2K19: Return of The Sim Roster
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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
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Re: 2K19: Return of The Sim Roster
Just trying to figure out which parts are safe to incorporate into my own sliders (for use with CelticLG's roster on PS4)Comment
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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. CheersComment
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Re: 2K19: Return of The Sim 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
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Re: 2K19: Return of The Sim Roster
Thank you so much, that's really helpfulComment
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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. CheersComment
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Re: 2K19: Return of The Sim Roster
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
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Re: 2K19: Return of The Sim Roster
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.
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
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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
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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
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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!
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
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Re: 2K19: Return of The Sim Roster
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
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Re: 2K19: Return of The Sim Roster
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.Comment
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