NBA 2K17 Community Simulation Slider Set
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Re: NBA 2K17 Community Simulation Slider Set (HOF, Real FG%)
Created an account on here just to say "thank you Crew"!!!
Your slider set ticks all the right boxes for me! Much improved gameplay experience.
Thanks for all your tinkering, testing, etc
Much appreciated!Comment
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Re: NBA 2K17 Community Simulation Slider Set (HOF, Real FG%)
Hello everybody. Just came from NLSC and created this account because I see the community is very active here roster/slider-wise. I know how to tweak some numbers to get the best results or give some suggestions, I've watched a lot of CPU vs CPU 12 min quarter games and noticed different values changing different aspects of the game.
I am trying the beta sliders right now, they feel great. They feel different from what I've ever used. Even though the game speed is up to 59, I've seen the player have their speed reduced to 15 and they go very well together.
I wanted to ask you guys what's the purpose for that low ball handle value? The dribbling is pretty much gone. I don't want to browse 140+ pages, maybe someone can tell me why you guys decided to lower the ball handle.Comment
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Re: NBA 2K17 Community Simulation Slider Set (HOF, Real FG%)
Very thankful, hope youre enjoying the gameComment
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Re: NBA 2K17 Community Simulation Slider Set (HOF, Real FG%)
I wanted to see more natural looking turnovers. Passing, dribbling etc seemed off. I am currently tweaking this area. Stay tuned.Comment
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Re: NBA 2K17 Community Simulation Slider Set (HOF, Real FG%)
Glad to see you are going to tweak the dribbling values. If you were going for turnover realism, you've nailed it. This feature came with a greater cost, as the dribbling animations for guys starting with the SF position going up are sluggish. Animations take ages to complete on basic crossovers. This is kinda hurtful to watch on a guy like Lebron James, his ball handling isn't that bad. I would even expect big guys like Blake Griffin to be able to do a faster crossover because he can do it in real life. I even saw a guy like Bobby Portis of the Chicago Bulls do some size-ups yesterday vs. the Raptors and he did it at a guard-like speed. That's the NBA right now, big man are not like they were in the '80s. They work on their shooting and ball handling.
Note: I am talking about basic dribbling moves, no turbo button held
So if you manage to find a way to bump the ball handling and still let us have realistic turnovers, that would be wonderful.
Another thing I've noticed (again, without knowing the decisions you've made towards this aspect), the inside the paint contact layups could be bumped up a little bit. Not too much, just a little bit. Two days ago I was playing with the Thunder and I missed 80% of my layups with Westbrook. For two or three of those layups, I was a bit surprised to see they didn't go in.
If the contact between the attacker and the defender takes place right under the rim, sure, that layup was well contested, a miss is expected. For me though, Westbrook had his contact with the defender right after the layup animation triggered, on his first 1-2 step. By the time he got to the rim he didn't have anyone in front of him as he got by his defender with his first step. Yet, he akwardly missed the layup as if there was a giant invisible wall there.
But again, maybe there was a 10 page discussion about it and I wouldn't know about it. Maybe there was a good reason you made the contact layups like this.
Keep the good stuff going man!
P.S. If you had my rebounding values as a base, you should try the 80 Off Reb -51 Def Reb values. They were great for me.Comment
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Re: NBA 2K17 Community Simulation Slider Set (HOF, Real FG%)
I've tried both the main and the Beta branches of this sliders. And i'm trying my hardest to really like this set, but I really am having a hard time just enjoying basketball.
There are just so many issues, and I know that most of these are on the game itself rather than the slider, but all in all games feel arbitrary and extremely ridiculous.
Seeing corner shooters getting open in the corner, and hitting iron over and over again, then in frustration you swish a stupid guarded three with an average shooter. It happens too often, and it feels like my hard work in running freelance and plays to get players open gets punished.
Mid-range is simply put useless, I got Embiid on my squad who is a 99 midopen with 90 midcont, and he can't drain catch and shoot plays at all.
Near/under the basket it gets worse, because unless your guy can do standing dunks, you're gonna see balls fly everywhere except fall in the cup. One on one on the breakaway is a 50/50 chance of scoring at best, because the mere presence of a guard UNDER the basket means that layups will rim out at an alarming rate.
