2K19: Return of The Sim Roster
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Re: 2K19: Return of The Sim Roster
I prefer a faster pace of play and animations. I am currently using the Simworld slider set with the movement settings from Hyperballers roster/slider set (game speed-65)
It seems to play well for me.
I’m using Hyperballers movement sliders listed below.
Global Game Speed- 65
Pass Speed
Acceleration
Speed
All movement slidersComment
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Re: 2K19: Return of The Sim Roster
Hey, I'm curious if you guys have any statistical measures that you use to determine a team's Run Plays Frequency. I've thought about maybe using something involving the number of passes a team makes, but I'm not 100% sureComment
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Re: 2K19: Return of The Sim Roster (X1)
@youAlreadyknow
Just out of curiosity, you are planning to do the ASW post sliders & NBA finals
Inviato dal mio ANE-LX1 utilizzando TapatalkLast edited by jakalfc; 04-24-2019, 07:47 AM.There is no particular team, I am a European with a passion for the NBAComment
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Re: 2K19: Return of The Sim Roster (X1)
1. Player Lock
2. User vs CPU
3. CPU vs CPU
4. All-Star Game
5. Playoffs (use for Finals also)
I don't have any more space for saves on 2KShare right now, but I will eventually post them all and remove the older sliders.
Here's a link to the doc: https://docs.google.com/spreadsheets...it?usp=sharingComment
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Re: 2K19: Return of The Sim Roster
Number of passes is an indicator of motion-based offenses. Most of the top passing teams operate out of swing/motion/flow sets. It's not really an indicator of running set plays for players. The whole logic of Run Plays is flawed in 2K when combined with the lack of team-specific freelance sets. We should be seeing some teams run motion in freelance and we don't because most teams are set to standard 4-out ball screen actions.Last edited by youALREADYknow; 04-24-2019, 08:45 AM.Comment
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Re: 2K19: Return of The Sim Roster
Isn't that basic, generic high P&R a big part of the AI's freelance?Comment
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Re: 2K19: Return of The Sim Roster
With a game speed of 48, if possible, could you give a safe zone for adjusting :
Acceleration
Speed
Lateral Quickness
Pass Speed
Speed with ball ( min - max)
Acceleration with ball ( min -max )
Speed wo ball ( min - max )
Acceleration wo ball ( min - max )
This will be greatly appreciatedComment
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Re: 2K19: Return of The Sim Roster
With a game speed of 48, if possible, could you give a safe zone for adjusting :
Acceleration
Speed
Lateral Quickness
Pass Speed
Speed with ball ( min - max)
Acceleration with ball ( min -max )
Speed wo ball ( min - max )
Acceleration wo ball ( min - max )
This will be greatly appreciated
Anything greater than that and you're probably redefining movement across the board. You shouldn't need to change the global attribute sliders with a bump of Game Speed from 46 to 48.Comment
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Re: 2K19: Return of The Sim Roster
Just curious, don't mean to be annoying with the questions. Sorry if that's how it comes off.Comment
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Re: 2K19: Return of The Sim Roster
You want to use number of passes to build Run Plays? Go for it. It's not out of the realm of reality, but it means nothing without knowing what scales to keep the values within. There are also far more factors to consider than any one real-world data point can provide and that's why I clearly stated that "there are other more complicated inputs into the formula".
Hopefully that helps and doesn't seem harsh, but honestly you should already have the answers to your questions if you're considering any edits for 2K19.Comment
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Re: 2K19: Return of The Sim Roster
SimStyle-ASG sliders are live on 2KShare.
Here's a video of the 2nd half of the Rising Stars Game from MyLeague with these sliders: VIDEO LINK TO RISING STARS GAME
Luka and Donovan Mitchell were going at each other in the 4th for a bit.Comment
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Re: 2K19: Return of The Sim Roster
The sliders in the SimWorld main thread are Ronyell's sliders and the sliders posted here are mine. We talk gameplay all the time and try to find a balance, but there's always going to be a difference in expectations and experience when it comes to sliders. I'm the type of person that has ALWAYS tailored sliders towards my own view of the NBA along with my skill level.
I believe the SimWorld sliders are tailored towards CPU/CPU gameplay, but not necessarily designed for skilled User gameplay as I've experienced the same ability to drive into the paint, score with ease on drives, and get open looks (when playing as a user). My sliders are designed for Player Lock (a bit of a mix between CPU and User modes), but also are not perfectly designed for full team control with a skilled 2K player in User/CPU where the User controls everyone on the floor.
I'd recommend downloading my slider set and playing a few games first because some of your comments are unrelated to what has been posted here. In this slider set Driving Contact is at 65, Strength is at 50/55, On-Ball Defense at 20, and Shot Success mostly around 45.
PIP should be around 50 per team on 12 minute quarters. I've tested this extensively in Player Lock mode and both teams average around 50 PIP (some games lower, others slightly higher).
If you're playing with User/CPU and not Player Lock, then I'd recommend making the following changes (reference the document, the only sliders posted on 2KShare are the Player Lock Sliders):
- User Vertical 65
- User Ball Handling 55
- CPU On-Ball Defense 25
- User Blocking 50
- User Speed w/ Ball Max 77
- User Acceleration w/ Ball Max 84
You will find a lot of discussion in this thread (before the SimWorld project merger) about sliders, tendencies, and how to balance the dribble drive game in 2K19. I'd recommend looking back through the thread and reading up on some of those posts. It's easier than it seems to create a slider set that meets your needs as long as you are extremely careful with player movement sliders. There's too much to cover in one post, but I'll give you some advice on how to tailor your own sliders based on your problem points:
1. Driving Contact Shot Frequency and Inside Contact Shot Frequency are the global foul sliders. It's fairly simple, with these set to a low value you will never see the foul engine record actual shooting fouls at realistic levels. Setting these at a medium-high level is also responsible for the hip riding animation that I prefer to the blow-by animation that occurs at lower levels. Simply put, raise Driving Contact Shot Frequency if driving is to the rim is easy and you're not getting enough foul calls. Raise Inside Shot Contact Frequency if you're able to take standing layups and shots in the paint without contest animations forcing shot adjustments.
