SimWorld’s 2k16 Fictional Draft Classes by CWSapp/Dreece/Blindside (XBOX One)
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Re: SimWorld’s 2k16 Fictional Draft Classes by CWSapp/Dreece/Blindside (XBOX One)
My only suggestion would be to find a draft class with very low overalls. For instance, Ben Simmons should be the highest rated player and he should be in the 76-77 range. Then you'll need to go through the draft class and adjust the tendencies. You could look at the SimWorld roster's current players to give you insight on what their scorers, distributors, and defenders have for tendencies, than adjust whatever class your using to have similar tendencies. If you use a class with good ratings but the tendencies are inconsistent with SimWorld's you're going to get very skewed results.Comment
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Re: SimWorld’s 2k16 Fictional Draft Classes by CWSapp/Dreece/Blindside (XBOX One)
For starters there are a few things that you want to look for that will always tell you if you should avoid a draft class all together:
1) As you guys know, this year peak start and peak end has been added and many people do not know how important it is when you are playing more than one season. For those of you that don’t know, the peak start age represents where a player stops getting better (outside of individual training) and peak end indicates the point where the player will start declining. So if a 20 year old player is a 74 overall with a 90 potential and a peak start of 28 and peak end of 35, he will gradually grow to around a 90 overall for the first 8 years and then hover at that overall until his peak end age (35). In this situation, the player would be a 90 overall up until 35 years old. When you take into consideration that 2k generally keeps most of the players in the range of 28 for peak start and 35 for peak end you should be able to see what kind of issue this may cause. First of all you have to deal with an overabundance of stars as well as the aggravation of how unrealistic it would be to have players still at their PEAK that late into their career. So my point? Check a bunch of the players in these draft classes before you use them. If the majority of them are still stuck at 28 and 35 respectively they probably did not touch them so DO NOT USE THEM. For what it is worth we adjust peak start and peak end for all 150 players in the draft classes.
2) I “map out” my draft classes as a big picture and then break it down into 3 smaller pictures. What I mean is that I develop a big pool of players that I allow over a 15 year period (or 15 draft classes to be more precise). I then split it up per five draft classes. While I don’t remember the exact number I believe that for every fifteen draft classes I allow about 4 to 7 players with 90+ potential, 60 to 75 with 80+ plus potential and a big amount that I can’t remember for players with 70+ potential (I wanna say it’s like 180 or something like that). So for the first five classes I can estimate that you will come across about 2 to 3 players with a 90+ potential and maybe 20 to 25 with an 80+ potential. The best way to think of it is that I create a potential and give a player to that potential. Most people do it the other way around.
Most people that make draft classes fail to look at the “bigger picture” because A) they feel that they don’t need to since they are making 1 or 2 classes at most and B) they are attempting to replicate real life players which we tend to overrate in regards to potential almost 90 percent of the time. SO, when you are looking at these classes, I would say pay attention to potential and see if the potential numbers are at least CLOSE to what I typed above. If you have a couple draft classes where there are 15 – 20 80+ potential players, you know for a fact it won’t work well together with what we have.
3) Overall ratings are touchy for me. It took a long pep talk from Ronyell to convince me to get away from our much lower rated overalls. I give out significantly more 70+ overalls than I have in the past but I compensate for that with my theory that not every player has to progress much. I have MANY players that may have a 70 overall and 71 potential or not progress at all. If you see a draft that has a lot of 70+ rated players and ALL of them have potential that allow for a lot of growth, that’s a formula for disaster if you mix them with our classes.
4) One of the most overlooked things is the players at the bottom of the class. As you know we account for all 150 players. Many people leave these players alone. What those individuals don’t realize is that there are a lot of 50 rated players (with EXTERMELY unrealistic individual ratings and tendencies) at the bottom of those classes with 75+ potential. Players like that will leak into your league and screw it up… trust me. So look for a class where the individual put at least SOME effort into those lower rated players.
