NBA 2K11 - Let's talk about Association improvements

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  • Pared
    Legen - WAIT FOR IT
    • Feb 2003
    • 39337

    #1

    NBA 2K11 - Let's talk about Association improvements

    Guys,

    I want feedback from those heavily involved in running an Association. There are a few things I'd ask you guys answer, and being as specific as possible will benefit YOU in the long run.

    1. What is your opinion of the mode over all? Does it offer what you would expect it to offer?

    2. Simulating in an Association - how are the numbers from players overall? Are you seeing a good variance? Are you seeing - guys recover/not recover from injuries; young players become studs/busts; early/late retirements; player holdouts/trade requests; believable player stats? Please don't specific to one player (such as Chris Bosh is getting too many rebounds!).

    3. Draft classes - what would you like to see added/changed to them?

    4. Somewhat going into one area in more detail - player progression/regression: how is it working in your eyes? Looks good?

    Please, if you're going to make a claim that one thing should DEFINITELY be a certain way, please provide proof.

    Remember, everything you can offer here will directly impact NBA 2K11.

    Thanks fellas.

    PS - If you're using a heavily edited roster, please do not post things as fact unless you've seen the same thing with 2k's official rosters!
    Last edited by Pared; 03-01-2010, 11:18 PM.
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    [OS Vets NBA 2k7 Champion]
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    *Official Miami Heat Haters Club Member #1*
  • Comduklakis
    MVP
    • Oct 2005
    • 1887

    #2
    Re: NBA 2K11 - Let's talk about Association improvements

    1. Despite complaints about various things, I love the assocation. It's just great to control a team (or 30 in my case) and made trades, sign free agents, make rotation decisions, draft, etc. I think it offers the things I want, the problem is how well those things are done. As has been mentioned in other threads, the CPU logic is broken for trades. The same guys getting traded over and over, trades that are lopsided, trades that make no sense for non-contenders when they pick up big contracts instead of shedding payroll, etc. Also the CPU tends to stockpile too many of one position such as 6 pgs rather than build a team with need in mind. We all know the latest patch made many turn off player roles. I'm not that enamored with player roles to begin with. Too many whiners when the NBA is filled mostly with guys who understand rotations and roles and play hard when called upon. Also they need to fix guys from complaining about playing time when they get in foul trouble or injured. The player roles need to be more forgiving. Sure if Wade suddenly is playing 10 minutes a game for 10 games then maybe he can complain, but having guys like Kwame Brown complain about minutes whether they are listed as a role player or not, is simply silly. ]

    They also need to fix the draft classes that the CPU generates. The shot tendencies and foul tendencies are ridiculously low on top picks and most of the shooting skills are bad too. If you sim for years the league shooting percentage drops to about .400 as the NBA guys retire and the CPU generated players take over. The scoring per team also drops badly as most teams struggle to score 90 after fifteen seasons.

    2. As stated above, simming with CPU players can mess up stats. Otherwise simming isn't bad, save the 3 pt big man glitch if you have player roles on. The superstars tend to score a touch low. Carmelo, Wade, Kobe, etc. are all in teh 23/24 ppg area rather than 27 or 28. But overall the sim stats are not bad at all. Little too much parity also. Most teams are between 30 and 50 wins with only 3 or 4 teams being outliers and being really bad or really good. Overall though come playoff time the Lakers, Spurs, Cavs, and Magic tend to dominate the first couple years until rosters get more jumbled. Before I turned off player roles, the rotations were rough. The CPU played the starters way too many minutes, thus exacerbating the morale problem. Injury recovery isn't bad, no issues with that. I've gone through probably 8 or 9 associations and I like how sometimes certain guys get better and other times they don't. Thabeet was a bust most times, but this current one suddenly he is working out better. Without player roles on though, guys like Jennings and Tyreke tend to stay the same instead of getting better. That is why that desperately needs to be fixed. No problems with retirements, very realistic. If McDyess gets his title, he retires, etc. Again with player roles on, too many scrubs are demanding trades and the CPU is thus way too active in trading guys around. Malcontents like Deonte West will get moved 3 or 4 times in a season. The other issue I have is free agents who don't get signed in the offseason failing to modify their demands. They did tweak it some, but still most are demanding a 5 million dollar Mid Level exception 2 months into the season if they are rated a 65 or above.

    3. Not a fan of the draft classes at all. I always download from 2k share the first 4 years. After that you are stuck with fictional classes off 2k share or CPU generated ones. As stated above, the ratings suck.

    4. With player roles on, the player progression is solid. Give them more playing time and they get better in most cases. Some guys are going to be busts no matter what, but other times 2nd round picks turn out to be stars. It's fun that way.

