Barnsey's MyLEAGUE player Progression/Regression sliders (2k19)

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  • Barncore
    Formerly known as Barnsey
    • Aug 2003
    • 1337

    #61
    Re: Barnsey's MyLEAGUE player Progression/Regression sliders (2k19)

    Originally posted by 500bloc
    What about editing their peak potential?
    Like i said, G-League players with their peak potential rating at 75 are going up to 80.

    It's not the potential rating that's responsible for the G-League players' breaking out. It's something else but i don't know what it is yet

    Comment

    • Chrome_Claymore
      Rookie
      • Jun 2016
      • 88

      #62
      Re: Barnsey's MyLEAGUE player Progression/Regression sliders (2k19)

      I noticed some random-generated drafted draft picks can explode in their overalls depending on two factors:
      • Peak Start and Peak End- Often times these players have their peak start at age 28 (or 25-27 if they're much younger) and above which will obviously drastically increase their OVR.
      • Potential- I modified these random-generated rookies to have a max of 80 OVR, some of them still explode regardless as long as their Peak Start and Peak End remain unchanged.

      Its a pain in the @$$ especially when I use the 2K Default Historic Draft Classes where I'd find random hideous scrubs in the 2nd round surpass Aguirre, Petrovic and etc. in overalls after 2-3 seasons.

      EDIT: The best I could do to stop scrubs from becoming stars out of nowhere was to simply set the Peak Start and Peak End to its lowest for those players. So the sliders can't exactly eliminate this problem without hurting other players as well. Although I don't recommend doing this however since you can actually have G-Leaguers who do make it big in the NBA from time to time. They just shouldn't be this common.
      Last edited by Chrome_Claymore; 09-30-2018, 08:29 PM. Reason: Info

      Comment

      • Comduklakis
        MVP
        • Oct 2005
        • 1887

        #63
        Re: Barnsey's MyLEAGUE player Progression/Regression sliders (2k19)

        sounds like quality draft classes (both with real players and fictional) are a must in concert with quality contract sliders, progression/regression sliders, and trade sliders to have a true sim myleague.
        http://www.operationsports.com/forum...y-cant-we.html

        http://www.operationsports.com/forum...ow-2012-a.html

        Comment

        • Chrome_Claymore
          Rookie
          • Jun 2016
          • 88

          #64
          Re: Barnsey's MyLEAGUE player Progression/Regression sliders (2k19)

          Originally posted by Comduklakis
          sounds like quality draft classes (both with real players and fictional) are a must in concert with quality contract sliders, progression/regression sliders, and trade sliders to have a true sim myleague.
          Completely agree with this. Draft classes should unfortunately be at least 60-65 players fully edited, and having trade approval on to have a proper simulation experience.

          Comment

          • Sternz1996
            Rookie
            • Mar 2012
            • 183

            #65
            Re: Barnsey's MyLEAGUE player Progression/Regression sliders (2k19)

            After running more sims with your sliders, I've come up with a major takeaway. There is always an oversaturation of talent in the league. Granted, I used Jackmove's classes on PS4. But all of the talent always develops and the average team has 7+ 80 level players. And players regress around age 27 ex: Lavine and Jabari on the Bulls both below 80 by then. Is there a way you can fix this problem? Hopefully, 2k will eventually patch the g-league thing. After playing games like FIFA, Madden, and the Show I wish 2k would revamp their progression system. It is nice putting in the hands of the user, but often it doesn't imitate real life. Players can have high potential but they shouldn't automatically reach it. They need to perform at a high level to capitalize on their abilities. I'm wondering if you can incorporate player opportunity into your sliders to emulate how 2k progresses and regresses their players based more on performance during the regular season than one singular bump in the offseason. To kind of make development more harmonious. Might take some testing but based off past 2k's that were most of the progression/regression takes place. When players capitalize on opportunities they develop, and when they fail due to either injury, age, or that they can't capitalize that's when they regress. Hopefully you understand where i'm coming from.
            Last edited by Sternz1996; 10-03-2018, 01:28 AM.

