up to 5% from the first year. Value of exceptions in 2019 and beyond is determined by applying the percentage increase or descrease in the salary cap to the previous season's amount. If used, then that team is hard capped at the luxury tax apron and cannot exceed that number for any reason during the year. - Taxpayer Mid-Level Exception-
Available to any free agent if the team is over the luxury tax apron. Can be split amongst multiple players. Can be 1-3 years in length with 5% raises from the first year. Value in 2019 and beyond is determined by applying the percentage increase or descrease in the salary cap to the previous season's amount. - Room Mid-Level Exception-
Available to any free agent if the team is below the cap further than the amount of the Non-Taxpayer MLE and renounces that MLE. Can be split amongst multiple players. Can only be 1-2 years in length with up to 5% raises from the first year. (In 2k they can be any length). Value in 2019 and beyond is determined by applying the percentage increase or descrease in the salary cap to the previous season's amount. If used, then that team cannot use it's Non-Taxpayer or Taxpayer MLE, nor it's Bi-annual exception that year. - Bi-annual Exception-
Available to any free agent if the team is below the tax apron but cannot be used in back to back years. Can be split amongst multiple players. Can only be 1-2 years in length with up to 5% raises from the first year. If used, then that team is hard capped at the luxury tax apron. (Currently doesn't exist in 2k) - 10-Day Contract-
Available to any free agent from Jan 10th until 9 days before the end of the regular season. Is for a prorated amount of the vet's minimum. Team can only sign same player to 2. - Summer Contract-
Available to any player during the offseason. Fully non-guaranteed. Typically a make-good contract for training camp. These are needed otherwise why would I sign more than 15 players? - 2-Way Contract-
Available to from the start of the offseason until Jan 15 only to players players with 2 years experience or less. Can be 1-2 years only if the player has 1 year experience or less. Need to be able to negotiate these even if team is at 15 players on the roster.
Additional notes for Contract negotiation screen...
- Other than the Minimum exception, 10 Day contract, 2 Way and Designated Rookie/Vet, users can of course negotiate downwards from any of these amounts. Again, this is in part to give us the ability to get to the desired amount faster than simply scrolling through numbers.
- While each contract has raises restrictions, we should have more freedom than just selecting bird (+8%), back(5%), front(-5%) and flat. While you cannot exceed 5% or 8% (depending on the contract) whether upwards or downwards, we should be able to create a contract with both raises and decreases.
- We should be able to scroll the total contract amount by $10,000 as very commonly, deals less than the max come out to even numbers, $21.00m, $50.00m, $64.00m, etc. Sometimes this isn't possible as it will come out to $21.02 mil or $20.99 mil. Smallest of issues, but still.
Euro Stash/G-League
We don't need the G-League to be fully playable teams, but one major part that is missed out on by not having individual teams was stashing and discovering more talent beyond just our 2 way Contracts and our drafted Euro Stash players.
- Even if the teams are just still just extensive "lists" of sorts, it would be a major improvement to have the actual G-League teams rather than just essentially one big league wide team which is essentially what we have with the G-League Free Agents tab. Let us have access to a whole roster per each team so that we can fill it with real guys.
- Teams retain the rights to the players they draft as long as the player is playing professional basketball somewhere whether it be overseas or in the G-League (under a G-League contract of course). We should be able to trade their rights just as Euro Stash players.
- If a first round pick signs overseas or a G-League contract, then his 100% of the rookie scale cap hold only counts during the offseason. Unsigned 2nd round picks still have no cap hold even if signed to the G-League.
- Teams can designate up to 4 players that they cut at the end of training camp to be assigned to their G-League affiliate. They sign G-League contracts and can be called up by any NBA team however. You see teams did this the last week before the season, sign guys just to waive them and retain their G-League rights.
- Players overseas with their rights held by an NBA team such as Anzejs Pasecniks should be on NBA rosters in the default roster as Euro Stash players. They were drafted.
- For players on a 2 Way Contract, time spent with the NBA team only counts against their 45 day limit DURING the G-League season. So until the G-League season begins, they can stay up without penalty. In 2k, the clock starts on the NBA season's opening day.
- While a 2 way contract's value (while in the NBA) is always the rookie minimum no matter the player's years of experience, when that player signs for a rest of the season contract, it is for the prorated amount of the vets minimum appropriate to their years of experience. Currently in 2k, all 2 way players sign for the same amount if you sign them for the rest of the season. If a player finishes the year still on a 2 way contract, their cap hold is the amount of the 1 year veterans minimum no matter their experience.
- G-League team rosters are 10 players but can carry 12 with additional NBA guys. Players can also be reassigned to another team if they need to go beyond 12 to accomodate NBA players.
