2K19: Return of The Sim Roster

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  • JBCAROLINAKID
    MVP
    • Jun 2009
    • 1039

    #91
    Re: 2K19: Return of The Sim Roster

    Originally posted by youALREADYknow
    I'm working on a database and website for that level of detail. I've spent hundreds of hours in past years documenting rather than editing/playing and don't want to get caught in that mode again.

    I'll answer any questions here on specific tendencies if you have something in mind.

    There are also plenty of sliders with no tendency equivalent for players/teams so it's impossible to reproduce the same gameplay with default sliders. Body-Up Sensitivity, Driving Contact Frequency, Inside Contact Frequency, Pass Speed, Backdoor Cuts, and a few other sliders are nowhere to be found in roster editing and have a HUGE impact on gameplay. I'd even say that anyone playing on default Body-Up and Contact sliders is playing something closer to Rugby than NBA basketball with how absurd the contact on the perimeter is on defaults versus the rules the NBA has enforced as points of emphasis in 2018.
    Could you post your ratings for all the sliders you mentioned in this post?
    "Aim for the bushes"

    Comment

    • youALREADYknow
      MVP
      • Aug 2008
      • 3635

      #92
      Re: 2K19: Return of The Sim Roster

      Sliders have been updated on the first post (see Spoiler) for anyone who wants to port them to PC/PS4.

      I've also uploaded the v0.2 Sliders to 2KShare for anyone on X1. Remember to set Game Speed to 66 and Difficulty to All-Star before importing the Sliders.

      Comment

      • Barncore
        Formerly known as Barnsey
        • Aug 2003
        • 1337

        #93
        Re: 2K19: Return of The Sim Roster

        Originally posted by youALREADYknow
        Sliders have been updated on the first post (see Spoiler) for anyone who wants to port them to PC/PS4.
        Nice one, thanks! What elements of your sliders apply specifically to your roster only, and which are more universal?

        Just trying to figure out which parts are safe to incorporate into my own sliders (for use with CelticLG's roster on PS4)

        Comment

        • Barncore
          Formerly known as Barnsey
          • Aug 2003
          • 1337

          #94
          Re: 2K19: Return of The Sim Roster

          Also, another quick question, semi-unrelated.
          For the "Off screen" tendencies (i.e. off screen shot, off screen drive), you mentioned that these are the ones that affect gameplay. Does off-screen refer to WITH the ball? Or without? I.e. off-screen referring to coming off a pick&roll? Or is it referring to curling around a screen without the ball?
          I think i know the answer but i just wanna be sure. Cheers

          Comment

          • youALREADYknow
            MVP
            • Aug 2008
            • 3635

            #95
            Re: 2K19: Return of The Sim Roster

            Originally posted by Barncore
            Nice one, thanks! What elements of your sliders apply specifically to your roster only, and which are more universal?

            Just trying to figure out which parts are safe to incorporate into my own sliders (for use with CelticLG's roster on PS4)
            I'd expect similar results incorporating the following into anyone's roster:

            Global Settings: Game Speed and Difficulty
            Sliders: Pass Accuracy, Alley-Oop Success, Ball Security, Body-Up Sensitivity, Pass Speed, Driving Contact Frequency, Inside Contact Frequency, Layup Defense Strength, Jump Shot Defense Strength, Help Defense Strength, Steal Success, Hustle, Hands, Offensive Awareness, Offensive Rebounding, Defensive Rebounding, Offensive Consistency, Defensive Consistency, Look for Post Players, Backdoor Cuts, ALL Foul Sliders, ALL Movement Sliders (w/Ball & w/o Ball)

            Almost everything else should depend on the roster to do the heavy lifting.

            There are a few "key" sliders listed there for player/ball interactions that should be able to use the roster's player attributes, but I've found the default sliders to be nowhere near realistic in terms of the min/max scale for players. Those are Ball Security, Hustle, Hands, and Rebounding. It's up to personal taste whether you like more or less of 2K's live ball animations in those areas.

            Comment

            • Barncore
              Formerly known as Barnsey
              • Aug 2003
              • 1337

              #96
              Re: 2K19: Return of The Sim Roster

              Thank you so much, that's really helpful

              Comment

              • youALREADYknow
                MVP
                • Aug 2008
                • 3635

                #97
                Re: 2K19: Return of The Sim Roster

                Originally posted by Barncore
                Also, another quick question, semi-unrelated.
                For the "Off screen" tendencies (i.e. off screen shot, off screen drive), you mentioned that these are the ones that affect gameplay. Does off-screen refer to WITH the ball? Or without? I.e. off-screen referring to coming off a pick&roll? Or is it referring to curling around a screen without the ball?
                I think i know the answer but i just wanna be sure. Cheers
                Both with and without the ball from my experience. It's part of what I've been testing with to fix up the drive & kick game out of P&R sets. My initial roster had Off-Screen 3PT tendencies a bit too high for P&R ball handlers (especially Harden) and they seemed trigger happy instead of following the play and giving the big a chance to roll or pop.

