User Timing vs Real Player % - 2K20 and prior

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  • RetroDee4Three
    Pro
    • Aug 2017
    • 911

    #16
    Re: User Timing vs Real Player % - 2K20 and prior

    Originally posted by JoFri
    I used 2 play on user timing. I was frustrated at some point where I felt the 2K engine just wanted me to miss some of the shots i.e. free throw as I was pretty I had a good release.
    After I switched to real player %, there was no turning back. Games are solely relying on attributes, sliders, percentages. And I focused on other aspect of the game, like rebounding, strategy, matchups. I was down 1-3 vs the sixers, and I worked on the gameplan, adjusted the line-ups etc.
    I'm just saying having real player % allows me to njoy the game even more without worrying about my releases. I spent a big deal of time modifying the player shooting form by doing lots of film study on player shooting form irl. Having real player% allows me to njoy the realism of every player releases. Who wants to play Shawn Marion if he shoots like Kobe in the video game, u know what i mean?

    At the end of the day, I'm just a nba fan playing basketball video game. I'll prefer user timing if i'm playing arcade and I just need to look at the shot meter.


    Sent from my iPhone using Tapatalk
    I don't use the shot meter, never have. I have the meter turned off.

    The rest of your post I totally get, outside of the Shawn Marion/Kobe comment, and the user timing = arcade comment. I consider real player % more arcade than user timing, because it literally takes release points and timing out of the equation, which is an important part of real basketball. In real life you can't just shoot on the way down, or on the way up, or to fast or to late, and have it have the same chance of going in. That is the opposite of realistic.

    You cant use Shawn Marion like Kobe on either User Timing or real player %. However, on real player percentage shooting with Marion and Kobe can feel similar, because you don't need to time the release and the release point in general doesnt matter. Watch any real NBA game, release points and rhythm matter... BIG TIME.

    I don't play any less "real" or "sim" than you because I use user timing. If your gameplay preference is real player % because you dont want to focus on your releases, that's totally understandable, it's how you enjoy the game.

    But equating "having to look at a meter" with user timing, doesnt make sense. A lot of people put it on user timing and turn the meter off, I've literally never used it. I can focus on all the other aspects just like you while I am playing, while still being on user timing.
    Last edited by RetroDee4Three; 10-03-2019, 07:25 AM. Reason: Spelling

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    • jeremym480
      Speak it into existence
      • Oct 2008
      • 18198

      #17
      Re: User Timing vs Real Player % - 2K20 and prior

      I'll bounce back and fourth between User Timing and Real Player %. I used Real Player % for most of last gen and early this gen, then switched to User Timing exclusively in 2K18 and switched back to Real Player % in 2K19, and so far am leaning towards User Timing in 2K20. Both options have their pros and cons. Obviously, User Timing takes a bit more skill because you have to get a decent release along with all of the other things. However, I've definitely found that you can hit shots using User Timing that rarely fall with Real Shot %. Mainly because even if you aren't open you can still hit the shot if you get a decent release, whereas with Real Player % if you aren't open, then you're mostly out of luck.

      As a Celtics user I can straight up pop 3's in defenders faces with very little space using User Timing. Basically, if I'm using a guy like Tatum or Brown and have a the ball at the 3-point line, I can just use a jab step, and if that defender takes a step back, I can pop it right it their face. With Real Player % those shots are considered contested and since your openness and ratings are really the only thing that matters, then you have one less thing to bail you out.

      I don't think that there's anything wrong with Real Player %. I think there have been some improvements over the past few years that helps with some thing. Like a few years ago, I would rarley see a really hot night from 3 (like guys going 4 of 5 or 5 of 7, etc.) but I did see them last year. You'd just have to get open. It's all a matter of personal preference but I do find User Timing a bit more fun because there's more to pay attention to and it opens up your shot variety. At the end of the day, people should just use whatever they enjoy.
      My 2K17 Boston Celtics MyLeague

      Alabama Crimson Tide
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      • RetroDee4Three
        Pro
        • Aug 2017
        • 911

        #18
        Re: User Timing vs Real Player % - 2K20 and prior

        Originally posted by jeremym480
        I'll bounce back and fourth between User Timing and Real Player %. I used Real Player % for most of last gen and early this gen, then switched to User Timing exclusively in 2K18 and switched back to Real Player % in 2K19, and so far am leaning towards User Timing in 2K20. Both options have their pros and cons. Obviously, User Timing takes a bit more skill because you have to get a decent release along with all of the other things. However, I've definitely found that you can hit shots using User Timing that rarely fall with Real Shot %. Mainly because even if you aren't open you can still hit the shot if you get a decent release, whereas with Real Player % if you aren't open, then you're mostly out of luck.