            Comment

            • eraserx13
              Rookie
              • Sep 2003
              • 265

              #66
              Re: Barnsey's MyLEAGUE player Progression/Regression sliders (2k19)

              Originally posted by Sternz1996
              After running more sims with your sliders, I've come up with a major takeaway. There is always an oversaturation of talent in the league. Granted, I used Jackmove's classes on PS4. But all of the talent always develops and the average team has 7+ 80 level players. And players regress around age 27 ex: Lavine and Jabari on the Bulls both below 80 by then. Is there a way you can fix this problem? Hopefully, 2k will eventually patch the g-league thing. After playing games like FIFA, Madden, and the Show I wish 2k would revamp their progression system. It is nice putting in the hands of the user, but often it doesn't imitate real life. Players can have high potential but they shouldn't automatically reach it. They need to perform at a high level to capitalize on their abilities. I'm wondering if you can incorporate player opportunity into your sliders to emulate how 2k progresses and regresses their players based more on performance during the regular season than one singular bump in the offseason. To kind of make development more harmonious. Might take some testing but based off past 2k's that were most of the progression/regression takes place. When players capitalize on opportunities they develop, and when they fail due to either injury, age, or that they can't capitalize that's when they regress. Hopefully you understand where i'm coming from.
              I simmed a couple of seasons ahead and noticed the same. I may try to lower the Player Progression Rate from 54 to 50 and increase Injuries from 50 to 60. This may lower the number of elite players so the league isn't too saturated.

              Comment

              • TheDominator273
                Rookie
                • Feb 2013
                • 1065

                #67
                Re: Barnsey's MyLEAGUE player Progression/Regression sliders (2k19)

                Are the general progression/regression sliders separate from the in season training? Meaning could you theoretically do just in season training for progression or just off season?

                I know the optimal way would be some of both but was just curious as to how intertwined the two are

                Comment

                • lvl
                  Banned
                  • Jan 2018
                  • 166

                  #68
                  Re: Barnsey's MyLEAGUE player Progression/Regression sliders (2k19)

                  Hey Barncore, first off, I want to thank you for all of your hard work on this.

                  This is the first year I've been immersed in the 2K community on OS. I had not realized how much work is put into this game, from Woody's signature edits, Vann's tendencies, Celtic's Roster, Dee's player movement sliders, and now your awesome progression ML sliders. Really appreciate all of the hard work you put into this.

                  Quick question, if I were to have injuries off in My League, will that drastically alter the progressions/regressions? I just wanted to make sure I'm doing this right and I apologize if that is a dumb question. New to all of this and the logic behind it. Props to you guys because I wouldn't even no where to begin.

                  And 2, I saw in Dee's player movement thread that you are using Celtics roster edits which is the roster I'm going to use as well. From reading this thread, I see how important the peak start and peak end is to fully maximize your sliders. My question is, did you have to alter any of Vann's edits on Celtic's roster before loading your sliders in ML?

                  Thanks again man!

                  Comment

                  • Barncore
                    Formerly known as Barnsey
                    • Aug 2003
                    • 1337

                    #69
                    Re: Barnsey's MyLEAGUE player Progression/Regression sliders (2k19)

                    Originally posted by lvl
                    Hey Barncore, first off, I want to thank you for all of your hard work on this.

                    This is the first year I've been immersed in the 2K community on OS. I had not realized how much work is put into this game, from Woody's signature edits, Vann's tendencies, Celtic's Roster, Dee's player movement sliders, and now your awesome progression ML sliders. Really appreciate all of the hard work you put into this.

                    Quick question, if I were to have injuries off in My League, will that drastically alter the progressions/regressions? I just wanted to make sure I'm doing this right and I apologize if that is a dumb question. New to all of this and the logic behind it. Props to you guys because I wouldn't even no where to begin.

                    And 2, I saw in Dee's player movement thread that you are using Celtics roster edits which is the roster I'm going to use as well. From reading this thread, I see how important the peak start and peak end is to fully maximize your sliders. My question is, did you have to alter any of Vann's edits on Celtic's roster before loading your sliders in ML?

                    Thanks again man!
                    Thanks for the props.
                    Question 1: I don't think it would alter progressions/regressions, however it will likely result in an oversaturation of players, because too many players reach their potential and become good. So within 5-10 years the league has too many good players. It's funny that you ask about this because i've been doing some testing tonight, playing around with increasing injuries in order to curb the talent oversaturation a bit. Also, there are way less injuries in ML by default compared to real life. Injuries suck, but the goal is realism, so i will be releasing V4 soon with those edits.

                    Question 2: Accurate peak start and end is essential. Hopefully CelticLG takes my suggestions on the peaks and they will be included in his roster. If not, i'll make the edits myself and share it the roster with you.

                    Originally posted by Chrome_Claymore
                    Completely agree with this. Draft classes should unfortunately be at least 60-65 players fully edited, and having trade approval on to have a proper simulation experience.
                    I wouldn't recommend that personally. There is already a problem with oversaturation with talent. Set it to 45-50 and just manually edit somewhere between 0 and 3 players to have a 90+ potential every offseason.

