Most Realistic Gameplay Roster 2K24

Collapse

Recommended Videos

Collapse
X
 
  • Time
  • Show
Clear All
new posts
  • Tynole14
    MVP
    • Jul 2019
    • 2179

    #76
    Re: Most Realistic Gameplay Roster 2K24

    Originally posted by studdi
    Are you playing with shot meter on or off? I played with on and had the feeling that there where open 3s or some layups that looked green but didn’t go in?



    The gameplay is very nice feels really good but it’s very challenging.
    I play with the meter off. And on shots only. I don't use it for layups.

    Sent from my ONEPLUS A6013 using Tapatalk

    Comment

    • TheDon7727
      Rookie
      • Jul 2022
      • 123

      #77
      Re: Most Realistic Gameplay Roster 2K24

      Alright, just finished a game in with the newest realistic slider update (25). The big thing I instantly noticed because of the change – easier movement.

      -Player movement all over the court felt smoother. (eg: running plays, coming off screens, getting realistic open shots etc.) Contact felt more appropriate most of the time. Much less weird AI suckage just to produce an animation, which I appreciate.

      -I did notice a few times that I thought there should be a bit more contact on the perimeter and in the paint. Early the game, it was easy in a lot of cases to speed burst right past defenders in a lot of cases without any contact at all and CPU didn’t even react. I noticed this more with like Fox driving on Morant (the contact was less) than when Fox tried to drive on Smart. Smart seemed to be more physical, especially late in the game.

      -I noticed a few cases where Cpu, after some dribbling to shake the defender driving toward the baseline, drove right out of bounds leading to some weird turnovers. It's like the CPU had no awareness they were heading out of bounds.

      -After a lot of games, I’ve noticed a lot of players jumping to catch rather routine passes too, imo. Seems kind of strange at times, but other times it’s entirely appropriate because the pass is coming out of a double team or something. I do really like the feel of tension when passing because the ball is loose and has potential to be taken easily either in passing lanes or stolen one on one, out of a double team, etc. Makes you actually have to think and be smart about your passes especially into the paint. Would like to see more reaction defensively on the user side CPU teammates. Not sure where the sweet spot is with this in terms of balance.

      -Still would like to more blocks by big men on the user side, especially in the paint, but I know this is easy to abuse too if it's too high.

      -Noticed a reduction in shooting fouls on both sides.

      But overall, I thought the feel was much better. I was the Kings playing against the CPU Grizzlies. It was a really fun scoring battle all game until the Grizzles won late.

      Significant individual stat lines:

      Kings -
      Fox 39 mins 30 pts 1 reb 11 asts 3 turnovers
      Barnes 22 mins 19 pts 2 reb 1 ast 1 stl
      Monk 27 mins 17 pts 3 reb 4 asts
      Sabonis 32 mins 11 pts 9 rebs 5 asts 1 stl 1 blk
      Murray 32 mins 8 pts 12 rebs 4 asts

      Grizzlies –
      Bane 34 mins 34 pts 3 rebs 1 ast 1 stl 2 turnovers 13-17 FG 6-8 3pt
      Jackson Jr 37 mins 34 pts 4 rebs 3 asts 1 stl 2 blks
      Morant 29 mins 22 pts 4 rebs 6 asts 1 stl 3 turnovers
      Smart 35 mins 11 pts 2 rebs 5 asts 3 stls
      Clarke 29 mins 10 pts 13 rebs 2 asts 1 stl 3 turnovers


      Full game stats (12 min quarters) –

      Grizzles (CPU) vs Kings (User)
      Points 120 vs 113
      FG 59% on 82 shots vs 51% on 83 shots
      3PT 43% on 23 shots vs 45% on 42 shots
      FT 14/18 78% vs 10/12 83%
      Fastbreak points 12 vs 13
      PIP 64 vs 36
      Second chance points 4 vs 3
      Bench Points 16 vs 35
      Assists 28 vs 35
      Oreb 5 vs 5
      Dreb 38 vs 33
      Steals 11 vs 5
      Blocks 2 vs 1
      Turnovers(Points off) 11(13) vs 13(9)
      Team Fouls 9 vs 13
      Dunks 11 vs 4

      Ty, I’m wondering what your controller settings are for things like Defensive Assist Strength, Boxout assist Strength, and the settings for your Pass Target Profile – direction, distance, openness. Could you post what you recommend with these when you have time?

      Thank you good sir!
      Last edited by TheDon7727; 09-23-2023, 10:32 AM.

      Comment

      • Tynole14
        MVP
        • Jul 2019
        • 2179

        #78
        Re: Most Realistic Gameplay Roster 2K24

        Originally posted by TheDon7727
        Alright, just finished a game in with the newest realistic slider update (25). The big thing I instantly noticed because of the change – easier movement.

        -Player movement all over the court felt smoother. (eg: running plays, coming off screens, getting realistic open shots etc.) Contact felt more appropriate most of the time. Much less weird AI suckage just to produce an animation, which I appreciate.