- Allow for G-League expansion. The NBA almost has all 30 teams own and operate their own G-League affiliate. It would be cool to replicate that as you move through the years in your MyLeague. This would include adding G-League affiliates to your expansion teams or having the option to move the affiliate when you relocate the parent team.
Draft Pick Protection-
I've been pretty disappointed with how protected picks were implemented these past 3 years, and my hope is that this system is redone for 2k20. If not, I'd almost rather we just return to 2k16's system as at least it was easier to manually make corrections throughout the years.
Let's start with multi-year protection (decreasing or not), which as I said the last 3 years, is a must. Ex: top 15 protected in 2019, top 10 in 2020, top 8 in 2021, etc) with the ability to decide when it becomes unprotected. There is not much point to one year of protection and this is extremely rare especially on first round picks.
I'd like to see a more comprehensive list of options:
- How many years of protection.
- Specific protection for each year (doesn't necessarily have to decrease, could be 2 years in a row of Top 5 Protected).This includes to ability to create "guaranteed lotto pick" i.e. Top 3 protected AND 15-30 protected.
First Round:
-Choice of Unprotected, top 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14 (lotto), 15, 16, 17, 18, 19, 20, Top 3 and 15-30, and just 15-30 (guaranteed lotto) protected.
Second Round:
-31-40, 31-45, 45-60, and top 55 protected. - What happens at the end of protection (does it become unprotected, become 1 or 2nd rounders, or are the team's obligations extinguished).
- Pick swaps can also include protections.
- Allow us to edit these protections.
- Allow us to edit the lottery results.
The one part of the feature first added in 2k17 I was impressed with was the pick swaps. Although I'm not sure why 2k got a more confusing feature in before getting a more standard one like multiple year protection.
Also, the Ted Stepien Rule was botched in it's implementation. It's supposed to prevent teams from trading away 1st round picks in future consecutive years. This includes protected picks that may result in the team not having a 1st round pick in consecutive years. So for example, say a team traded their 2019 and 2021 picks away, both with protections. The 2019 pick ends up falling into the protected range and the team therefore keeps it. The picks now shift to 2020 and 2022 respectively because the 2nd pick cannot be traded away in the future until 2 years after that first obligation has been met.
This only applies to future picks. If a team trades away their 2019 1st rounder IN 2019, regardless of whether they traded away their 2018 pick this is legal because the 2018 pick is not a future pick. They just wouldn't be able to trade away 2020's as well. So technically a team could never have a first rounder if they waited until THAT specific year each to trade that year's pick. Also pick swaps are not included in this rule, which is why Boston got Brooklyn's pick 3 years ago, swapped 1sts with Brooklyn 2 years, and got Brooklyn's pick last year too (which went to Cleveland and became Collin Sexton). Good job Billy King!
1st Round Pick Scale
Like exceptions, the figures for 1st round pick salaries were negotiated for 2017-2018, and the future changes in salary cap dictates the percentage change in those salaries. Unlike exceptions in 2k19, 2k got that right, however you guys applied it to the wrong scale.
When the percentage increase/decrease is applied, it should be applied to the BASELINE scale NOT the Rookie scale. In 2k, you guys used 120% of the Rookie scale since that's what the 2018 rookies signed for. This leads to inflated salaries for rookies in future years. We had the opposite problem in 2k18, future rookies were too cheap.
Qualifying Offers-
Qualifying offers for first round picks appear to be correct according to scale (minus the starter criteria rule) but 2nd round picks and undrafted free agents are off. These are the rules for qualifying offers.
- All first round picks have scaled qualifying offers. Use the scale listed above and remember to account for if the player signs for 120% of the Rookie scale.
- All other players' qualifying offers are 125% of their previous salary. This is off in 2k
The only exception to all of these is only if the player meets a "starter criteria." This is met if a player starts 41 games or plays 2,000 minutes in the previous season OR averages those numbers over the previous 2 years. (These stats are kept in 2k, why not use them?)
This is how the starter criteria affects each player:
- For a player drafted 10-30, he will receive the 9th pick's qualifying offer amount from his draft class. (However the formula is based on 120% of what the 9th pick is scaled to receive in the 3rd year of his deal. The percentage raise in the 4th year and for the qualifying offer is then based on that).
- For a player who was undrafted or drafted in the 2nd round, he will receive the 21st pick's qualifying offer from his draft class (100% of the 3rd year scale, not 120% like detailed above).
- On the negative side, for a player drafted 1-14 who DID NOT meet the starter criteria, he will only receive the 15th pick's qualifying offer from his draft class (like the rule for picks 11-30, the formula is based on 120% of the scaled 3rd year for the 15th pick from that draft class).