                    Originally posted by Sternz1996
                    After running more sims with your sliders, I've come up with a major takeaway. There is always an oversaturation of talent in the league. Granted, I used Jackmove's classes on PS4. But all of the talent always develops and the average team has 7+ 80 level players. And players regress around age 27 ex: Lavine and Jabari on the Bulls both below 80 by then. Is there a way you can fix this problem? Hopefully, 2k will eventually patch the g-league thing. After playing games like FIFA, Madden, and the Show I wish 2k would revamp their progression system. It is nice putting in the hands of the user, but often it doesn't imitate real life. Players can have high potential but they shouldn't automatically reach it. They need to perform at a high level to capitalize on their abilities. I'm wondering if you can incorporate player opportunity into your sliders to emulate how 2k progresses and regresses their players based more on performance during the regular season than one singular bump in the offseason. To kind of make development more harmonious. Might take some testing but based off past 2k's that were most of the progression/regression takes place. When players capitalize on opportunities they develop, and when they fail due to either injury, age, or that they can't capitalize that's when they regress. Hopefully you understand where i'm coming from.
                    I agree there is a problem an oversaturation of talent (between the 80-90 ovr range), but i don't agree that it's because of my sliders. My sliders may contribute but there are many variables. The roster, the draft classes, and 2K's engine.

                    Lavine and Jabari probably got injured.

                    Currently i don't see a way to make 2K's engine incorporate player opportunity into the player progression. I wish i could. A few years ago Leftos said that how many mins a player has played is incorporated into the progression code but there are so many variables with progression that it's hard to tell. I trust that it's in there somewhere.

                    I was experimenting with player morale and chemistry tonight. I was hoping to make players attributes decrease if they get upset about playing time, but players morale gets affected by other things too like getting sent to the gleague and loyal players freaking out if they don't get a contract extension, so it wasn't worth doing. I'll continue to experiment.

                    Originally posted by eraserx13
                    I simmed a couple of seasons ahead and noticed the same. I may try to lower the Player Progression Rate from 54 to 50 and increase Injuries from 50 to 60. This may lower the number of elite players so the league isn't too saturated.
                    I was thinking of increasing injuries too. I was experimenting with it tonight.
                    The key is to reduce the players in the 70-90 range, but we don't wanna reduce the players in the 90+ range. There aren't enough of those in my experience. But i guess it depends on your draft classes and rosters.
                    Personally, i would leave progression rate alone but increase the injuries.

                    Originally posted by lbj273
                    Are the general progression/regression sliders separate from the in season training? Meaning could you theoretically do just in season training for progression or just off season?

                    I know the optimal way would be some of both but was just curious as to how intertwined the two are
                    That's a good question. I'll have to play around with that.

                    Comment

                    • Barncore
                      Formerly known as Barnsey
                      • Aug 2003
                      • 1337

                      #70
                      Re: Barnsey's MyLEAGUE player Progression/Regression sliders (2k19)

                      V4 coming soon guys. Been playing with chemistry, morale and injury sliders. Looking to incorporate more personality factors into the game, and also currently there isn't enough injuries going on by default. I'd say there's like half the amount of injuries in ML as there is in real life.
                      In real life a team usually has like 1-3 guys that have some sort of injury or ailment, be it big or small. Rarely does a team have 0 injuries. It happens but it's rare. In ML however most teams have 0 injured guys, by default.

                      Devastating major injuries happen SEVERAL times per year. Remember last season? It was f*d up! That needs to be reflected in ML a bit more, if we want realism.

                      Look at this. Almost every team has an injury currently, and the season hasn't even started yet: http://columbusdispatch.sportsdirect.../injuries.html

                      Comment

                      • itsmb8
                        MVP
                        • May 2011
                        • 3361

                        #71
                        Re: Barnsey's MyLEAGUE player Progression/Regression sliders (2k19)

                        Originally posted by Barncore
                        V4 coming soon guys. Been playing with chemistry, morale and injury sliders. Looking to incorporate more personality factors into the game, and also currently there isn't enough injuries going on by default. I'd say there's like half the amount of injuries in ML as there is in real life.
                        In real life a team usually has like 1-3 guys that have some sort of injury or ailment, be it big or small. Rarely does a team have 0 injuries. It happens but it's rare. In ML however most teams have 0 injured guys, by default.

                        Devastating major injuries happen SEVERAL times per year. Remember last season? It was f*d up! That needs to be reflected in ML a bit more, if we want realism.

                        Look at this. Almost every team has an injury currently, and the season hasn't even started yet: http://columbusdispatch.sportsdirect.../injuries.html
                        Wholeheartedly agree with this. If someone were to actually pay attention to NBA injury reports, they'd see that there are ALWAYS little minor injuries that are happening. But what happens in sports games is there is enough frequency of injuries but those injuries are too severe.