        -I did notice a few times that I thought there should be a bit more contact on the perimeter and in the paint. Early the game, it was easy in a lot of cases to speed burst right past defenders in a lot of cases without any contact at all and CPU didn’t even react. I noticed this more with like Fox driving on Morant (the contact was less) than when Fox tried to drive on Smart. Smart seemed to be more physical, especially late in the game.

        -I noticed a few cases where Cpu, after some dribbling to shake the defender driving toward the baseline, drove right out of bounds leading to some weird turnovers. It's like the CPU had no awareness they were heading out of bounds.

        -After a lot of games, I’ve noticed a lot of players jumping to catch rather routine passes too, imo. Seems kind of strange at times, but other times it’s entirely appropriate because the pass is coming out of a double team or something. I do really like the feel of tension when passing because the ball is loose and has potential to be taken easily either in passing lanes or stolen one on one, out of a double team, etc. Makes you actually have to think and be smart about your passes especially into the paint. Would like to see more reaction defensively on the user side CPU teammates. Not sure where the sweet spot is with this in terms of balance.

        -Still would like to more blocks by big men on the user side, especially in the paint, but I know this is easy to abuse too if it's too high.

        -Noticed a reduction in shooting fouls on both sides.

        But overall, I thought the feel was much better. I was the Kings playing against the CPU Grizzlies. It was a really fun scoring battle all game until the Grizzles won late.

        Significant individual stat lines:

        Kings -
        Fox 39 mins 30 pts 1 reb 11 asts 3 turnovers
        Barnes 22 mins 19 pts 2 reb 1 ast 1 stl
        Monk 27 mins 17 pts 3 reb 4 asts
        Sabonis 32 mins 11 pts 9 rebs 5 asts 1 stl 1 blk
        Murray 32 mins 8 pts 12 rebs 4 asts

        Grizzlies –
        Bane 34 mins 34 pts 3 rebs 1 ast 1 stl 2 turnovers 13-17 FG 6-8 3pt
        Jackson Jr 37 mins 34 pts 4 rebs 3 asts 1 stl 2 blks
        Morant 29 mins 22 pts 4 rebs 6 asts 1 stl 3 turnovers
        Smart 35 mins 11 pts 2 rebs 5 asts 3 stls
        Clarke 29 mins 10 pts 13 rebs 2 asts 1 stl 3 turnovers


        Full game stats (12 min quarters) –

        Grizzles (CPU) vs Kings (User)
        Points 120 vs 113
        FG 59% on 82 shots vs 51% on 83 shots
        3PT 43% on 23 shots vs 45% on 42 shots
        FT 14/18 78% vs 10/12 83%
        Fastbreak points 12 vs 13
        PIP 64 vs 36
        Second chance points 4 vs 3
        Bench Points 16 vs 35
        Assists 28 vs 35
        Oreb 5 vs 5
        Dreb 38 vs 33
        Steals 11 vs 5
        Blocks 2 vs 1
        Turnovers(Points off) 11(13) vs 13(9)
        Team Fouls 9 vs 13
        Dunks 11 vs 4

        Ty, I’m wondering what your controller settings are for things like Defensive Assist Strength, Boxout assist Strength, and the settings for your Pass Target Profile – direction, distance, openness. Could you post what you recommend with these when you have time?

        Thank you good sir!
        Appreciate the feedback man. It helps a ton. I'm still not too happy with the contact and speed so far. Going to make changes on Realistic Sliders later tonight. Made some changes to the roster tendencies this morning too. I as well thought the speed was too much (going to slow it down tonight) and needs a little more contact too.
        I did make some good changes to Player Lock sliders this morning and could use some feedback. If you would like to try it out. To play Player Lock, you lock onto a position in controller settings. Thanks man.

        Sent from my ONEPLUS A6013 using Tapatalk

        Comment

        • TheDon7727
          Rookie
          • Jul 2022
          • 123

          #79
          Re: Most Realistic Gameplay Roster 2K24

          Another game in with the newest realistic slider update (25). I was the Wolves against the CPU Pistons. Wow! What an absolute nailbiter of a game! A battle of stars. I came back from 12 down in the 3rd with an almost desperation 3pt shot to beat the CPU by 1 point at literally zero hour in the game. 8.8 seconds on the clock in the 4th and they couldn’t match on their end. I also experimented more with overall team defensive settings menu as CPU would go on runs (eg: no threes, switch, stay home, etc.) which I think helped. Up till now I’ve been leaving it set to Custom. This game was a blast!

          -This game was much more physical so maybe the contact on the perimeter has more to do with player and/or team tendencies and not much with sliders. Idk. But this game gave me more contact that made since on the perimeter that the first game didn’t at times.

          -Still saw a need for high blocks for user. Gobert had two weird blocks on CPU late, but I had to make him jump super early before the CPU offensive shot/dunk animation took over. I had one situation where, as Gobert, I was on CPU Duran, and went for an obvious block and the dunk animation for Duran just ignored that Gobert was on top of him. Just felt strange.

          Overall, fantastic game though. My first win against CPU, even it was a bit ugly, lol!

