NBA 2K22 Useful Findings

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  • rjohns23
    Pro
    • Sep 2010
    • 656

    #46
    Re: NBA 2K22 Useful Findings

    Originally posted by vannwolfhawk
    From the top yes, but usually more wing / top with 3 guys to the right and 1 below on his side. So I’m 2k that’s a wing iso. Or you can go empty with 4 on right. Rather than 2 players on each side. They did operate some top key high post ISO’s too. I’m not saying he never does top key ISO’s. I was just trying to help you eliminate what you don’t like.



    For example to simulate today’s nba and a ream like the nets. I choose PNR that THEN goes straight into an iso. This not only simulates real life, but if there is a mismatch instead of just idling at the top of the key they will at least run an iso that puts them into spots or actions that they use irl. It’s more realistic and less immersion killing.



    But I agree lots of factors in play as well. Depends on play call slider, is it iso in freelance on mismatch. After a miss or make factors in too… plus other stuff… lol



    It’s like a puzzle man!
    Man you guys are a blessing with the testing. But I just feel that we shouldn't have to do all this.

    Now I could understand if NBA Live was in competition with them so I could see the Devs being reluctant to revealing things under the hood or explaining how certain sliders and tendencies work. But d**** , they should at least make a blog that explains all the sliders, attributes, and tendencies and how the corelate with each other. It would be a lot easier for us roster makers instead of this trial and error, test and re-test we have to do.

    Sent from my SM-N960U using Tapatalk

    Comment

    • vannwolfhawk
      MVP
      • Jun 2009
      • 3412

      #47
      Re: NBA 2K22 Useful Findings

      Originally posted by rjohns23
      Man you guys are a blessing with the testing. But I just feel that we shouldn't have to do all this.

      Now I could understand if NBA Live was in competition with them so I could see the Devs being reluctant to revealing things under the hood or explaining how certain sliders and tendencies work. But d**** , they should at least make a blog that explains all the sliders, attributes, and tendencies and how the corelate with each other. It would be a lot easier for us roster makers instead of this trial and error, test and re-test we have to do.

      Sent from my SM-N960U using Tapatalk
      I hear ya. To be honest it’s all pretty self explanatory and they work as they should THIS YEAR. I say that because in the last 3 years ACE would override tendency edits.

      The problem is the numbers they use in their tendencies don’t match to get what they should be. That’s where for me the testing is all at is to find the number range to find the minimum and maximum number to be used for each tendency to find and get what we want for each player.

      I’m not sure why 2k doesn’t assign someone to do this because it’s literally a different game! So much more realistic and fun to play a smart CPU AI. Maybe 1 day 1 can hope…
      Basketball Playbooks
      http://www.nextplayhoops.com

      Comment

      • TarHeelPhenom
        All Star
        • Jul 2002
        • 7117

        #48
        Re: NBA 2K22 Useful Findings

        Originally posted by talucchesi
        Also, the lateral quickness slider might be broken this year. I set it to 0 and guys were still unrealistically staying in front of their man. I even even lowered on-ball D and body up sensitivity. Didn't do much.

        I've compensated with lowering the off ball speed max/min acceleration and speed and I've been seeing much better results. Something to keep in mind going forward
        Try global editing player speed and see what you get.
        "Dunks are tough, but when a 35 footer come rainin out the sky...it'll wire you up"

        Comment

        • Smallville102001
          All Star
          • Mar 2015
          • 6542

          #49
          Re: NBA 2K22 Useful Findings

          Originally posted by VictorMG
          You could keep the 80 Ball Handle to mitigate the defense and then lower Ball Security to create more turnovers.
          Yeah I guess that is true any suggestions for what to put Ball security at then?

          Comment

          • tcnumba10
            MVP
            • Nov 2008
            • 1816

            #50
            Re: NBA 2K22 Useful Findings

            Originally posted by vannwolfhawk
            I hear ya. To be honest it’s all pretty self explanatory and they work as they should THIS YEAR. I say that because in the last 3 years ACE would override tendency edits.

            The problem is the numbers they use in their tendencies don’t match to get what they should be. That’s where for me the testing is all at is to find the number range to find the minimum and maximum number to be used for each tendency to find and get what we want for each player.

            I’m not sure why 2k doesn’t assign someone to do this because it’s literally a different game! So much more realistic and fun to play a smart CPU AI. Maybe 1 day 1 can hope…
            I wish 2K would do without arbitrary numbers for attributes and use real life percentages. Let’s say Player A shoots 48% at the top of the key with a defender in his face, his “rating” would be 48% at the top of the key with a man on him etc. Or let’s say Player B averages 5 defensive rebounds per game, in 2K that player should be assign a 5 defensive rebound per game not some arbitrary number like 65 out of 100.
            2018-2019 NBA Champions!

