2K19: Return of The Sim Roster

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  • JBCAROLINAKID
    MVP
    • Jun 2009
    • 1039

    #106
    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!
    Try 55 game speed. I ran a game with that last night and it felt pretty good

    Sent from my SM-T350 using Operation Sports mobile app
    "Aim for the bushes"

    Comment

    • youALREADYknow
      MVP
      • Aug 2008
      • 3635

      #107
      Re: 2K19: Return of The Sim Roster

      Looking like Sunday night or Monday morning for v0.2.

      Keep the feedback rolling in, even the slider feedback is helpful to understand what you are seeing. Also don’t feel obligated to use the recommended sliders. Hopefully the roster makes the game more playable with most slider sets.

      Comment

      • JBCAROLINAKID
        MVP
        • Jun 2009
        • 1039

        #108
        Re: 2K19: Return of The Sim Roster (X1)

        I cut backdoor cuts slider down to 1 from 10 and it helped. Even at 10 I was seeing too many cheap baskets that way by point guards mainly. I hate the way big men will rebound the ball and instead of passing it they take off and dribble all the way across half court. I see that in different rosters and don't really know how to fix it. I have most bigs ball handling between 45 and 50. 50 for the more elite bigs.

        Sent from my SM-T350 using Operation Sports mobile app
        "Aim for the bushes"

        Comment

        • dnikafoeno
          Rookie
          • Mar 2011
          • 98

          #109
          Re: 2K19: Return of The Sim Roster

          Yak, have you been able to get the CPU play calling down?

          Man this ACE is a frustrating system for playcalling cause while we can turn it off and run a good offense.. the cpu is just abysmal to play against.

          I'm still annoyed with Rockets... I'm trying to get them to run P&R more but the only fix I've found for them atleast is to create a player and import Melo's appearance/attributes so they can run something other than going to Melo for high post/low post or 21 delay/iso all the time for Harden.

          Atleast with that, they run different plays and series sometimes which all comes down to play types and touches for the other players on the floor.

          If that isn't setup correctly it goes downhill again.. it really does seem like something is tied to the players that we cant change or edit.

          I've resulted in filling out all play types for players even if it doesn't make sense. (Except for giving Capela P&R ballhander for example)

          I hope they take a look at this system whether patch or major update cause I'm sure everyone was looking forward to the CPU using their full playbook and playing smarter offense in right situations.

          Comment

          • youALREADYknow
            MVP
            • Aug 2008
            • 3635

            #110
            Re: 2K19: Return of The Sim Roster

            Originally posted by dnikafoeno
            Yak, have you been able to get the CPU play calling down?
            Nope, but at least I know how and why it’s not working. ACE has player specific settings that override roster settings (Touches and Play Types).

            VTCRB has an ambitious roster project that could end up saving the whole community some headache and I’m anxious to see if importing Player DNA caps on an entire roster fixes the problem as you suggested.

            Until then, I’m just going to move forward with the roster project and stop obsessing over fixing ACE. Still a LOT of work to do so let’s keep going.

            v0.2 of the Roster was uploaded yesterday with the Jazz updated and Tendency updates for the drive/kick/attack game for everyone on the completed teams (MIL, UTA, DEN, HOU, GSW). I’ll post another update to v0.2 once the Celtics are finished.

            v0.2 Sliders are in the first post and uploaded to 2KShare.
            Last edited by youALREADYknow; 10-23-2018, 09:54 AM.

            Comment

            • youALREADYknow
              MVP
              • Aug 2008
              • 3635

              #111
              Re: 2K19: Return of The Sim Roster (X1)

              Originally posted by JBCAROLINAKID
              I cut backdoor cuts slider down to 1 from 10 and it helped. Even at 10 I was seeing too many cheap baskets that way by point guards mainly. I hate the way big men will rebound the ball and instead of passing it they take off and dribble all the way across half court. I see that in different rosters and don't really know how to fix it. I have most bigs ball handling between 45 and 50. 50 for the more elite bigs.
              Sliders seem like the only fix for this. I believe the success of backdoor cuts is controlled by the difference between the defensive movement sliders (Speed, Acceleration, Lateral Quickness, Def Awareness) and the offensive off-ball movement sliders (Speed w/o Ball, Acceleration w/o Ball, Offensive Awareness).