          Significant individual state lines:

          Pistons -
          Cunningham 35 mins 39 pts 5 reb 5 asts 2 stls
          Boogey 37 mins 28 pts 2 reb 1 ast 1 stl
          Duran 38 mins 22 pts 20 reb 2 stls 3 turnovers
          Ivey 34 mins 13 pts 1 rebs 7 asts 3 stl 2 turnovers

          T’Wolves –
          Edwards 37 mins 39 pts 1 rebs 7 ast 2 stl 3 turnovers
          KAT 40 mins 29 pts 11 rebs 3 asts 1 stl 2 turnovers
          McDaniels 25 mins 11 pts 2 rebs 2asts 1 stl 2 turnovers
          Conley 35 mins 8 pts 1 rebs 9 asts 1 stls 2 turnovers
          Gobert 34 mins 4 pts 12 rebs 3 asts 1 stl 2 blks


          Full game stats (12 min quarters) –

          Pistons (CPU) vs Timberwolves (User)
          Points 112 vs 113
          FG 53% on 91 shots vs 56% on 82 shots
          3PT 32% on 31 shots vs 38% on 26 shots
          FT 6/8 75% vs 11/13 85%
          Fastbreak points 13 vs 12
          PIP 58 vs 52
          Second chance points 8 vs 10
          Bench Points 10 vs 22
          Assists 26 vs 32
          Oreb 13 vs 8
          Dreb 30 vs 32
          Steals 10 vs 7
          Blocks 0 vs 3
          Turnovers(Points off) 9(15) vs 12(15)
          Team Fouls 8 vs 8
          Dunks 14 vs 13
          Last edited by TheDon7727; 09-23-2023, 12:33 PM.

          Comment

          • TheDon7727
            Rookie
            • Jul 2022
            • 123

            #80
            Re: Most Realistic Gameplay Roster 2K24

            Originally posted by Tynole14
            Appreciate the feedback man. It helps a ton. I'm still not too happy with the contact and speed so far. Going to make changes on Realistic Sliders later tonight. Made some changes to the roster tendencies this morning too. I as well thought the speed was too much (going to slow it down tonight) and needs a little more contact too.
            I did make some good changes to Player Lock sliders this morning and could use some feedback. If you would like to try it out. To play Player Lock, you lock onto a position in controller settings. Thanks man.

            Sent from my ONEPLUS A6013 using Tapatalk
            You're welcome! I'm happy to test whatever you need feedback on. I don't usually play on player lock, but I'll give it a shot and let you know my thoughts asap. You do very good work sir! You and your team made 2k23 great and 2k24 will be too. Keep up the testing!

            Comment

            • Tynole14
              MVP
              • Jul 2019
              • 2179

              #81
              Re: Most Realistic Gameplay Roster 2K24

              Originally posted by TheDon7727
              Another game in with the newest realistic slider update (25). I was the Wolves against the CPU Pistons. Wow! What an absolute nailbiter of a game! A battle of stars. I came back from 12 down in the 3rd with an almost desperation 3pt shot to beat the CPU by 1 point at literally zero hour in the game. 8.8 seconds on the clock in the 4th and they couldn’t match on their end. I also experimented more with overall team defensive settings menu as CPU would go on runs (eg: no threes, switch, stay home, etc.) which I think helped. Up till now I’ve been leaving it set to Custom. This game was a blast!

              -This game was much more physical so maybe the contact on the perimeter has more to do with team tendencies and not much with sliders. Idk. But this game gave me more of contact that made since on the perimeter that the first game didn’t at times.

              -Still saw a need for high blocks for user. Gobert had two weird blocks on CPU late, but I had to make him jump super early before the CPU offensive shot/dunk animation took over. I had one situation where, as Gobert, I was on CPU Duran, and went for an obvious block and the dunk animation for Duran just ignored that Gobert was on top of him. Just felt strange.

              Overall, fantastic game though. My first win against CPU, even it was a bit ugly, lol!

              Significant individual state lines:

              Pistons -
              Cunningham 35 mins 39 pts 5 reb 5 asts 2 stls
              Boogey 37 mins 28 pts 2 reb 1 ast 1 stl
              Duran 38 mins 22 pts 20 reb 2 stls 3 turnovers
              Ivey 34 mins 13 pts 1 rebs 7 asts 3 stl 2 turnovers

              T’Wolves –
              Edwards 37 mins 39 pts 1 rebs 7 ast 2 stl 3 turnovers
              KAT 40 mins 29 pts 11 rebs 3 asts 1 stl 2 turnovers
              McDaniels 25 mins 11 pts 2 rebs 2asts 1 stl 2 turnovers
              Conley 35 mins 8 pts 1 rebs 9 asts 1 stls 2 turnovers
              Gobert 34 mins 4 pts 12 rebs 3 asts 1 stl 2 blks