2. Most fouls in the game engine are actually reaching fouls and not shooting/blocking fouls. The On-Ball Defense slider controls how "intelligent" the defender is at defending, reaching in, and stripping the ball (or contesting the shot) instead of fouling on the strip ball attempt when a player is driving to the rim or taking a shot. The Reaching Foul Frequency slider controls how often a foul animation takes place. You can very easily manipulate these, especially the Reaching Foul Frequency slider, to increase/decrease foul calls across the board in 2K19. I'd recommend being very careful though and only raising/decreasing these +1/-1 at a time as they are sensitive to changes.
3. Body-Up Sensitivity is a global contact slider that determines whether the offensive or defensive player "wins" when collisions happen with the ball. SimWorld sliders have this set at 10 which means the ball handler can drive into the body of a defender and push the defender towards the basket more than the defender can push them towards the perimeter. This is one of the most sensitive (and most important) sliders in the entire game engine and will completely control how physical gameplay appears. I personally believe this slider being low reflects how the modern game of basketball is played and officiated, but I also understand that the 2K game engine is designed for animation collisions to occur when this slider is set high. I've had Body-Up Sensitivity up around 80-100 since 2K18 and recently changed to a low Body-Up Sensitivity around 10-20 when working on the SimWorld project. The player animations are smoother on a low Body-Up Sensitivity which means you get a loose/fast feel to gameplay at the expense of seeing certain contact animations.
4. *MOST IMPORTANT* You MUST maintain the balance between Speed/Acceleration w/Ball and the defender's Speed/Acceleration/Lateral.
High Body-Up Sensitivity and High Driving Contact Shot Frequency = Less separation for ball handlers. This means you need to create blow-by animations (higher User Speed/Accel w/Ball Max) to allow for dribble penetration.
Low Body-Up Sensitivity and Low Driving Contact Shot Frequency = More separation for ball handlers. This means you need to reduce blow-by animations (lower User Speed/Acceleration w/Ball Max) to prevent dribble penetration.
My preference is Low Body-Up Sensitivity, High Driving Contact Shot Frequency, and High Acceleration w/Ball Max to allow for both blow-by dribbles on the perimeter AND allow defenders to recover and contest/foul on driving layups/dunks. That's what you should see with this slider set.
5. Lateral Quickness is the defensive skill counter to dribble penetration. If you're able to drive off the shoulder of elite perimeter defenders without them triggering a hip ride animation, then you can raise the CPU Lateral Quickness (+1 at a time) until you find yourself blocked by their path. The problem with this approach in my opinion is that the CPU will slide too far out of your way on double moves and create open driving lanes when this slider is too high. It's tough to balance this slider unless you know exactly what the other sliders listed above are doing so I'd recommend leaving this alone until you are close to the experience you want from gameplay.
6. DEFENSIVE GAMEPLANS! Just like in the real NBA, there's no defender on the planet that can stand in front of the best scorers in the league one-on-one and prevent them from dribble penetration. The best perimeter defenders in the world move scorers off their favorite spots, shade them to their off-hand, and/or shade them towards help defense or the baseline. The default on-ball defense in 2K is an absolute joke in my opinion where every defender becomes Scottie Pippen defending young Toni Kukoc in the Olympics. The defensive gameplans in that document are designed to encourage help defense on dribble drives that will make it harder as a user to drive to the rim. Defensive rotations result in a lot more drive and kick action with more swing passing around the horn than you will see if defenders are just stone walling ball handlers with contact that would be called as fouls in the real NBA. Please make sure the Defensive Gameplans are plugged in correctly for both User and CPU teams.
I'm always open to discuss gameplay, sliders, or any other aspect of 2K19 but PLEASE make sure you are downloading the correct slider set, settings, defensive gameplans, and coach profiles. It's far too easy to enter slider hell this year and it takes a ton of testing to get out of that dark place once you start editing too many settings.Comment
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Re: 2K19: Return of The Sim Roster
https://docs.google.com/spreadsheets...it?usp=sharing
So I decided to take a stab at creating sliders for the first time ever. I know you and Ronyell has a gameplay first approach. What I wanted my finished set to accomplish was match simmed games stats to played games stats. I decided to start getting this right by watching CPU vs. CPU and record stats from the game against their season so far. After getting data from 5 games it's then time to change sliders based on what I got - I'm not doing too well. lol
I remember there was some 2K mechanics and slider discussions in this thread, so I just re-read through the entire thing. I have a couple of questions I hope you'll use a spare moment to answer when/if you get the time.
1) So eventhough we turn ACE off teams controlled by the CPU will ALWAYS play with ACE on?
2) Shot locations is the one thing annoying me the most. No matter what I'm doing the CPU end up taking WAY too many shots from "close". Is this because CPU is using ACE and "overruling" the touches tendency. I often see the CPU call the same play over and over if the other team can't stop it, thus leading to messed up shot locations. No way to fix this? Then why do we even have shot location sliders in 2K? What do they do?
3) Let's say I was to turn playcalling all the way down to 0 in coaching profiles. Would ACE still call plays or will freelance offense be used.Could that, in theory, lead to better shot locations for CPU-teams eventhough the gameplay might be ugly?Success is temporary - Loyalty means forever
SimWorld's NBA2K19 MyLeague Experience
TWITTER & INSTAGRAM: @SimWorld4k
#SimWorldSports #SeeTheGameBeTheGameComment
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