        As a Celtics user I can straight up pop 3's in defenders faces with very little space using User Timing. Basically, if I'm using a guy like Tatum or Brown and have a the ball at the 3-point line, I can just use a jab step, and if that defender takes a step back, I can pop it right it their face. With Real Player % those shots are considered contested and since your openness and ratings are really the only thing that matters, then you have one less thing to bail you out.

        I don't think that there's anything wrong with Real Player %. I think there have been some improvements over the past few years that helps with some thing. Like a few years ago, I would rarley see a really hot night from 3 (like guys going 4 of 5 or 5 of 7, etc.) but I did see them last year. You'd just have to get open. It's all a matter of personal preference but I do find User Timing a bit more fun because there's more to pay attention to and it opens up your shot variety. At the end of the day, people should just use whatever they enjoy.
        Absolutely agree on people playing how they want, what gives them the most enjoyment.

        However the contest system, how defense impacts shots, is the same from my understanding (which is what coach 2K says in that article as well). User timing still factors in defense the same as real player %, you just have to time the shot. Also, playing on HOF shooting, you certainly do not have a high chance of banging those shots a lot (on either setting).

        User timing doesnt take any of the defensive impact out of the equation, it still factors in how close the defender is to you, whether he has his hand up, the defenders attributes/tendencies/badges etc. The only difference is that now you have to time the release with user timing.

        I also agree with the last part about keeping engaged. User timing adds an entire element of control to the game that you dont have with real player %. You not only have the ability to better control your outcome (skill related), but you have to pay attention even more because you have to focus on your release and know your players.

        Again, I am trying to address the user timing as "OP", or "not sim" or "not realistic" or "not as skilled" stigma that exists around it. I am not less skilled, or less sim because I use user timing with the shot meter off, as someone who uses real player%. I also think that a lot of people who say user timing is "easy" are playing on rookie, or pro, or sliders that favor user shooting (anything 50 or higher on the user front historically, as 50 is "pro")

        I actually think this has been a good discussion so far.
        Last edited by RetroDee4Three; 10-03-2019, 09:58 AM. Reason: Spelling

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        • JoFri
          Pro
          • Mar 2013
          • 1486

          #19
          Re: User Timing vs Real Player % - 2K20 and prior

          Slightly off topic.
          I appreciate the movement sliders that u shared previously in 2K19. I didnt use that as I felt it was a little too fast for me. The discussions that went on in that thread led to more development & fine tuning of the movement sliders.
          It personally benefited me and it opens up the game to another whole new level.


          Sent from my iPhone using Tapatalk

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          • RetroDee4Three
            Pro
            • Aug 2017
            • 911

            #20
            Re: User Timing vs Real Player % - 2K20 and prior

            Originally posted by JoFri
            Slightly off topic.
            I appreciate the movement sliders that u shared previously in 2K19. I didnt use that as I felt it was a little too fast for me. The discussions that went on in that thread led to more development & fine tuning of the movement sliders.
            It personally benefited me and it opens up the game to another whole new level.


            Sent from my iPhone using Tapatalk
            Thank you for that feedback!

            I created some for 2K20 as well that loosen up the game, and give the game an overall better flow and feel (IMO). They are displayed in that video on the first post.

            I am glad that a decent number of people used those for 2K19 (or variations of them) to help improve the experience. By default the last few 2Ks have not felt right player movement wise, so slider tweaks in that area have been my first priority upon the games release.

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            • jeebs9
              Fear is the Unknown
              • Oct 2008
              • 47568

              #21
              Re: User Timing vs Real Player % - 2K20 and prior

              Originally posted by Luke Skywalker
              Realism is an illusion.
              "Wise beyond your years. Young Skywalker" -Jeebs9
              Hands Down....Man Down - 2k9 memories
              http://www.youtube.com/watch?v=4IHP_5GUBQo

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              • Dione2014
                Pro
                • Dec 2014
                • 720

                #22
                Re: User Timing vs Real Player % - 2K20 and prior

                The only reason i don't use real % is because you can hit all nets with user timing. Cant do that with real %

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                • sneakyblink
                  Just started!
                  • May 2020
                  • 1

                  #23
                  Re: User Timing vs Real Player % - 2K20 and prior

                  Hi guys!

                  I'm currently experimenting between user timing and real player percentage and I've noticed that there are no swish effect shots on real player percentage, is it just me? Or is that a normal thing? Like what Dione2014 said?

                  Thanks a lot

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                  • goma76
                    Rookie
                    • Apr 2017
                    • 311

                    #24
                    Re: User Timing vs Real Player % - 2K20 and prior

                    Originally posted by sneakyblink
                    Hi guys!

                    I'm currently experimenting between user timing and real player percentage and I've noticed that there are no swish effect shots on real player percentage, is it just me? Or is that a normal thing? Like what Dione2014 said?

                    Thanks a lot
                    I can confirm this, is impossible to do a perfect swish with Real%. I dislike this a lot, so I use user timing

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