              Full game stats (12 min quarters) –

              Pistons (CPU) vs Timberwolves (User)
              Points 112 vs 113
              FG 53% on 91 shots vs 56% on 82 shots
              3PT 32% on 31 shots vs 38% on 26 shots
              FT 6/8 75% vs 11/13 85%
              Fastbreak points 13 vs 12
              PIP 58 vs 52
              Second chance points 8 vs 10
              Bench Points 10 vs 22
              Assists 26 vs 32
              Oreb 13 vs 8
              Dreb 30 vs 32
              Steals 10 vs 7
              Blocks 0 vs 3
              Turnovers(Points off) 9(15) vs 12(15)
              Team Fouls 8 vs 8
              Dunks 14 vs 13
              Dang, awesome game! I'll up user blocks tonight. [emoji106]

              Sent from my ONEPLUS A6013 using Tapatalk

              Comment

              • TheDon7727
                Rookie
                • Jul 2022
                • 123

                #82
                Re: Most Realistic Gameplay Roster 2K24

                Originally posted by Tynole14
                Dang, awesome game! I'll up user blocks tonight. [emoji106]

                Sent from my ONEPLUS A6013 using Tapatalk
                It really was a fun game. Even the broadcast team in-game said it was fun to watch, lol! And cool! I don't think user blocks needs upped too much, as they do happen now, more often by CPU. I think a click or two could see more physicality and potential there for User. I do like they are hard to get though. Most times, in most situations I've seen, that makes perfect sense.

                Comment

                • TheDon7727
                  Rookie
                  • Jul 2022
                  • 123

                  #83
                  Re: Most Realistic Gameplay Roster 2K24

                  Got a game in with Player Lock Sliders (62). A few housekeeping things. I played Center position all game. I also play on Real Player % for shots and layups. I was the Kings against CPU Magic. So, I played Sabonis, Len, and Lyles all game. Sabonis also fouled out late in the game. The reason I don’t find player lock as fun is because I have the CPU run plays a lot. When in player lock, for me, I concentrate so hard on getting to my spots on the floor diagram, I don’t necessarily catch everything happening moment to moment on ball. Anyway, a few thoughts are below.

                  - The game place was a bit fast for my liking.

                  - Hard to get blocks here too. Blocking mechanics seem worse in 2k24 from 2k23, I thought in 2k23, when you went for a block the AI did a good job of players doing the appropriate animation which involved their blocking hand tracking the ball. In 2k24, it seems like that’s gone. Maybe it’s a slider thing, but blocks just seem hard to get and when you do get them they feel wonky with players not even knowing where the ball is at all sometimes. I see this most in the paint.

                  - Had a body contact clipping issue in the paint when Banchero drove on one play. Len(Me) came to provide help D and jumped to block the ball, part of Banchero’s body clipped through Len’s arm so there was no contact from my player when there should have been. On replay, it caught it. Maybe because Banchero was already in a two-man driving animation with another player, Murray I think. Idk.

                  - Highly noticeable, but for the AI Kings, it was the D Fox show, and it wasn’t a good show most of the time, imo, lol. AI Fox hardly ever passed to teammates rather electing to drive a lot and dunk or force contested layups. I tried to not hit the pass button for my player to force a pass to me from the AI as I wanted to see how much the CPU would pass to my player on its own if the team ran a play and I was in my spots. See his stats below…

                  Significant individual stat lines:

                  Kings -
                  Fox 39 mins 57 pts 5 reb 2 asts 4 turnovers FG 21-29 3PT 3-5
                  Huerter 35 mins 12 pts 4 reb 3 ast 1 stl
                  Monk 25 mins 11 pts 0 reb 2 asts
                  Sabonis 29 mins 3 pts 6 rebs 5 asts 3 blks 3 turnovers

                  Magic –
                  Banchero 34 mins 35 pts 8 rebs 3 ast
                  Carter Jr 32 mins 25 pts 12 rebs 2 asts 2 stl 3 turnovers
                  F. Wagner 38 mins 15 pts 7 rebs 6 asts
                  M. Wagner 13 mins 15 pts 4 rebs 1 blk
                  Fultz 34 mins 10 pts 2 rebs 4 asts 3 stl


                  Full game stats (12 min quarters) –
                  Magic (CPU) vs Kings (User) (Player lock Center)

                  Points 121 vs 106
                  FG 51% on 94 shots vs 53% on 76 shots
                  3PT 43% on 23 shots vs 33% on 27 shots (only made 9)
                  FT 15/19 79% vs 17/21 81%
                  Fastbreak points 9 vs 4
                  PIP 64 vs 46
                  Second chance points 0 vs 2
                  Bench Points 32 vs 27
                  Assists 26 vs 20
                  Oreb 13 vs 2
                  Dreb 38 vs 37
                  Steals 6 vs 1
                  Blocks 1 vs 5
                  Turnovers(Points off) 5(22) vs 14(2)
                  Team Fouls 16 vs 14
                  Dunks 12 vs 12
                  Last edited by TheDon7727; 09-23-2023, 04:57 PM.