            Comment

            • vannwolfhawk
              MVP
              • Jun 2009
              • 3412

              #51
              Re: NBA 2K22 Useful Findings

              Originally posted by tcnumba10
              I wish 2K would do without arbitrary numbers for attributes and use real life percentages. Let’s say Player A shoots 48% at the top of the key with a defender in his face, his “rating” would be 48% at the top of the key with a man on him etc. Or let’s say Player B averages 5 defensive rebounds per game, in 2K that player should be assign a 5 defensive rebound per game not some arbitrary number like 65 out of 100.
              I agree. But it needs to fit their scale as well to make sure those percentages play out the same. It seems to change every year slightly too. So let’s say in 21 a player needed to at least have a 75 to trigger a stepback 3 but the next year it needed to be 90 or 100.

              I don’t think they know their own ranges as they vary year to year and testing isn’t done on gold game for tendency numbers. I’m assuming and guessing but pretty obvious at the same time.

              The other problem is some things have to blend together. For example to execute a stepback 3 you need to have straight 3 tendency in a certain spot, stepback jumper in a certain spot, pull up 3 in a certain spot, as well as contested 3 in a certain spot, Play discipline has to be in a certain spot, drive tendency has to be in a certain spot. All of those just to get 1 specific action. Crazy right?!

              A lot of factors to take in… lol
              Last edited by vannwolfhawk; 09-19-2021, 09:57 PM.
              Basketball Playbooks
              http://www.nextplayhoops.com

              Comment

              • vannwolfhawk
                MVP
                • Jun 2009
                • 3412

                #52
                Re: NBA 2K22 Useful Findings

                Originally posted by tcnumba10
                I wish 2K would do without arbitrary numbers for attributes and use real life percentages. Let’s say Player A shoots 48% at the top of the key with a defender in his face, his “rating” would be 48% at the top of the key with a man on him etc. Or let’s say Player B averages 5 defensive rebounds per game, in 2K that player should be assign a 5 defensive rebound per game not some arbitrary number like 65 out of 100.
                Oh, just saw you said attributes and not tendencies… sorry…
                Basketball Playbooks
                http://www.nextplayhoops.com

                Comment

                • STLRams
                  MVP
                  • Aug 2005
                  • 2847

                  #53
                  Re: NBA 2K22 Useful Findings

                  Originally posted by vannwolfhawk
                  I hear ya. To be honest it’s all pretty self explanatory and they work as they should THIS YEAR. I say that because in the last 3 years ACE would override tendency edits.

                  The problem is the numbers they use in their tendencies don’t match to get what they should be. That’s where for me the testing is all at is to find the number range to find the minimum and maximum number to be used for each tendency to find and get what we want for each player.

                  I’m not sure why 2k doesn’t assign someone to do this because it’s literally a different game! So much more realistic and fun to play a smart CPU AI. Maybe 1 day 1 can hope…
                  I have been wondering for years why don't they have someone dedicated to updating the tendencies. The gameplay against the CPU when the tendencies are updated to match the real life players is so much better. For the past decade I will say this has been the one thing I don't look forward to when buying 2K... have to test and adjust most of the players tendencies to improve the gameplay. Great topic by the way fellas, keep posting your guys findings!
                  Last edited by STLRams; 09-20-2021, 06:00 PM.

                  Comment

                  • tcnumba10
                    MVP
                    • Nov 2008
                    • 1816

                    #54
                    Re: NBA 2K22 Useful Findings

                    Another nugget is that playbook plays a big part of who you want to involve in the game. 2K playbook is confusing when you assign plays for players since you might not even involve the player you thought the play was for.

                    An example: I’m looking at the Bucks playbook for Isolation and I’ve assigned Holiday Isolation for Play 1. But if you dive into the Default Bucks Playbook, all the Isolation plays are designed for Giannis to get the ball and iso. So if the CPU calls for Holiday “Play 1” essentially it’s calling for Giannis iso and not Holiday which explains why the CPU is calling so many plays for Giannis even though the Touch tendency is 50 for everyone in my custom roster.

                    This is very flawed and I wish 2K would assign plays involving positional players.
                    Last edited by tcnumba10; 09-20-2021, 10:46 AM.
                    2018-2019 NBA Champions!

                    Comment

                    • vannwolfhawk
                      MVP
                      • Jun 2009
                      • 3412

                      #55
                      Re: NBA 2K22 Useful Findings

                      Originally posted by tcnumba10
                      Another nugget is that playbook plays a big part of who you want to involve in the game. 2K playbook is confusing when you assign plays for players since you might not even involve the player you thought the play was for.

                      An example: I’m looking at the Bucks playbook for Isolation and I’ve assigned Holiday Isolation for Play 1. But if you dive into the Default Bucks Playbook, all the Isolation plays are designed for Giannis to get the ball and iso. So if the CPU calls for Holiday “Play 1” essentially it’s calling for Giannis iso and not Holiday which explains why the CPU is calling so many plays for Giannis even though the Touch tendency is 50 for everyone in my custom roster.