    So overall my main suggestions would be to fix the CPU GM logic and fix the player roles (assuming next season the 3 pt glitch is of course gone). Teams should be assigned roles such as rebuilding, shedding salary, title contenders, playoff participants, etc. that reflect in how they trade or sign free agents. Ratings for draft classes should be improved immensely. Player roles should be more forgiving and realistic and players should only lose massive ratings points if they are a star who is being benched or a top rookie pick who is not given a chance on a non-playoff team. As I always say, there are more Najera's than Iversons and McGradys in the NBA. If they fix the CPU GM logic and work onthe player role system and draft ratings, the association would be amazing. For now it's just merely a lot of fun, but a lot of work because I'm forced to run all 30 teams.
    http://www.operationsports.com/forum...y-cant-we.html

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

    Comment

    • Hassan Darkside
      We Here
      • Sep 2003
      • 7561

      #3
      Re: NBA 2K11 - Let's talk about Association improvements

      Originally posted by Pared
      Guys,

      I want feedback from those heavily involved in running an Association. There are a few things I'd ask you guys answer, and being as specific as possible will benefit YOU in the long run.

      1. What is your opinion of the mode over all? Does it offer what you would expect it to offer?

      2. Simulating in an Association - how are the numbers from players overall? Are you seeing a good variance? Are you seeing - guys recover/not recover from injuries; young players become studs/busts; early/late retirements; player holdouts/trade requests; believable player stats? Please don't specific to one player (such as Chris Bosh is getting too many rebounds!).

      3. Draft classes - what would you like to see added/changed to them?

      4. Somewhat going into one area in more detail - player progression/regression: how is it working in your eyes? Looks good?

      Please, if you're going to make a claim that one thing should DEFINITELY be a certain way, please provide proof.

      Remember, everything you can offer here will directly impact NBA 2K11.

      Thanks fellas.
      1.) Association mode is my favorite game mode in any sports game to date, minus CHoops 2k8s. However there always seems to be one or two things holding it back. This year it was the stupid post-patch 3pt glitch. For the past couple years it has been poor CPU management of teams, as Comduklakis said, the CPU stockpiles one position. CPU trade logic still seems unchanged from last year with players being traded back and forth and back again.

      2.) I don't have that big of a problem with sim stats. They seem to be based not just on rating, but on teammates as well. For instance, Chris Bosh tends to lead the league in rebounds but it's usually because he doesn't have much help from other bigs on the team. I've also realized that team sliders play a factor in sim stats, using Vyaras's has improved some stats for me. The only gripe I have is that teams rarely win 60+ games, no matter how stacked they are.

      3.) I think I would like to see Draft Classes work like CAPs do, instead of downloading an entire class from 2kshare (which should still stay an option), you should be able to download individual players if you want. You should also be able to practice or run NBA Blacktop games with the draft class players outside of Association mode.

      4.) Haven't played long enough to give a fair assessment on this.
      ---

      This has been mentioned before, but I would like to see teams operate with a few different identities. Specifically championship contenders, rebuilding teams, and just contenders.

      -Championship contenders should go through Association trying to add talent and upgrade weaker positions while retaining their core star players.

      -Contenders' goals should be to make the playoffs and/or win a series. They should look to add veteran players or other role players that can add depth and experience.

      -Rebuilding teams should either be looking to dump salaries or add talent. Older teams should look to get under the cap or draft replacements for their stars or make trades (a la Washington) to get a fresh start. Younger teams (such as Minnesota) should work on acquiring draft picks and young players.

      All teams should go through this cycle, rebuilding teams eventually become contenders, contenders become championship contenders, championship contenders become rebuilding teams.
      ---

      Something else is current poor management of the cap. If you let the CPU control the Knicks, for instance, they have a ton of cap space yet waste it on underachieving role players instead of trying to hit the home run in free agency.
      [NYK|DAL|VT]
      A true MC, y'all doing them regular degular dance songs
      You losin' your teeth, moving like using Kevin Durant comb
      Royce da 5'9"


      Originally posted by DCAllAmerican
      How many brothers fell victim to the skeet.........

      Comment

      • Pared
        Legen - WAIT FOR IT
        • Feb 2003
        • 39337

        #4
        Re: NBA 2K11 - Let's talk about Association improvements

        Great post. Please go into more detail about the draft classes. I'm trying to avoid comments like "the ratings suck" without there being detail behind them.

        Are the generated rookies too lowly rated? Are there no specialists in given areas?

        What would you like to see from CPU generated draft classes?
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        [OS Vets NBA 2k7 Champion]
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        Comment

        • BroMontana82
          Support Sim
          • Nov 2004
          • 2225

          #5
          Re: NBA 2K11 - Let's talk about Association improvements

          1. What is your opinion of the mode over all? Does it offer what you would expect it to offer?

          Overall, it's pretty good. Personally, I like everything in there feature wise. I just think a lot is way too broken because of the patch and from the original implementation.

          2. Simulating in an Association - how are the numbers from players overall? Are you seeing a good variance? Are you seeing - guys recover/not recover from injuries; young players become studs/busts; early/late retirements; player holdouts/trade requests; believable player stats? Please don't specific to one player (such as Chris Bosh is getting too many rebounds!).