                  Comment

                  • Tynole14
                    MVP
                    • Jul 2019
                    • 2179

                    #84
                    Re: Most Realistic Gameplay Roster 2K24

                    Originally posted by TheDon7727
                    Got a game in with Player Lock Sliders (62). A few housekeeping things. I played Center position all game. I also play on Real Player % for shots and layups. I was the Kings against CPU Magic. So, I played Sabonis, Len, and Lyles all game. Sabonis also fouled out late in the game. The reason I don’t find player lock as fun is because I have the CPU run plays a lot. When in player lock, for me, I concentrate so hard on getting to my spots on the floor diagram, I don’t necessarily catch everything happening moment to moment on ball. Anyway, a few thoughts are below.

                    - The game place was a bit fast for my liking.

                    - Hard to get blocks here too. Blocking mechanics seem worse in 2k24 from 2k23, I thought in 2k23, when you went for a block the AI did a good job of players doing the appropriate animation which involved their blocking hand tracking the ball. In 2k24, it seems like that’s gone. Maybe it’s a slider thing, but blocks just seem hard to get and when you do get them they feel wonky with players not even knowing where the ball is at all sometimes. I see this most in the paint.

                    - Had a body contact clipping issue in the paint when Banchero drove on one play. Len(Me) came to provide help D and jumped to block the ball, part of Banchero’s body clipped through Len’s arm so there was no contact from my player when there should have been. On replay, it caught it. Maybe because Banchero was already in a two-man driving animation with another player, Murray I think. Idk.

                    - Highly noticeable, but for the AI Kings, it was the D Fox show, and it wasn’t a good show most of the time, imo, lol. AI Fox hardly ever passed to teammates rather electing to drive a lot and dunk or force contested layups. I tried to not hit the pass button for my player to force a pass to me from the AI as I wanted to see how much the CPU would pass to my player on its own if the team ran a play and I was in my spots. See his stats below…

                    Significant individual stat lines:

                    Kings -
                    Fox 39 mins 57 pts 5 reb 2 asts 4 turnovers FG 21-29 3PT 3-5
                    Huerter 35 mins 12 pts 4 reb 3 ast 1 stl
                    Monk 25 mins 11 pts 0 reb 2 asts
                    Sabonis 29 mins 3 pts 6 rebs 5 asts 3 blks 3 turnovers

                    Magic –
                    Banchero 34 mins 35 pts 8 rebs 3 ast
                    Carter Jr 32 mins 25 pts 12 rebs 2 asts 2 stl 3 turnovers
                    F. Wagner 38 mins 15 pts 7 rebs 6 asts
                    M. Wagner 13 mins 15 pts 4 rebs 1 blk
                    Fultz 34 mins 10 pts 2 rebs 4 asts 3 stl


                    Full game stats (12 min quarters) –
                    Magic (CPU) vs Kings (User) (Player lock Center)

                    Points 121 vs 106
                    FG 51% on 94 shots vs 53% on 76 shots
                    3PT 43% on 23 shots vs 33% on 27 shots (only made 9)
                    FT 15/19 79% vs 17/21 81%
                    Fastbreak points 9 vs 4
                    PIP 64 vs 46
                    Second chance points 0 vs 2
                    Bench Points 32 vs 27
                    Assists 26 vs 20
                    Oreb 13 vs 2
                    Dreb 38 vs 37
                    Steals 6 vs 1
                    Blocks 1 vs 5
                    Turnovers(Points off) 5(22) vs 14(2)
                    Team Fouls 16 vs 14
                    Dunks 12 vs 12
                    Whew looked like a rough one for sure. My changes this morning did not go well then. Appreciate it.
                    The clipping issue is annoying. Body up sensitivity slider isn't working well weirdly. So, I dropped the driving contact frequency and that stopped that suction annimation stuff by the rim but also on the perimeter. Gotta find a balance.

                    Sent from my ONEPLUS A6013 using Tapatalk

                    Comment

                    • TheDon7727
                      Rookie
                      • Jul 2022
                      • 123

                      #85
                      Re: Most Realistic Gameplay Roster 2K24

                      Some feedback on a game I just finished with the newest realistic slider set (27). I was the Wolves vs. CPU Grizzlies. I was able to pull out the win by 3 in the end. Felt like a nice game overall. Some thoughts:

                      - The game flow felt good overall, but speed felt a bit fast. Maybe it was because of the Grizzlies. I know they play fast in real life. I watched a few plays on offense and defense in replay where it seemed like players slid a bit to get into position or for animations to play out while in full motion, but outside of one or two times on D, I didn’t see/feel any.

                      - Did notice an increase in blocks for the User. Felt more difficult for the CPU to score in the paint at the rim. Had a very nice block on CPU Morant with Gobert in the 3rd quarter when he tried to drive the paint and lay it up on the Stifle Tower. Swatted that back at him. Felt nice. KAT was there with there too with Gobert. Did notice on replay that Morant’s arm coming down from the layup attempt did clip through Gobert a bit. Wondering if it would have been a foul if sensitivity was a bit higher? Not sure. But nonetheless, felt like a nice block.