                Comment

                • ch46647
                  MVP
                  • Aug 2006
                  • 3515

                  #98
                  Re: 2K19: Return of The Sim Roster

                  Originally posted by youALREADYknow
                  Both with and without the ball from my experience. It's part of what I've been testing with to fix up the drive & kick game out of P&R sets. My initial roster had Off-Screen 3PT tendencies a bit too high for P&R ball handlers (especially Harden) and they seemed trigger happy instead of following the play and giving the big a chance to roll or pop.
                  Thanks for the updated sliders! Can't wait to try them out!

                  Comment

                  • JR Ewingston
                    Rookie
                    • Nov 2010
                    • 114

                    #99
                    Re: 2K19: Return of The Sim Roster

                    Originally posted by youALREADYknow
                    I'd expect similar results incorporating the following into anyone's roster:

                    Global Settings: Game Speed and Difficulty
                    Sliders: Pass Accuracy, Alley-Oop Success, Ball Security, Body-Up Sensitivity, Pass Speed, Driving Contact Frequency, Inside Contact Frequency, Layup Defense Strength, Jump Shot Defense Strength, Help Defense Strength, Steal Success, Hustle, Hands, Offensive Awareness, Offensive Rebounding, Defensive Rebounding, Offensive Consistency, Defensive Consistency, Look for Post Players, Backdoor Cuts, ALL Foul Sliders, ALL Movement Sliders (w/Ball & w/o Ball)

                    Almost everything else should depend on the roster to do the heavy lifting.

                    There are a few "key" sliders listed there for player/ball interactions that should be able to use the roster's player attributes, but I've found the default sliders to be nowhere near realistic in terms of the min/max scale for players. Those are Ball Security, Hustle, Hands, and Rebounding. It's up to personal taste whether you like more or less of 2K's live ball animations in those areas.
                    Thanks for your sliders.

                    Are gamespeed; acceleration; speed; literal quickness counting as 'all movement sliders' for the overall gamespeed and animation speed flow of the game?
                    Last edited by JR Ewingston; 10-18-2018, 05:54 PM.

                    Comment

                    • Barncore
                      Formerly known as Barnsey
                      • Aug 2003
                      • 1337

                      #100
                      Re: 2K19: Return of The Sim Roster

                      I tried them out. Seemed unrealistically fast to me. Too zippy, not enough "float".

                      Maybe the 66 gamespeed suits your roster better.

                      RetroDee's movement sliders seem more life-like to me, but i might incorporate other elements of your sliders into it cos i trust your perspective!

                      Comment

                      • JR Ewingston
                        Rookie
                        • Nov 2010
                        • 114

                        #101
                        Re: 2K19: Return of The Sim Roster

                        Originally posted by Barncore
                        I tried them out. Seemed unrealistically fast to me. Too zippy, not enough "float".

                        Maybe the 66 gamespeed suits your roster better.

                        RetroDee's movement sliders seem more life-like to me, but i might incorporate other elements of your sliders into it cos i trust your perspective!
                        Same here. I tried this set with gamespeed at default 50. Works waaay better for me.

                        Comment

                        • youALREADYknow
                          MVP
                          • Aug 2008
                          • 3635

                          #102
                          Re: 2K19: Return of The Sim Roster

                          Originally posted by Barncore
                          I tried them out. Seemed unrealistically fast to me. Too zippy, not enough "float".

                          Maybe the 66 gamespeed suits your roster better.

                          RetroDee's movement sliders seem more life-like to me, but i might incorporate other elements of your sliders into it cos i trust your perspective!
                          Player movement and game speed is one of those areas that is really up to personal preference so everyone should go with what feels right to them. Dribbling, finishing, and shot speed at the NBA level compared to 2K suggests Game Speed should be up around 70 to be "simulation" speed. The only problem with operating at real-life game speed is that our ability to trigger quick twitch animations is virtually non-existent in 2K so we have to slow the game down to make the read/react/respond way of gaming work.

                          Remember that Game Speed is completely separated from Player Movement such that it only impacts the speed that "action" animations play out.

                          Player Movement is essentially broken out between a few sliders.

                          Speed/Acceleration/Lateral Attribute Sliders control the movement of defenders (both on-ball and off-ball).
                          Speed w/ Ball and Acceleration w/ Ball control the movement of ball handlers.
                          Speed w/o Ball and Acceleration w/o Ball control the movement of the other 4 players on offense without the ball.

                          For me, the game on default Game Speed is like watching intramural hoops at a local rec league. The players lack explosion in/out of moves and that's evident on any fast break, transition, or drive to attack sequence.

                          If you play on 50 Game Speed, then be careful how high your Movement sliders are set. In my set for example, that means your ball handler, driving, and finishing animations will play out significantly slower than the general standing/running movement of players on the court. You may want to leave all Movement sliders at defaults (50 Speed, 50 Accel, 70 w/Ball Max, 70 w/o Ball Max, 30 w/Ball Min, 30 w/o Ball Min) or very close to defaults with a 50 Game Speed and just use the rest of the slider set to mesh with the roster.