              If you go higher on the defensive movement, then it can kill the transition game but limit backdoor success. Still looking for a good balance without removing all off-ball movement since that’s a real big part of NBA sim ball.

              Comment

              • ch46647
                MVP
                • Aug 2006
                • 3515

                #112
                Re: 2K19: Return of The Sim Roster

                Quick feedback- Very brief playtime in scrimmage mode, Warriors (user) vs Rockets (CPU)

                It feels a bit too easy to beat the CPU defender off the dribble. I could get to the basket nearly every time with Steph against CP3.

                I noticed you lowered on-ball defense quite a bit from the original slider set. Also, the disparity between the USER and CPU movement sliders may play a part in this.

                Thanks for sharing this roster! Really looking forward to the final product.

                Comment

                • rich4avila
                  Rookie
                  • Sep 2018
                  • 7

                  #113
                  Re: 2K19: Return of The Sim Roster

                  I saw your sliders, and hv one question....put the Body-Up Sensitivity lower affects the fouls and the FTA or its depends more of the inside and driving shot contact ??

                  Comment

                  • youALREADYknow
                    MVP
                    • Aug 2008
                    • 3635

                    #114
                    Re: 2K19: Return of The Sim Roster

                    Originally posted by rich4avila
                    I saw your sliders, and hv one question....put the Body-Up Sensitivity lower affects the fouls and the FTA or its depends more of the inside and driving shot contact ??
                    Driving/Inside Shot Contact Sliders have the largest impact on the foul engine and free throw attempts.

                    Body-Up Sensitivity set lower allows for more dribble drives into contact animations. If it’s set higher, then you’ll see more body contact on the perimeter and more inside shot contact animations.

                    I like the fouls on drives over inside shots and think the perimeter contact is unrealistic (would be fouls in the NBA) so I’m using a lower Body-Up Sensitivity combined with a very high Shot Contact slider to get more defenders riding the hip and challenging drives at the rim.

                    Comment

                    • JBCAROLINAKID
                      MVP
                      • Jun 2009
                      • 1039

                      #115
                      Re: 2K19: Return of The Sim Roster

                      Originally posted by youALREADYknow
                      Driving/Inside Shot Contact Sliders have the largest impact on the foul engine and free throw attempts.

                      Body-Up Sensitivity set lower allows for more dribble drives into contact animations. If it’s set higher, then you’ll see more body contact on the perimeter and more inside shot contact animations.

                      I like the fouls on drives over inside shots and think the perimeter contact is unrealistic (would be fouls in the NBA) so I’m using a lower Body-Up Sensitivity combined with a very high Shot Contact slider to get more defenders riding the hip and challenging drives at the rim.
                      What do u have your driving/inside shot contact and body up sensitivity sliders at currently?

                      Sent from my SM-T350 using Operation Sports mobile app
                      "Aim for the bushes"

                      Comment

                      • JR Ewingston
                        Rookie
                        • Nov 2010
                        • 114

                        #116
                        Re: 2K19: Return of The Sim Roster (X1)

                        Could yiu help me out finding a good combination of player movement fir gamespeed around default 50.

                        Would like to try your set with matching combination of off and def movement sliders.

                        That would be awesome.
                        Thanks for this project. Im really looking forward to it m

                        Comment

                        • ch46647
                          MVP
                          • Aug 2006
                          • 3515

                          #117
                          Re: 2K19: Return of The Sim Roster

                          YAK- Two questions for you.

                          1. Is there any way to disable the CPU double teams or are they hard-coded in the game? My god, this has to be the most frustrating thing on the defensive end for me.

                          If Steph Curry scores 8 points, immediately the CPU defense goes crazy and defenders will sprint off their man to double (leaving Durant, Klay, etc wide open). At times, the defensive Center will literally sprint away from Cousins and leave him wide open under the basket to double steph eight feet outside the arc. The double team logic is so bad in this game it really needs to be disabled.

                          2. What is your philosophy on turning lateral quickness up so high? I'm not a slider guru, but most slider makers turn lateral quickness down from default to eliminate some of the sliding.