Restricted Free Agency
- Offer sheets must be 4 years in length, but in 2k they can be any amount.
- Add the Gilbert Arenas Provision (aka Poison Pill). The Gilbert Arenas Provision is for Non-Bird and Early Bird free agents who hit restricted free agency from a team who is over the cap. Since the the team who holds their rights cannot match deals using the full Bird rights exception, the first year of the offer sheet cannot exceed the full non-taxpayer MLE. The offering team offers a contract with a certain average salary that they can fit under their cap that year, but once offered, the contract is structured as the first year being the full MLE amount, the 2nd year a 5% raise, and the remaining amount of the contract spread out over years 3 and 4 with year 4 having a 4.5% raise over year 3.
- Note that a team cannot match at all if they have already used their Non-Taxpayer MLE or are over the luxury tax apron, therefore only having the Taxpayer MLE
Everyone knows about these "poison pill contracts", however what many don't realize is that the offering team does not have to swallow the poison pill if they sign the player and the original team doesn't match. The poison pill structure only applies in the offering team's "Actual Salaries" but not their "Cap Hits". If the original team matches, the poison pill structure applies to both Actual Salaries and Cap Hits. The offering team is essentially offering a "flat" contract (no raises) over 4 years in the Cap Hits. This is because the average salary of the contract is what counts in the offering team's Cap Hit. New in this CBA, the original team can choose which structure they want to have count against the cap only if they can make room to fit the average salary under their cap.
Example:
2 years ago, Tyler Johnson signed a poison pill offer sheet of 4 years for 50 million with the Nets that the Heat matched. Both his Cap Hit and Actual Salary look like this:
1st year: $5.63m
Last year: $5.88m
This year: $18.86m
Year 4: $19.63m
Had the Heat declined to match, the Nets Actual Salary would be exactly the same, however, their Cap Hit would be:
Year 1: $12.50m
Year 2: $12.50m
Year 3: $12.50m
Year 4: $12.50m
If that contract had happened this summer, the Heat would have been able to decide which structure they wanted to have count against their cap if they made room to fit the $12.5m under their cap.
Trades
This was a quote from the MyLeague blog by Erick 2 years ago.
Originally posted by Erick BoenischProper Re-Trading Rule Added
Added support for the rule that does not allow recently traded players to be re-dealt in a package (by a team over the cap) with other players (via aggregation of salary) for a period of 60 days. The team is still free to trade the player immediately, either by himself or without aggregating his salary with other salaries. In short, another step toward full sim, baby.
Trade Approval Rule Added
Added support for the rule that requires player trade approval for a player playing under a one-year contract who will have Bird rights at the end of the season. The player will only waive this provision if the destination team is a better fit for him and his career. So make it worthwhile!
- When a team over the cap acquires a player in a trade, they cannot trade him for 60 days if his salary is used in aggregation with another player's salary. Simply meaning if the team tries to put him and another player together to acquire a more expensive player, thus taking on more salary, this is not allowed if they are over the cap. The player CAN be traded at any time if:
-The team is under the cap
-If he is by himself
-Or even if packaged with another player but the team is receiving less than the total outgoing salary, therefore his salary is NOT aggregated.
2k just put a blanket rule that you can't trade ANY player for 60 days that you just acquired in a trade, even though Erick explained the rule correctly in the MyLeague blog 2 years ago. What's strange though this year is there is this weird glitch that allows a player to be retraded as many times as you want without restriction as long as he was acquired by himself. For example I traded Dragic and other players to Minnesota for Jimmy Butler. I could immediately retrade Jimmy if I wanted to, but not Dragic or any of the players Minnesota received. - When a player is playing on a one year contact (including players who accepted their qualifying offers), and will become a Bird or Early Bird free agent at the end of the year, the team cannot trade him without his consent. If they do consent, they lose their Bird or Early Bird rights and become a Non-Bird FA. 2k only added this for players who accept their Qualifying Offer.
- When a team re-signs a free agent with Bird or Early Bird Rights, is over the cap, the player's salary is greater than the minimum and he has received a raise of at least 20%, the team cannot trade him for 3 months or until January 15, whichever is later. Again, 2k applied a blanket rule that ANY player resigned with his team can't be traded until Jan. 15th.
- Trading draft rights was added in 2k18 and if not for issues with Euro Stash players, I would say it was a success. Euro Stash players are incorrectly being treated as "signed" after the Rookie Signing period, therefore they cannot be traded for 30 days as with the other picks. Also, they aren't counting as cap holds but as actual salary, which is making them count both against the cap as well as in trades throughout the year.