Looking at the stats over five games (2-3), it all SEEMS fine. Averages are between 45-50% depending on what happened, three point averages are much the same around 30-40%.
But that's the entire problem of RFG%, it doesn't really reward you for good play as much as it simply pushes you to averages over the game. Players have varying amounts of good and bad games, purely on how much you shoot with them and where their skills lie.
But the bigger issue is that the opposition is also held to that, and it means that the AI is going to get that 45-50%, which means you're seeing them drain guarded threes, circus shots under the hoop, contact layups from outside the paint, and so forth... I've even seen Patrick McCaw drain a deep fader to beat the buzzer.
In a way, this slider set does exactly what it promises, and that gives you simulator-esque results with realistic figures.
But at the same time, it forces that realism in contrived and unfair ways, like having you miss open shots over and over again whilst the AI drains heavily guarded shots.
Good players with these sliders don't neccesarily score more because you're doing all the right things, they just do because the system is weighted towards the average across the entire game. You shoot 85 shots, it'll give you a number between 40-50% depending on how good you worked.
9/10, the team that has more shots attempted at the end of the game is the winner of the game. That's really how the RFG is written, and the only way to really diverge from it is through other means like a disproportionate amount shot from the stripe.
Anyways, I digress. I didn't mean to write an entire dissertation about the issues of 'sim style' in NBA 2k, and the fact that on HOF it's all just an illusion of there being a game going. It's not fixed per sé, mind.
Again, I don't blame you for making these sliders because honestly they give the most realistic shooting figures that i've seen in 2k17, and you did a great job creating these sliders and finetuning them to a point where they're really good. But personally it has opened my eyes, and made clear that I don't crave true sim sliders.
Keep up the good work, crewe. Because where I might not like these, there are plenty that will love these for the exact reasons I don'tComment
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Re: NBA 2K17 Community Simulation Slider Set (HOF, Real FG%)
I will have to add that I've tried the BetaComment
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Re: NBA 2K17 Community Simulation Slider Set (HOF, Real FG%)
I am in love with your sliders man. They feel the best I've ever tried. Maybe because it feels different from all the sets I've ever tried in the last couple of years but I can't get my hands off them. They were so good for me I totally forgot to look for things to improve for this set and actually enjoyed a game from the first minute to the last. Or maybe I couldn't see any major problem with this set. I have one or two small things to talk about.
Glad to see you are going to tweak the dribbling values. If you were going for turnover realism, you've nailed it. This feature came with a greater cost, as the dribbling animations for guys starting with the SF position going up are sluggish. Animations take ages to complete on basic crossovers. This is kinda hurtful to watch on a guy like Lebron James, his ball handling isn't that bad. I would even expect big guys like Blake Griffin to be able to do a faster crossover because he can do it in real life. I even saw a guy like Bobby Portis of the Chicago Bulls do some size-ups yesterday vs. the Raptors and he did it at a guard-like speed. That's the NBA right now, big man are not like they were in the '80s. They work on their shooting and ball handling.
Note: I am talking about basic dribbling moves, no turbo button held
So if you manage to find a way to bump the ball handling and still let us have realistic turnovers, that would be wonderful.
Another thing I've noticed (again, without knowing the decisions you've made towards this aspect), the inside the paint contact layups could be bumped up a little bit. Not too much, just a little bit. Two days ago I was playing with the Thunder and I missed 80% of my layups with Westbrook. For two or three of those layups, I was a bit surprised to see they didn't go in.
If the contact between the attacker and the defender takes place right under the rim, sure, that layup was well contested, a miss is expected. For me though, Westbrook had his contact with the defender right after the layup animation triggered, on his first 1-2 step. By the time he got to the rim he didn't have anyone in front of him as he got by his defender with his first step. Yet, he akwardly missed the layup as if there was a giant invisible wall there.
But again, maybe there was a 10 page discussion about it and I wouldn't know about it. Maybe there was a good reason you made the contact layups like this.
Keep the good stuff going man!
P.S. If you had my rebounding values as a base, you should try the 80 Off Reb -51 Def Reb values. They were great for me.