I feel like I’m forgetting some things but I gotta run. Please feel free to ask any questions and I will answer them as soon as I can.Last edited by CWSapp757; 01-02-2016, 03:32 PM.SimWorld NBA 2K19 Fictional Draft Classes
YOUTUBE / FACEBOOK / TWITCH / SOUNDCLOUD
TWITTER & INSTAGRAM: @SimWorld4k
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Re: SimWorld’s 2k16 Fictional Draft Classes by CWSapp/Dreece/Blindside (XBOX One)
Awesome post, really helps ALOT. I plan on downloading one of these classes as a base and I am going to edit it to be more like these classes in terms of potentials/overall rating. The only thing I am uncertain on is tendencies and how I should edit them.
I am going to have 1 guy with 90 potential and about 12 above 80.
Thanks a lotComment
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Re: SimWorld’s 2k16 Fictional Draft Classes by CWSapp/Dreece/Blindside (XBOX One)
I would say that potential is my area of expertise and I have no problem sharing how I go about mapping out my classes. The simple answer is that it is not simple lol. I think the potential is one of the most difficult and sensitive ratings simply because people don’t generally take the future of the league into consideration. When you combine that with the fact that we now have “Peak Start/Peak End” ratings, it makes things VERY complex but as Dreece or Ronyell will tell you, that’s why I have over 50 spreadsheets just for these draft classes alone.
For starters there are a few things that you want to look for that will always tell you if you should avoid a draft class all together:
1) As you guys know, this year peak start and peak end has been added and many people do not know how important it is when you are playing more than one season. For those of you that don’t know, the peak start age represents where a player stops getting better (outside of individual training) and peak end indicates the point where the player will start declining. So if a 20 year old player is a 74 overall with a 90 potential and a peak start of 28 and peak end of 35, he will gradually grow to around a 90 overall for the first 8 years and then hover at that overall until his peak end age (35). In this situation, the player would be a 90 overall up until 35 years old. When you take into consideration that 2k generally keeps most of the players in the range of 28 for peak start and 35 for peak end you should be able to see what kind of issue this may cause. First of all you have to deal with an overabundance of stars as well as the aggravation of how unrealistic it would be to have players still at their PEAK that late into their career. So my point? Check a bunch of the players in these draft classes before you use them. If the majority of them are still stuck at 28 and 35 respectively they probably did not touch them so DO NOT USE THEM. For what it is worth we adjust peak start and peak end for all 150 players in the draft classes.
2) I “map out” my draft classes as a big picture and then break it down into 3 smaller pictures. What I mean is that I develop a big pool of players that I allow over a 15 year period (or 15 draft classes to be more precise). I then split it up per five draft classes. While I don’t remember the exact number I believe that for every fifteen draft classes I allow about 4 to 7 players with 90+ potential, 60 to 75 with 80+ plus potential and a big amount that I can’t remember for players with 70+ potential (I wanna say it’s like 180 or something like that). So for the first five classes I can estimate that you will come across about 2 to 3 players with a 90+ potential and maybe 20 to 25 with an 80+ potential. The best way to think of it is that I create a potential and give a player to that potential. Most people do it the other way around.
Most people that make draft classes fail to look at the “bigger picture” because A) they feel that they don’t need to since they are making 1 or 2 classes at most and B) they are attempting to replicate real life players which we tend to overrate in regards to potential almost 90 percent of the time. SO, when you are looking at these classes, I would say pay attention to potential and see if the potential numbers are at least CLOSE to what I typed above. If you have a couple draft classes where there are 15 – 20 80+ potential players, you know for a fact it won’t work well together with what we have.
3) Overall ratings are touchy for me. It took a long pep talk from Ronyell to convince me to get away from our much lower rated overalls. I give out significantly more 70+ overalls than I have in the past but I compensate for that with my theory that not every player has to progress much. I have MANY players that may have a 70 overall and 71 potential or not progress at all. If you see a draft that has a lot of 70+ rated players and ALL of them have potential that allow for a lot of growth, that’s a formula for disaster if you mix them with our classes.
4) One of the most overlooked things is the players at the bottom of the class. As you know we account for all 150 players. Many people leave these players alone. What those individuals don’t realize is that there are a lot of 50 rated players (with EXTERMELY unrealistic individual ratings and tendencies) at the bottom of those classes with 75+ potential. Players like that will leak into your league and screw it up… trust me. So look for a class where the individual put at least SOME effort into those lower rated players.