                        We need to see injuries and think "okay he'll be a bit limited for a couple days" so when those killer injuries happen like with Hayward and Boogie happen, you think "oh crap I cant believe it." As of now, you see an injury and know its bad because they all are.
                        PSN / Xbox GT - BLUEnYELLOW28

                        Comment

                        • lvl
                          Banned
                          • Jan 2018
                          • 166

                          #72
                          Re: Barnsey's MyLEAGUE player Progression/Regression sliders (2k19)

                          Originally posted by Barncore
                          So within 5-10 years the league has too many good players. It's funny that you ask about this because i've been doing some testing tonight, playing around with increasing injuries in order to curb the talent oversaturation a bit. Also, there are way less injuries in ML by default compared to real life. Injuries suck, but the goal is realism, so i will be releasing V4 soon with those edits.

                          Ahh, I see. So the injuries play a vital role in how each player progresses or regresses. That is interesting and makes a lot of sense. I'll have to incorporate them then. I only used to turn them off because I would hate getting into the playoffs and playing a team that had an injured superstar, but you're absolutely right...Realism is the goal.

                          Originally posted by Barncore
                          Question 2: Accurate peak start and end is essential. Hopefully CelticLG takes my suggestions on the peaks and they will be included in his roster. If not, i'll make the edits myself and share it the roster with you.

                          I must have missed that in the thread. Did you send him a list of your recommended peak starts and peak ends for each player? I wonder if the ones he currently has in his beta roster are 2K's or Van's from 2K18. I know he was getting all of the tendencies from Vann's YouTube channel for last year's game.
                          Last edited by lvl; 10-09-2018, 04:26 PM.

                          Comment

                          • lvl
                            Banned
                            • Jan 2018
                            • 166

                            #73
                            Re: Barnsey's MyLEAGUE player Progression/Regression sliders (2k19)

                            Originally posted by Barncore
                            V4 coming soon guys.
                            One more question man, does 2K allow us to upload updated slider sets after starting a ML?

                            Comment

                            • Chrome_Claymore
                              Rookie
                              • Jun 2016
                              • 88

                              #74
                              Re: Barnsey's MyLEAGUE player Progression/Regression sliders (2k19)

                              Originally posted by Barncore
                              I wouldn't recommend that personally. There is already a problem with oversaturation with talent. Set it to 45-50 and just manually edit somewhere between 0 and 3 players to have a 90+ potential every offseason.
                              Well what I meant with fully edited was exactly what you said: setting a limited amount of players to 80+ in potential. And I'll stand by with what I said with editing at least 60 players. I had playthrough in ML once with one of the 2K default draft classes and it had a guy who was drafted 24th of the 2nd round from another team blow up to 83 OVR or something along that range. It was ridiculous.

                              However, I do agree your sliders aren't the problem, its 2K.

                              Comment

                              • Barncore
                                Formerly known as Barnsey
                                • Aug 2003
                                • 1337

                                #75
                                Re: Barnsey's MyLEAGUE player Progression/Regression sliders (2k19)

                                Originally posted by lvl
                                [B]
                                I must have missed that in the thread. Did you send him a list of your recommended peak starts and peak ends for each player? I wonder if the ones he currently has in his beta roster are 2K's or Van's from 2K18. I know he was getting all of the tendencies from Vann's YouTube channel for last year's game.
                                I'm fairly sure they are 2K default. Yep i sent him a list.
                                Originally posted by lvl
                                One more question man, does 2K allow us to upload updated slider sets after starting a ML?
                                Yep.

                                Edit: I thought you meant upload as in export. If you mean import, then i'm not sure. But i think so.
                                Originally posted by Chrome_Claymore
                                Well what I meant with fully edited was exactly what you said: setting a limited amount of players to 80+ in potential. And I'll stand by with what I said with editing at least 60 players. I had playthrough in ML once with one of the 2K default draft classes and it had a guy who was drafted 24th of the 2nd round from another team blow up to 83 OVR or something along that range. It was ridiculous.

                                However, I do agree your sliders aren't the problem, its 2K.
                                Ah sorry i misread your original comment. I thought you were talking about turning Generated draft class quality up to 60 or 65. I was tired haha.
                                I'm with you, definitely edit 60 players. I'm actually making a fictional draft class at the moment.
                                I wish more people would make fictional draft classes. There are a lot of bad ones uploaded to 2K share at the moment.
                                Last edited by Barncore; 10-09-2018, 09:55 PM.

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