                          Movement really isn't very tied into the roster this year. The only major difference in this roster for Movement is a wider spread/range between player's Acceleration. That's going to show up in any slider set with a decent spread between Acceleration Min/Max.
                          Last edited by youALREADYknow; 10-19-2018, 07:24 AM.

                          Comment

                          • youALREADYknow
                            MVP
                            • Aug 2008
                            • 3635

                            #103
                            Re: 2K19: Return of The Sim Roster

                            Originally posted by JR Ewingston
                            Thanks for your sliders.

                            Are gamespeed; acceleration; speed; literal quickness counting as 'all movement sliders' for the overall gamespeed and animation speed flow of the game?
                            Yes, because it's really tough to separate speed, acceleration, lateral quickness, speed w/ ball, speed w/o ball, acceleration w/ ball, acceleration w/o ball and use values from different slider sets.

                            Those sliders control every on-ball and off-ball player interaction between the offense and defense. For example, if guys are constantly getting past the defender on off-ball backdoor cuts then the Speed/Acceleration sliders are probably not set to match the speed of the Speed/Acceleration w/o Ball sliders. If you start to see blow-by dribble animations like 2K18, then it's the Speed/Acceleration w/ Ball sliders that are higher.

                            Remember that the default Speed/Acceleration Attribute sliders is set to 50, but the default Speed/Acceleration w/Ball and w/o Ball Movement sliders are set to Max 70, Min 30 (default average of 50). As soon as you use a slider set that moves the average off 50 (like most custom sets do), then you need to adjust the Speed/Acceleration Attributes to re-balance the difference between offense and defense. In some sliders, you may intentionally want to create more separation between the movement of offense and defense and that's something that should be tweaked very carefully.

                            Comment

                            • ch46647
                              MVP
                              • Aug 2006
                              • 3515

                              #104
                              Re: 2K19: Return of The Sim Roster

                              YAK- Besides the addition of two new teams, what changes have you made to the Roster .2?

                              Looking forward to playing when it becomes available.

                              Comment

                              • Barncore
                                Formerly known as Barnsey
                                • Aug 2003
                                • 1337

                                #105
                                Re: 2K19: Return of The Sim Roster

                                Originally posted by youALREADYknow
                                Player movement and game speed is one of those areas that is really up to personal preference so everyone should go with what feels right to them. Dribbling, finishing, and shot speed at the NBA level compared to 2K suggests Game Speed should be up around 70 to be "simulation" speed. The only problem with operating at real-life game speed is that our ability to trigger quick twitch animations is virtually non-existent in 2K so we have to slow the game down to make the read/react/respond way of gaming work.

                                Remember that Game Speed is completely separated from Player Movement such that it only impacts the speed that "action" animations play out.

                                Player Movement is essentially broken out between a few sliders.

                                Speed/Acceleration/Lateral Attribute Sliders control the movement of defenders (both on-ball and off-ball).
                                Speed w/ Ball and Acceleration w/ Ball control the movement of ball handlers.
                                Speed w/o Ball and Acceleration w/o Ball control the movement of the other 4 players on offense without the ball.

                                For me, the game on default Game Speed is like watching intramural hoops at a local rec league. The players lack explosion in/out of moves and that's evident on any fast break, transition, or drive to attack sequence.

                                If you play on 50 Game Speed, then be careful how high your Movement sliders are set. In my set for example, that means your ball handler, driving, and finishing animations will play out significantly slower than the general standing/running movement of players on the court. You may want to leave all Movement sliders at defaults (50 Speed, 50 Accel, 70 w/Ball Max, 70 w/o Ball Max, 30 w/Ball Min, 30 w/o Ball Min) or very close to defaults with a 50 Game Speed and just use the rest of the slider set to mesh with the roster.

                                Movement really isn't very tied into the roster this year. The only major difference in this roster for Movement is a wider spread/range between player's Acceleration. That's going to show up in any slider set with a decent spread between Acceleration Min/Max.
                                I understand that gamespeed dictates the animation speed. But i compared an NBA broadcast against 2K and to me 50 looks the best. The ball floats at the right speed, players move more accurately. You're right, the game does move too slow at default, but i don't think it's the animation speed that's too slow, it's how much ground the players cover, and how quickly they can get there. Players look more explosive when their animations are at normal speed but they get there faster. It's looks realistic in the game too flow wise. Running feet plant in the right spots at the right pace. I think RetroDee has pretty much nailed it by putting gamespeed at 48 and putting speed attribute at 57 and acceleration at 65. And also setting the movement sliders to 75/50 (though i prefer a bit lower than 50). But as you said it's personal preference. I think i'll make a slider set that's somewhere in the middle of you two in terms of movement.

                                Comment

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