                      - Noticed CPU Grizzles picked off a lot of paint and perimeter passes more than the User teammates. I don’t think it was a steals slider thing as on ball steals seemed to be there but would have liked to see more attempts by User AI teammates to pick off passes in the passing lanes especially in the paint.

                      - Did notice the increase in contact in the paint and on the perimeter. I like this for the most part, outside of a few times where the contact seemed sticky again on D on both sides. I know there has to be a balance to this somewhere. The players absolutely move better, get open more fluidly and help D seems to work better creating good open shot because of the help with the stickiness gone completely, but then you completely lose needed contact at times on D. Again, I don’t know where the sweet spot is on this.

                      Significant individual stat lines:

                      Twolves -
                      Edwards 37 mins 29 pts 4 reb 6 asts, 1 stl, 2 turnovers
                      Conley 34 mins 23 pts, 4 ast 1 stl, 3 turnovers
                      KAT 40 mins 16 pts 10 reb 6 asts, 1 stl
                      Anderson 26 mins 12 pts 3 rebs 5 asts 1 stl
                      Gobert 29 mins 6 pts 13 rebs 2 asts 1 stl 3 blks

                      Grizzles –
                      Bane 34 mins 22 pts 5 rebs 1 ast 1 stl
                      Morant 35 mins 21 pts 4 rebs 8 asts 2 stl 1 blk 4 turnovers
                      Jackson Jr. 35 mins 17 pts 10 rebs 1 asts 2 stls 1 blk 2 turnovers
                      Kennard 17 mins 12 pts 2 rebs 3 asts
                      Smart 38 mins 8 pts 4 rebs 2 asts 2 stl
                      Clarke 26 mins 8 pts 4 rebs 4 stls
                      Adams 24 mins 7 pts 11 rebs 2 asts 1 stl 2 blks 2 turnovers


                      Full game stats (12 min quarters) –

                      Grizzkes (CPU) vs Timberwolves (User)
                      Points 104 vs 107 (2022-23 points per game low was 109 and high 120)

                      FG 45% on 82 shots vs 50% on 78 shots (Shot percentage looks good here, but 2022-23 shots per game low was 83 with the high end 92. I needed to shoot more as the User, ha!)

                      3PT 39% on 49 shots vs 42% on 40 shots (2022-23 3pt% was 32.7% low and 38.4% high. Shots attempted per game was 28 on the low end and 43 on the high)

                      FT 11/16 69% vs 12/14 86% (2022-23 low % was 73.9% and 84% being the high. Attempts per game were 20 being low and 26 being the high)

                      Fastbreak points 14 vs 2 (2022-23 low per game was 11 and 18 was the high)

                      PIP 30 vs 30 (2022-23 low per game was 42 and the high was 57)

                      Second chance points 2 vs 4 (2022-23 per game high on this was 8.4 with the low being in the negative.)

                      Bench Points 29 vs 28 (Couldn’t find a stat on this)

                      Assists 22 vs 27 (2022-23 low per game was 22 and the high was 29.6)

                      Oreb 10 vs 4 (2022-23 low per game was 7.6 and the high was 13)

                      Dreb 37 vs 40 (2022-23 low per game was 30 and the high was 37)

                      Steals 13 vs 7 (2022-23 low per game was 6 and the high was 9)

                      Blocks 4 vs 3 (2022-23 low per game was 3 and the high was 6)

                      Turnovers(Points off) 12(19) vs 13(16) (2022-23 low per game was 11 and the high was 16)

                      Team Fouls 9 vs 10 2022-23 low per game was 17.8 and the high was 22)

                      Dunks 7 vs 5 (Couldn’t find a stat on this)

                      *All 2022-23 stat info came from Team Rankings.com.
                      Last edited by TheDon7727; 09-24-2023, 02:07 PM.

                      Comment

                      • Tynole14
                        MVP
                        • Jul 2019
                        • 2179

                        #86
                        Re: Most Realistic Gameplay Roster 2K24

                        Originally posted by TheDon7727
                        Some feedback on a game I just finished with the newest realistic slider set (27). I was the Wolves vs. CPU Grizzlies. I was able to pull out the win by 3 in the end. Felt like a nice game overall. Some thoughts:

                        -The game flow felt good overall, but speed felt a bit fast. Maybe it was because of the Grizzlies. I know they play fast in real life. I watched a few plays on offense and defense in replay where it seemed like players slid a bit to get into position or for animations to play out while in full motion, but outside of one or two times on D, I didn’t see/feel any.

                        -Did notice an increase in blocks for the User. Felt more difficult for the CPU to score in the paint at the rim. Had a very nice block on CPU Morant with Gobert in the 3rd quarter when he tried to drive the paint and lay it up on the Stifle Tower. Swatted that back at him. Felt nice. KAT was there with there too with Gobert. Did notice on replay that Morant’s arm coming down from the layup attempt did clip through Gobert a bit. Wondering if it would have been a foul if sensitivity was a bit higher? Not sure. But nonetheless, felt like a nice block.