I feel like I’m forgetting some things but I gotta run. Please feel free to ask any questions and I will answer them as soon as I can.
Sent from my XT1030 using TapatalkComment
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Re: SimWorld’s 2k16 Fictional Draft Classes by CWSapp/Dreece/Blindside (XBOX One)
I would say that potential is my area of expertise and I have no problem sharing how I go about mapping out my classes. The simple answer is that it is not simple lol. I think the potential is one of the most difficult and sensitive ratings simply because people don’t generally take the future of the league into consideration. When you combine that with the fact that we now have “Peak Start/Peak End” ratings, it makes things VERY complex but as Dreece or Ronyell will tell you, that’s why I have over 50 spreadsheets just for these draft classes alone.
For starters there are a few things that you want to look for that will always tell you if you should avoid a draft class all together:
1) As you guys know, this year peak start and peak end has been added and many people do not know how important it is when you are playing more than one season. For those of you that don’t know, the peak start age represents where a player stops getting better (outside of individual training) and peak end indicates the point where the player will start declining. So if a 20 year old player is a 74 overall with a 90 potential and a peak start of 28 and peak end of 35, he will gradually grow to around a 90 overall for the first 8 years and then hover at that overall until his peak end age (35). In this situation, the player would be a 90 overall up until 35 years old. When you take into consideration that 2k generally keeps most of the players in the range of 28 for peak start and 35 for peak end you should be able to see what kind of issue this may cause. First of all you have to deal with an overabundance of stars as well as the aggravation of how unrealistic it would be to have players still at their PEAK that late into their career. So my point? Check a bunch of the players in these draft classes before you use them. If the majority of them are still stuck at 28 and 35 respectively they probably did not touch them so DO NOT USE THEM. For what it is worth we adjust peak start and peak end for all 150 players in the draft classes.
2) I “map out” my draft classes as a big picture and then break it down into 3 smaller pictures. What I mean is that I develop a big pool of players that I allow over a 15 year period (or 15 draft classes to be more precise). I then split it up per five draft classes. While I don’t remember the exact number I believe that for every fifteen draft classes I allow about 4 to 7 players with 90+ potential, 60 to 75 with 80+ plus potential and a big amount that I can’t remember for players with 70+ potential (I wanna say it’s like 180 or something like that). So for the first five classes I can estimate that you will come across about 2 to 3 players with a 90+ potential and maybe 20 to 25 with an 80+ potential. The best way to think of it is that I create a potential and give a player to that potential. Most people do it the other way around.
Most people that make draft classes fail to look at the “bigger picture” because A) they feel that they don’t need to since they are making 1 or 2 classes at most and B) they are attempting to replicate real life players which we tend to overrate in regards to potential almost 90 percent of the time. SO, when you are looking at these classes, I would say pay attention to potential and see if the potential numbers are at least CLOSE to what I typed above. If you have a couple draft classes where there are 15 – 20 80+ potential players, you know for a fact it won’t work well together with what we have.
3) Overall ratings are touchy for me. It took a long pep talk from Ronyell to convince me to get away from our much lower rated overalls. I give out significantly more 70+ overalls than I have in the past but I compensate for that with my theory that not every player has to progress much. I have MANY players that may have a 70 overall and 71 potential or not progress at all. If you see a draft that has a lot of 70+ rated players and ALL of them have potential that allow for a lot of growth, that’s a formula for disaster if you mix them with our classes.
4) One of the most overlooked things is the players at the bottom of the class. As you know we account for all 150 players. Many people leave these players alone. What those individuals don’t realize is that there are a lot of 50 rated players (with EXTERMELY unrealistic individual ratings and tendencies) at the bottom of those classes with 75+ potential. Players like that will leak into your league and screw it up… trust me. So look for a class where the individual put at least SOME effort into those lower rated players.
I feel like I’m forgetting some things but I gotta run. Please feel free to ask any questions and I will answer them as soon as I can.