- The Minimum Salary Trade Exception-
This allows players on miminum exceptions and 2 Ways to not count in salary in trades. If they are playing on a contract longer than 2 years, as I said before this is not a minimum exception, simply a contract paying minimum salaries and therefore is not included in the Minimum Salary Trade Exception. - A team cannot reacquire a player they traded away during that season (from July 1 to June 30). If he is waived by his new team, then he cannot re-sign with his original team until the one-year anniversary of the trade, or until July 1 following the end of his contract, whichever comes first. However, if a team trades a player's draft rights, they can reacquire the player during the same season.
- A team cannot trade a player after claiming him on waivers, for 30 days if the player was claimed during the season. If the player was claimed during the offseason, he cannot be traded until the 30th day of the following season.
Cap Holds-
- MLE's and the Bi-Annual exception are cap holds that must be renounced to use that cap space. The Room exception however does not, as its only for teams who use more than the MLE amount in cap space.
- Even if 2k doesn't make them actual cap holds requiring renouncing, the logic of which MLE a team qualifies for needs to be corrected. For example, if my team is over the cap but under the luxury tax coming into the offseason, I have the Non-Taxpayer MLE. However if I trade away enough salary to get under the cap and spend all the way up to the cap, I effectively have renounced my Non-Taxpayer MLE and should only have the Room and Bi-Annual exception available. In 2k, you keep what you started with no matter what.
While I was impressed that 2k included cap holds at all a couple years ago, bringing much more team building strategy into play, here's what's incorrect:
- Any free agent who made the minimum has a cap hold for the amount of the minimum that is not reimbursed by the league for that upcoming season. In 2k, they have a cap hold of 120% of their previous cap hit.
- A free agent with full Bird rights who made at least the average salary has a cap hold of 150% of his previous salary. If BELOW the average salary, then it's 190%. Without average salary calculations, all Bird free agents have a cap hold of 150% of their previous salary.
- A free agent coming off the 4th year of his 1st round pick rookie scale contract who made at least the average salary has a cap hold of 250% of his previous salary. If BELOW the average salary, then it's 300%. These percentages go into effect next year, so these numbers should be updated for 2k20. In 2k19, all players coming off a rookie scale deal no matter if their 3rd or 4th year option was declined or they are coming off their 4th year have a cap hold of 200% of their previous salary.
- A free agent coming off the 3rd year of his 1st round pick rookie scale contract (a player who's 4th year option wasn't picked up) has a cap hold of the maximum 25% deal.
- A free agent coming off the 2nd year of his 1st round pick rookie scale contract (a player who's 3rd year option wasn't picked up) has a cap hold of the maximum 25% deal
*Note that if a team declines a 3rd or 4th year option of a rookie scale deal, they cannot sign the player to a salary greater than the option year that they declined*
- A free agent with Early Bird rights (not coming off rookie scale) has a cap hold of 130% of his previous salary. In 2k, they are treated as Non Bird free agents and have a cap hold of 120% of their previous salary.
- A free agent with Non-Bird rights has a cap hold of 120% of his previous salary. This is accurate in 2k.
- A free agent coming off of 2 way deal has a cap hold of the 1 year Veterans Minimum. In 2k, they have a cap hold of 120% of their previous salary.
- A restricted free agent's cap hold is whichever is greater between the amount of his qualifying offer and his free agent amount as detailed above. Qualifying offer amounts aren't factored into 2k's cap holds currently.
- An unsigned first round pick has a cap hold of 100% of their scale slot. If the player is a EuroStash, the cap hold only counts during the off season. As I described before, Euro Stash players currently are being treated as if they signed a contract in 2k. Unsigned 2nd round picks have no cap hold.
*The formula to determine the league's average salary is as follows:
Divide the total salaries paid during the season that just concluded by 13.2 times the number of teams in the league (expansion teams are not included in their first 2 years). So in this case 13.2 x 30 is 396, so divide the total salaries by 396.*
Thank you for reading Dave and thank you and your team for all your efforts. With things being finalized sooner this year I look forward to 2k20 being the year of MyLeague. Maybe I'm naive, but please never let us fade into the shadow of footballs and dodgeballs!Last edited by Mikelopedia; 10-22-2018, 07:27 PM.Die hard Heat and Dolphins fan since '89
PSN: MiiikeMarshComment
- 2 Way contracts do not exist in MLO. In fact when you import the roster, guys on 2 way contracts are automatically released. This seems like a mistake because when you access the free agent menu, a message pops up describing how you can sign them.. you can't. You can edit their contract but it won't give you the full functionality.
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Re: Official MyGM / MyLEAGUE / MLO 2K20 Wish List
^^ Now that is LIST!Comment
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