                        -Noticed CPU Grizzles picked off a lot of paint and perimeter passes more than the User teammates. I don’t think it was a steals slider thing as on ball steals seemed to be there but would have liked to see more attempts by User AI teammates to pick off passes in the passing lanes especially in the paint.

                        -Did notice the increase in contact in the paint and on the perimeter. I like this for the most part, outside of a few times where the contact seemed sticky again on D on both sides. I know there has to be a balance to this somewhere. The players absolutely move better, get open more fluidly and help D seems to work better creating good open shot because of the help with the stickiness gone completely, but then you completely loose needed contact at times on D. Again, I don’t know where the sweet spot is on this.

                        Significant individual stat lines:

                        Twolves -
                        Edwards 37 mins 29 pts 4 reb 6 asts, 1 stl, 2 turnovers
                        Conley 34 mins 23 pts, 4 ast 1 stl, 3 turnovers
                        KAT 40 mins 16 pts 10 reb 6 asts, 1 stl
                        Anderson 26 mins 12 pts 3 rebs 5 asts 1 stl
                        Gobert 29 mins 6 pts 13 rebs 2 asts 1 stl 3 blks

                        Grizzles –
                        Bane 34 mins 22 pts 5 rebs 1 ast 1 stl
                        Morant 35 mins 21 pts 4 rebs 8 asts 2 stl 1 blk 4 turnovers
                        Jackson Jr. 35 mins 17 pts 10 rebs 1 asts 2 stls 1 blk 2 turnovers
                        Kennard 17 mins 12 pts 2 rebs 3 asts
                        Smart 38 mins 8 pts 4 rebs 2 asts 2 stl
                        Clarke 26 mins 8 pts 4 rebs 4 stls
                        Adams 24 mins 7 pts 11 rebs 2 asts 1 stl 2 blks 2 turnovers


                        Full game stats (12 min quarters) –

                        Grizzkes (CPU) vs Timberwolves (User)
                        Points 104 vs 107 (2022-23 points per game low was 109 and high 120)

                        FG 45% on 82 shots vs 50% on 78 shots (Shot percentage looks good here, but 2022-23 shots per game low was 83 with the high end 92. I needed to shoot more as the User, ha!)

                        3PT 39% on 49 shots vs 42% on 40 shots (2022-23 3pt% was 32.7% low and 38.4% high. Shots attempted per game was 28 on the low end and 43 on the high)

                        FT 11/16 69% vs 12/14 86% (2022-23 low % was 73.9% and 84% being the high. Attempts per game were 20 being low and 26 being the high)

                        Fastbreak points 14 vs 2 (2022-23 low per game was 11 and 18 was the high)

                        PIP 30 vs 30 (2022-23 low per game was 42 and the high was 57)

                        Second chance points 2 vs 4 (2022-23 per game high on this was 8.4 with the low being in the negative.)

                        Bench Points 29 vs 28 (Couldn’t find a stat on this)

                        Assists 22 vs 27 (2022-23 low per game was 22 and the high was 29.6)

                        Oreb 10 vs 4 (2022-23 low per game was 7.6 and the high was 13)

                        Dreb 37 vs 40 (2022-23 low per game was 30 and the high was 37)

                        Steals 13 vs 7 (2022-23 low per game was 6 and the high was 9)

                        Blocks 4 vs 3 (2022-23 low per game was 3 and the high was 6)

                        Turnovers(Points off) 12(19) vs 13(16) (2022-23 low per game was 11 and the high was 16)

                        Team Fouls 9 vs 10 2022-23 low per game was 17.8 and the high was 22)

                        Dunks 7 vs 5 (Couldn’t find a stat on this)

                        *All 2022-23 stat info came from Team Rankings.com.
                        Appreciate all of the feedback man. About to get back to work on it. Couple of questions/ comments.
                        The suction type annimations has been the biggest issue for 2k this year. There is just way to much on the perimeter. Think I'm close to finding the sweet spot here but it's taking awhile.
                        When you say the speed and sliding. Do you mean with ball in the hand or off ball?
                        Free throws are super inconsistent. I did notice if you don't play as the help defender all the time you can see more fouls/free throws for CPU in which is kind of annoying.
                        How was the mid range game? Trying to find the balance between attacking & shot creating.
                        Points in the paint needs to buffed.
                        The possessions low count is throwing me off big time. I don't understand why this is the case at all. Hasn't been the issue in past years.

                        Sent from my ONEPLUS A6013 using Tapatalk

                        Comment

                        • TheDon7727
                          Rookie
                          • Jul 2022
                          • 123

                          #87
                          Re: Most Realistic Gameplay Roster 2K24

                          Originally posted by Tynole14
                          Appreciate all of the feedback man. About to get back to work on it. Couple of questions/ comments.
                          The suction type annimations has been the biggest issue for 2k this year. There is just way to much on the perimeter. Think I'm close to finding the sweet spot here but it's taking awhile.
                          When you say the speed and sliding. Do you mean with ball in the hand or off ball?
                          Free throws are super inconsistent. I did notice if you don't play as the help defender all the time you can see more fouls/free throws for CPU in which is kind of annoying.
                          How was the mid range game? Trying to find the balance between attacking & shot creating.
                          Points in the paint needs to buffed.
                          The possessions low count is throwing me off big time. I don't understand why this is the case at all. Hasn't been the issue in past years.