Sure, I will give my next testing phase the adjustments to rebounding. I do agree with you that having higher values for both Off and Def rebounding gives better animations, and that's all from your posts on NLSC which I was following, so credit goes to you on this one. I will update the Beta in a couple days (with all changes in bold). Would love your feedback on the next update.Last edited by creweutah; 03-22-2017, 11:59 AM.Comment
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Re: NBA 2K17 Community Simulation Slider Set (HOF, Real FG%)
I've tried both the main and the Beta branches of this sliders. And i'm trying my hardest to really like this set, but I really am having a hard time just enjoying basketball.
There are just so many issues, and I know that most of these are on the game itself rather than the slider, but all in all games feel arbitrary and extremely ridiculous.
Seeing corner shooters getting open in the corner, and hitting iron over and over again, then in frustration you swish a stupid guarded three with an average shooter. It happens too often, and it feels like my hard work in running freelance and plays to get players open gets punished.
Mid-range is simply put useless, I got Embiid on my squad who is a 99 midopen with 90 midcont, and he can't drain catch and shoot plays at all.
Near/under the basket it gets worse, because unless your guy can do standing dunks, you're gonna see balls fly everywhere except fall in the cup. One on one on the breakaway is a 50/50 chance of scoring at best, because the mere presence of a guard UNDER the basket means that layups will rim out at an alarming rate.
Looking at the stats over five games (2-3), it all SEEMS fine. Averages are between 45-50% depending on what happened, three point averages are much the same around 30-40%.
But that's the entire problem of RFG%, it doesn't really reward you for good play as much as it simply pushes you to averages over the game. Players have varying amounts of good and bad games, purely on how much you shoot with them and where their skills lie.
But the bigger issue is that the opposition is also held to that, and it means that the AI is going to get that 45-50%, which means you're seeing them drain guarded threes, circus shots under the hoop, contact layups from outside the paint, and so forth... I've even seen Patrick McCaw drain a deep fader to beat the buzzer.
In a way, this slider set does exactly what it promises, and that gives you simulator-esque results with realistic figures.
But at the same time, it forces that realism in contrived and unfair ways, like having you miss open shots over and over again whilst the AI drains heavily guarded shots.
Good players with these sliders don't neccesarily score more because you're doing all the right things, they just do because the system is weighted towards the average across the entire game. You shoot 85 shots, it'll give you a number between 40-50% depending on how good you worked.
9/10, the team that has more shots attempted at the end of the game is the winner of the game. That's really how the RFG is written, and the only way to really diverge from it is through other means like a disproportionate amount shot from the stripe.
Anyways, I digress. I didn't mean to write an entire dissertation about the issues of 'sim style' in NBA 2k, and the fact that on HOF it's all just an illusion of there being a game going. It's not fixed per sé, mind.
Again, I don't blame you for making these sliders because honestly they give the most realistic shooting figures that i've seen in 2k17, and you did a great job creating these sliders and finetuning them to a point where they're really good. But personally it has opened my eyes, and made clear that I don't crave true sim sliders.
Keep up the good work, crewe. Because where I might not like these, there are plenty that will love these for the exact reasons I don'tComment
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Re: NBA 2K17 Community Simulation Slider Set (HOF, Real FG%)
Inside/Close shot success will also be looked at/addressed in the next update. Making changes to this may affect other areas of FG % game flow, so I need to be delicate with any changes I do make. Hence why it's a Beta. Feedback will be once again welcomed once the new set is updated. -Crewe-Comment
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Re: NBA 2K17 Community Simulation Slider Set (HOF, Real FG%)
Hey Crewe. Don't rush your next update. The Beta is a great set currently. Ofcourse there are always small things that can be looked at like ball handling, layup and close shot success, but I am confident the next update will improve these two areas. Let's just hope there are no other knock on effects that jeopardise the set in other areas.
Have faith in you bro. Keep up the amazing work.Comment
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Re: NBA 2K17 Community Simulation Slider Set (HOF, Real FG%)
Hey Crewe. Don't rush your next update. The Beta is a great set currently. Ofcourse there are always small things that can be looked at like ball handling, layup and close shot success, but I am confident the next update will improve these two areas. Let's just hope there are no other knock on effects that jeopardise the set in other areas.
Have faith in you bro. Keep up the amazing work.Comment
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Re: NBA 2K17 Community Simulation Slider Set (HOF, Real FG%)
Does this solve the 50-55 rpg issue?Comment
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