2K19: Return of The Sim Roster

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  • mrkayjay
    Rookie
    • Jan 2007
    • 68

    #361
    Re: 2K19: Return of The Sim Roster

    Originally posted by youALREADYknow
    I’m at 46. If you go above 48 then you will need to adjust player and pass speeds to a point wheee you REALLY have to understand the game engine.

    I’d recommend 42-48 as the safe zone for either slider set.
    Thanks for the recommendation. I will play some games today and tomorrow with your sliders. See how they work out for me. I’m really excited to get a MyLeague started.

    Are your MyLeague sliders the same as the SimWorld doc ?

    Comment

    • ch46647
      MVP
      • Aug 2006
      • 3515

      #362
      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 sliders

      Comment

      • RyanFitzmagic
        MVP
        • Oct 2011
        • 1959

        #363
        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% sure

        Comment

        • jakalfc
          MVP
          • Nov 2014
          • 1615

          #364
          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 Tapatalk
          Last edited by jakalfc; 04-24-2019, 07:47 AM.
          There is no particular team, I am a European with a passion for the NBA

          Comment

          • youALREADYknow
            MVP
            • Aug 2008
            • 3635

            #365
            Re: 2K19: Return of The Sim Roster (X1)

            Originally posted by napoli
            @youAlreadyknow
            Just out of curiosity, you are planning the ASW & NBA finals post cursors
            I have the following updated on the document:
            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=sharing

            Comment

            • youALREADYknow
              MVP
              • Aug 2008
              • 3635

              #366
              Re: 2K19: Return of The Sim Roster

              Originally posted by RyanFitzmagic
              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% sure
              Offensive possessions ending in P&R, Off-Screen, Cutter, Handoff, or Post actions. There are other more complicated inputs into the formula, but that's the base of the Run Plays value in the 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

              • RyanFitzmagic
                MVP
                • Oct 2011
                • 1959

                #367
                Re: 2K19: Return of The Sim Roster

                Originally posted by youALREADYknow
                Offensive possessions ending in P&R, Off-Screen, Cutter, Handoff, or Post actions. There are other more complicated inputs into the formula, but that's the base of the Run Plays value in the roster.
                Isn't that basic, generic high P&R a big part of the AI's freelance?

                Comment

                • mrkayjay
                  Rookie
                  • Jan 2007
                  • 68

                  #368
                  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

                  Comment

                  • youALREADYknow
                    MVP
                    • Aug 2008
                    • 3635

                    #369
                    Re: 2K19: Return of The Sim Roster

                    Originally posted by RyanFitzmagic
                    Isn't that basic, generic high P&R a big part of the AI's freelance?
                    It's a big part of the 4-out Freelance. Not as much in the 3-out Freelance.
                    Last edited by youALREADYknow; 04-24-2019, 11:42 AM.

                    Comment

                    • youALREADYknow
                      MVP
                      • Aug 2008
                      • 3635

                      #370
                      Re: 2K19: Return of The Sim Roster

                      Originally posted by mrkayjay
                      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
                      If you're using the sliders posted: Lower Pass Speed by 1-2, Lower Speed w/ Ball Max by 1-2, and Lower Accel w/ Ball Max by 2-3.

                      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

                      • RyanFitzmagic
                        MVP
                        • Oct 2011
                        • 1959

                        #371
                        Re: 2K19: Return of The Sim Roster

                        Originally posted by youALREADYknow
                        It's a big part of the 4-out Freelance. Not as much in the 3-out Freelance.
                        Right, so I was just wondering why you use frequency of P&R plays to dictate the Run Plays slider.

                        Just curious, don't mean to be annoying with the questions. Sorry if that's how it comes off.

                        Comment

                        • youALREADYknow
                          MVP
                          • Aug 2008
                          • 3635

                          #372
                          Re: 2K19: Return of The Sim Roster

                          Originally posted by RyanFitzmagic
                          Right, so I was just wondering why you use frequency of P&R plays to dictate the Run Plays slider.

                          Just curious, don't mean to be annoying with the questions. Sorry if that's how it comes off.
                          You've hit me in private for years for information and I've gladly shared when appropriate, but this approach of probing questioning IS low key annoying. I'm sharing more information in my spare time than I need to on these forums and have responded to every direct question that is relevant to the use of the public projects I'm working on (SimWorld & these sim sliders/settings). You're basically trying to backhandedly get information about the algorithms behind a much larger data project on a public forum. It was stated in the OP and older thread posts that the database project was the reason why I started this project in the first place and I'm not going to explain months of proprietary work on here.

                          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

                          • youALREADYknow
                            MVP
                            • Aug 2008
                            • 3635

                            #373
                            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

                            • gaamst
                              Rookie
                              • Jul 2018
                              • 28

                              #374
                              Re: 2K19: Return of The Sim Roster

                              Originally posted by youALREADYknow
                              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.
                              This is great stuff, very enlightening. Always fascinating to read what the sliders actually do. Slider hell is very real, and it can ruin an entire evening of 2k once the CPU goes into overdrive, and start skating around the court etc.

                              Comment

                              • kongemeier
                                Lurking
                                • Mar 2005
                                • 1144

                                #375
                                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 #SeeTheGameBeTheGame

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