                          Sent from my ONEPLUS A6013 using Tapatalk
                          When you say the speed and sliding. Do you mean with ball in the hand or off ball?

                          Related to the earlier game, I was referring to player movement in terms of speed, like I wished they felt like they moved with a bit more weight I guess. Would lowering the overall game speed a click or two effect this? Again, the CPU was the Grizzlies and I know they play fast and I also don't want to feel like they aren't athletic enough or able to make plays because of feeling like they are running in mud. I saw what felt like boarding on sliding both with ball in had when the CPU would have moments of stickiness on D. This was also the case off ball too sometimes trying to get by your man or running around screens and such. Also, I have the CPU set to call my plays and a few times I would run into my AI teammates trying to do the play called, like they had no awareness of what them was going on around them. What do you think about upping Offensive Awareness for user a bit? Would that change shot success?

                          How was the mid-range game?

                          With the Grizzles as CPU, I saw more drive attempts, PNR, and 3's than the mid-range game. It was there and I saw it. Just feel like I didn't see it enough to get a real feel for it. I'm going to try other teams later on and see if it's a different outcome with this.

                          On a side note, looking at some of the stats of that last game, what do you have ball security at slider wise? Would having it at zero create more turnovers and or steals? Both? I feel like turnovers, blocks, fouls and offensive rebounds need to increase some.
                          Last edited by TheDon7727; 09-24-2023, 01:56 PM.

                          Comment

                          • Tynole14
                            MVP
                            • Jul 2019
                            • 2179

                            #88
                            Re: Most Realistic Gameplay Roster 2K24

                            Originally posted by TheDon7727
                            When you say the speed and sliding. Do you mean with ball in the hand or off ball?

                            Related to the earlier game, I was referring to player movement in terms of speed, like I wished they felt like they moved with a bit more weight I guess. Would lowering the overall game speed a click or two effect this? Again, the CPU was the Grizzlies and I know they play fast and I also don't want to feel like they aren't athletic enough or able to make plays because of feeling like they are running in mud. I saw what felt like boarding on sliding both with ball in had when the CPU would have moments of stickiness on D. This was also the case off ball too sometimes trying to get by your man or running around screens and such. Also, I have the CPU set to call my plays and a few times I would run into my AI teammates trying to do the play called, like they had no awareness of what them was going on around them. What do you think about upping Offensive Awareness for user a bit? Would that change shot success?

                            How was the mid-range game?

                            With the Grizzles as CPU, I saw more drive attempts, PNR, and 3's than the mid-range game. It was there and I saw it. Just feel like I didn't see it enough to get a real feel for it. I'm going to try other teams later on and see if it's a different outcome with this.

                            On a side note, looking at some of the stats of that last game, what do you have ball security at slider wise? Would having it at zero create more turnovers and or steals? Both? I feel like turnovers, blocks, fouls and offensive rebounds need to increase some.
                            Offensive awareness is already on 99 for user. So, that's not it.
                            Ball security I can lower a tad.
                            Offensive rebounds I did boost after your game for user.
                            Mid range game still working on. I found the fix for it like last week but it messed attacking strong to the rim. So, been hitting the drawing table there.
                            Going to take a look at speed now. 2K's movement system has gotten worse this year.
                            Fouls are going to take a little while to find a consistent count. Already have all players at 90+ draw foul, boosted whistle badge, & shooting foul tendency at 99.
                            Doing some testing now. It's looking like I'm going to have to up driving shot contact frequency. It's looking like a catch 22 problem here. Yeah, sometimes we could see suction type annimations but we could also see better foul annimations.
                            Add me on PSN. We could possibly talk this out more. @TheDon7727



                            Sent from my ONEPLUS A6013 using Tapatalk
                            Last edited by Tynole14; 09-24-2023, 03:55 PM.

                            Comment

                            • Tynole14
                              MVP
                              • Jul 2019
                              • 2179

                              #89
                              Re: Most Realistic Gameplay Roster 2K24

                              Game speed at 44 feels like the most realistic movement to me. What's everyone's thoughts on game speed 44?

                              Sent from my ONEPLUS A6013 using Tapatalk

                              Comment

                              • Tynole14
                                MVP
                                • Jul 2019
                                • 2179

                                #90
                                Re: Most Realistic Gameplay Roster 2K24

                                Finally starting to get semi happy with gameplay. 2K threw some curve balls at us for sure this year. This last game was on the Player Lock sliders. Ton of fun. Can't wait to get more teams done. Start progressing through more teams.18acaab1ed624-screenshotUrl.jpg18acaab293065-screenshotUrl.jpg18acaab3ad280-screenshotUrl.jpg

                                Sent from my ONEPLUS A6013 using Tapatalk

                                Comment

                                Working...