                          Thanks!

                          Comment

                          • youALREADYknow
                            MVP
                            • Aug 2008
                            • 3635

                            #118
                            Re: 2K19: Return of The Sim Roster

                            Originally posted by ch46647
                            YAK- Two questions for you.

                            1. Is there any way to disable the CPU double teams or are they hard-coded in the game? My god, this has to be the most frustrating thing on the defensive end for me.

                            If Steph Curry scores 8 points, immediately the CPU defense goes crazy and defenders will sprint off their man to double (leaving Durant, Klay, etc wide open). At times, the defensive Center will literally sprint away from Cousins and leave him wide open under the basket to double steph eight feet outside the arc. The double team logic is so bad in this game it really needs to be disabled.

                            2. What is your philosophy on turning lateral quickness up so high? I'm not a slider guru, but most slider makers turn lateral quickness down from default to eliminate some of the sliding.

                            Thanks!
                            1. MyLeague is the only way to disable this since it's coming from the coaches defensive settings.

                            2. I usually turn this down in 2K, but this year's game has frustrated me with the balance between getting past a defender, whether the defender can recover, and all of the dribbler/defender interactions. I haven't been able to find the perfect balance yet and the time to reach "slider hell" is at all-time lows for me.

                            The High Lateral Quickness helps to offset the High Acceleration w/Ball (Max) to allow defenders to hit the spot and cut off ball handlers both in iso and on ball screens.

                            Here are the trade-offs of pros/cons of player movement (in my opinion) with the current slider set:
                            PROS
                            (+) Reduced body contact with the ball handler on perimeter defense
                            (+) Increased blow-by dribbling on speed mismatches
                            (+) Reduced off-ball contact "stickiness"
                            (+) Reduced defensive recovery time on/after ball screens
                            (+) Increased shooting fouls on shot contests and block attempts at the rim
                            CONS
                            (-) Increased player clipping on dribble drives or finishing animations
                            (-) Increased sliding and floating for defenders
                            (-) Reduced body contact in the paint/post


                            My first 2K19 slider set had High Body Up Sensitivity, High Contact Shot Frequency, Low On-Ball Defense, Low Lateral Quickness. The gameplay looked right aside from the perimeter defense and I got tired of seeing the constant bumping without the block/charge calls that were called in 2K18. There was also a problem with strength/size seeming to matter more to defense than defensive skill ratings and tendencies. You can really tell when an elite wing defender is guarding you on the current slider set, but it's more about anticipation than just bullying you with the body.

                            Comment

                            • youALREADYknow
                              MVP
                              • Aug 2008
                              • 3635

                              #119
                              Re: 2K19: Return of The Sim Roster

                              The next roster update (v0.3) will be the last "demo" version released. I'm going to update a few more attribute and tendency scales to convert stats to ratings. After that, I'll start going one-by-one through those attributes/tendencies and updating the whole official v1.0 roster. That process should take a few weeks with signatures and custom rotations.

                              It seems like most of the remaining issues are related to sliders and the play calling in ACE. I'll make a slider thread if that's better to discuss how sliders work with the roster. We can keep updating those with the next roster update.

                              Please let me know soon if anyone has roster/tendency related issues where players aren't playing like real-life counterparts on the five squads that have been updated.

                              Comment

                              • ch46647
                                MVP
                                • Aug 2006
                                • 3515

                                #120
                                Re: 2K19: Return of The Sim Roster

                                Originally posted by youALREADYknow
                                The next roster update (v0.3) will be the last "demo" version released. I'm going to update a few more attribute and tendency scales to convert stats to ratings. After that, I'll start going one-by-one through those attributes/tendencies and updating the whole official v1.0 roster. That process should take a few weeks with signatures and custom rotations.

                                It seems like most of the remaining issues are related to sliders and the play calling in ACE. I'll make a slider thread if that's better to discuss how sliders work with the roster. We can keep updating those with the next roster update.

                                Please let me know soon if anyone has roster/tendency related issues where players aren't playing like real-life counterparts on the five squads that have been updated.
                                Good news about double teams being disabled in MyLeague! I could have sworn they were hard coded in the CPU ACE system.

                                Comment

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