Long story short; as with our project as a whole, we tale the big picture-long term approach. There's a mode that allows us to play for up to 80 seasons so all future possibilities have to be accounted for when creating a project & no one part can be without symmetry with another.
Sent from my Note 5 using TapatalkComment
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Re: SimWorld’s 2k16 Fictional Draft Classes by CWSapp/Dreece/Blindside (XBOX One)
3) Overall ratings are touchy for me. It took a long pep talk from Ronyell to convince me to get away from our much lower rated overalls. I give out significantly more 70+ overalls than I have in the past but I compensate for that with my theory that not every player has to progress much. I have MANY players that may have a 70 overall and 71 potential or not progress at all. If you see a draft that has a lot of 70+ rated players and ALL of them have potential that allow for a lot of growth, that’s a formula for disaster if you mix them with our classes.
I'm curious as to the reasons Ronyell gave to having more 70 rated players. I've been all over these boards complaining about the abundance of 70s and lower 80s already in the game. So I am curious as to what the reasons are for keeping/adding more than you wanted to.Comment
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Re: SimWorld’s 2k16 Fictional Draft Classes by CWSapp/Dreece/Blindside (XBOX One)
Only because we didn't want to dramatically change the scale as much as we have in the past. It is still a huge difference from the base roster but in the past I had players as slow as 50 in our classes. I'll let yellz explain in more detail if he'd like.SimWorld NBA 2K19 Fictional Draft Classes
YOUTUBE / FACEBOOK / TWITCH / SOUNDCLOUD
TWITTER & INSTAGRAM: @SimWorld4k
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Re: SimWorld’s 2k16 Fictional Draft Classes by CWSapp/Dreece/Blindside (XBOX One)
Also I think you may be referring to the higher rated 70 guys. I was more so referring to the guys around 70 - 73 overall.SimWorld NBA 2K19 Fictional Draft Classes
YOUTUBE / FACEBOOK / TWITCH / SOUNDCLOUD
TWITTER & INSTAGRAM: @SimWorld4k
#SimWorldSports #SeeTheGameBeTheGameComment
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Re: SimWorld’s NBA2K16 Fictional Draft Classes by CWSapp/Dreece/Blindside (Xbox One)
Yeah I am more so talking about the upper 70 guys mainly. But i assume you guys did extensive testing combined with the correct utilization of peak end to get the results you were looking for so in the end I'm not worried about it at all, I know you guys are aware of every move you make and its ramifications.Comment
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Re: SimWorld’s NBA2K16 Fictional Draft Classes by CWSapp/Dreece/Blindside (Xbox One)
Yeah I am more so talking about the upper 70 guys mainly. But i assume you guys did extensive testing combined with the correct utilization of peak end to get the results you were looking for so in the end I'm not worried about it at all, I know you guys are aware of every move you make and its ramifications.Comment
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Re: SimWorld’s NBA2K16 Fictional Draft Classes by CWSapp/Dreece/Blindside (Xbox One)
DC2 Gold Version
GT: Nsuplaya84
filename: Sim World FDC2 Gold
Draft Class 2 Scouting Report:
DOWNLOAD HERE
Draft Class 2 Scouting Report Part 2:
DOWNLOAD HERE
Draft Class 2 Newsfeed:
DOWNLOAD HERE
-------------------------------------------------------------------------------------------------------------------
any chance you re-upload the scouting report for DC2??
The file is not longer available on mediafire (part 1, part 2 is still there).
And thank you guys for all the work you put in this, this is simply amazing.
I can´t stop playing your fictional league, so much fun.Don´t play video games, play BasketballComment
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Re: SimWorld’s 2k16 Fictional Draft Classes by CWSapp/Dreece/Blindside (XBOX One)
Awesome post, really helps ALOT. I plan on downloading one of these classes as a base and I am going to edit it to be more like these classes in terms of potentials/overall rating. The only thing I am uncertain on is tendencies and how I should edit them.
I am going to have 1 guy with 90 potential and about 12 above 80.
Thanks a lot
Hey, could you post the draft class you create? I'd like to use it for the same purpose.Comment
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