                      This is very flawed and I wish 2K would assign plays involving positional players.
                      You can assign iso point, iso ball handler, iso wing. Separates the ISO’s some players use but others don’t.

                      However there are certain plays hard coded to only be a certain player who the play is run for. For example you could call play for Middleton but it goes to holiday. Just a few of those in game like that though.

                      I did run across this issue last night though testing the clippers. Everything was being run to khawi. I even put paul George at 99 touches and khawi at 80. Still nothing. I was trying everything. Then I lowered his iso to be below George and all of a sudden I got balance. Very weird. It’s almost like the cpu was calling plays for the higher iso player. Maybe my iso tendency was too high? But there is definitely something causing certain players to get way too many plays ram for them that touches are not effecting.
                      Basketball Playbooks
                      http://www.nextplayhoops.com

                      Comment

                      • tcnumba10
                        MVP
                        • Nov 2008
                        • 1816

                        #56
                        Re: NBA 2K22 Useful Findings

                        Originally posted by vannwolfhawk
                        You can assign iso point, iso ball handler, iso wing. Separates the ISO’s some players use but others don’t.

                        However there are certain plays hard coded to only be a certain player who the play is run for. For example you could call play for Middleton but it goes to holiday. Just a few of those in game like that though.

                        I did run across this issue last night though testing the clippers. Everything was being run to khawi. I even put paul George at 99 touches and khawi at 80. Still nothing. I was trying everything. Then I lowered his iso to be below George and all of a sudden I got balance. Very weird. It’s almost like the cpu was calling plays for the higher iso player. Maybe my iso tendency was too high? But there is definitely something causing certain players to get way too many plays ram for them that touches are not effecting.
                        I tried assigning ISO Point for Play 1 for Holiday, but if you go to the playbook page, if the Bucks don’t have any ISO Point plays, it’ll just skip to whatever Play 2 is. I’m talking about the screen where you can see the player image and the plays assigned to them on the right side of the screen.
                        2018-2019 NBA Champions!

                        Comment

                        • tcnumba10
                          MVP
                          • Nov 2008
                          • 1816

                          #57
                          Re: NBA 2K22 Useful Findings

                          Originally posted by vannwolfhawk
                          You can assign iso point, iso ball handler, iso wing. Separates the ISO’s some players use but others don’t.

                          However there are certain plays hard coded to only be a certain player who the play is run for. For example you could call play for Middleton but it goes to holiday. Just a few of those in game like that though.

                          I did run across this issue last night though testing the clippers. Everything was being run to khawi. I even put paul George at 99 touches and khawi at 80. Still nothing. I was trying everything. Then I lowered his iso to be below George and all of a sudden I got balance. Very weird. It’s almost like the cpu was calling plays for the higher iso player. Maybe my iso tendency was too high? But there is definitely something causing certain players to get way too many plays ram for them that touches are not effecting.
                          I’m going to try this on Giannis, since Middleton is getting no touches when I’m playing against the Bucks
                          2018-2019 NBA Champions!

                          Comment

                          • vannwolfhawk
                            MVP
                            • Jun 2009
                            • 3412

                            #58
                            Re: NBA 2K22 Useful Findings

                            Originally posted by tcnumba10
                            I tried assigning ISO Point for Play 1 for Holiday, but if you go to the playbook page, if the Bucks don’t have any ISO Point plays, it’ll just skip to whatever Play 2 is. I’m talking about the screen where you can see the player image and the plays assigned to them on the right side of the screen.
                            Correct. You need to add a few point iso plays that both would work for Giannis and holiday because if Giannis has iso (no wing or point) then he will also use it. It’s a good way to seperate actions you want for certain players. But you will also want to eliminate a ton of people with iso in their play types too…
                            Basketball Playbooks
                            http://www.nextplayhoops.com

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                            • vannwolfhawk
                              MVP
                              • Jun 2009
                              • 3412

                              #59
                              Re: NBA 2K22 Useful Findings

                              Originally posted by tcnumba10
                              I’m going to try this on Giannis, since Middleton is getting no touches when I’m playing against the Bucks
                              There was something similar to this in 2k18 with too many guard posts… I’m going to keep diving into this to find the problem… I think that’s it though…
                              Basketball Playbooks
                              http://www.nextplayhoops.com

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                              • zten11
                                MVP
                                • Oct 2011
                                • 2383

                                #60
                                Re: NBA 2K22 Useful Findings

                                Is there a new roster option for max created players?

                                If I were to delete all players from teams, can I replace them with 12 totally new created players per team?

                                Does 2K allow this?
                                NBA 2K23: 2023 Playoff Rating Roster for Xbox Series X/S

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