          Overall, the stats are pretty good. The big obvious issue is the 3 pt. glitch where centers will shoot 100 a year.

          Another huge issue that would fall under simulation is the CPU trading. It is terrible. A lot of trades aren't fair but I can get past that. Again, the HUGE issue after the patch is that turning off roles and chemistry and keeping CPU trades on creates an insane number of trades each month with players being traded numerous times, sometimes from one team to another multiple times. Basically you are forced to play Association mode with roles, chemistry, and CPU trades off now. This definitely limits the Association experience.

          FA vs. D League problems. CPU teams will sign D Leaguers over players in the FA pool even though the FAs are better. They should look either to both or by a mix of overall, potential, etc.

          Standings - the team standings can be a lot more accurate. I'm not really sure how 2k does this, but a lot of the good teams have bad records and bad teams are better than they should be. It should be as close to real life as possible with a few surprises thrown in. If it were up to me, I would do it based on a mixture of things like overall ratings, chemistry, and some sort of "last year's record" factor. The problem with the team ratings is that a team could have a solid overall rating, but still be putrid in real life...

          3. Draft classes - what would you like to see added/changed to them?

          I haven't used 2K's but I've seen them and based on their official rosters, these look ok. Maybe lower or more varied potential though. With 2k share, 2k can do whatever they want for draft classes since I always go with custom ones. But I think 2k's default potentials are insanely high.

          4. Somewhat going into one area in more detail - player progression/regression: how is it working in your eyes? Looks good?

          I honestly have only gone through 1 year so I can't comment. However, if you play with player roles off (to bypass the 3 pt glitch) Team Chemistry is ridiculously high for all teams which makes ratings inflated. What I would definitely change is the lay out and format. When players progress at the end of the year, all you see is OVERALL up or down, but not how much each individual attritube went up or down. This is incredibly annoying and frustrating. You can easily overlook something. What if a guy went up +1 but still, his medium shot or close shot went down by 7? How would you really know. You would definitely want to know. This really should be changed.


          I think 2k REALLY needs to do better testing before release and before patch releases. The last patch really ruined the game for a lot of people because the only workarounds were turning off key elements of the mode. The massive issues from this year (all of which are listed above) need to be addressed. I know SimBaller is aware of them but I also know these things won't be fixed this year and I'm sure it's out of his hands so he can't address them. Roles, chemistry, and CPU trades really has to be looked at to see how each affects one another so there is no domino effect of glitches or the need turn off all of them to fix one glitch.

          Comment

          • Hassan Darkside
            We Here
            • Sep 2003
            • 7561

            #6
            Re: NBA 2K11 - Let's talk about Association improvements

            Originally posted by Pared
            Great post. Please go into more detail about the draft classes. I'm trying to avoid comments like "the ratings suck" without there being detail behind them.

            Are the generated rookies too lowly rated? Are there no specialists in given areas?

            What would you like to see from CPU generated draft classes?
            Ok, well I don't use generated draft classes, well I try not to anyway. But I think the devs need to take a page out of Madden's book and hand create the draft classes. I thought thats what I heard they did this year, but if they did, they didn't do a real good job. The main issues in the generated draft class always seem to be tendencies and signature style. You'll have Centers with say, LeBron's dunk package or Eddie House's signature shot.

            All you gotta do is take one look at the Madden boards and the one thing the members consistently rave over is the draft classes. "I drafted so-and-so and he's like the second coming of John Elway. This is the best draft class ever! I got 5 guys with A potential!" I also feel like potential plays too much of a factor on the draft board. Let's take Cole Aldrich for instance. He's a 4 year Center coming out of KU, I'd say his potential isn't very high. But his rookie ratings should be somewhere around a 70+ or so. But that won't guarantee him a top 5 pick, it could push him into mid-to-late first round.
            --

            Also, a note about the D-League, we should have the ability to use either randomly generated players or force the NBDL to fantasy draft from the free agent pool. I'm not a big fan of these random players.
            [NYK|DAL|VT]
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            You losin' your teeth, moving like using Kevin Durant comb
            Royce da 5'9"


            Originally posted by DCAllAmerican
            How many brothers fell victim to the skeet.........

            Comment

            • JBH3
              Marvel's Finest
              • Jan 2007
              • 13506

              #7
              Re: NBA 2K11 - Let's talk about Association improvements

              Originally posted by Pared
              1. What is your opinion of the mode over all? Does it offer what you would expect it to offer?
              I give it 3 stars. It's the best franchise-type mode on the 360, but it could be better in so many ways. Will explain below...

              Originally posted by Pared
              2. Simulating in an Association - how are the numbers from players overall? Are you seeing a good variance? Are you seeing - guys recover/not recover from injuries; young players become studs/busts; early/late retirements; player holdouts/trade requests; believable player stats? Please don't specific to one player (such as Chris Bosh is getting too many rebounds!).
              The numbers are still off. Scoring and rebounding are better than in years past, but there's still typcially only one (maybe) two PGs avg'ing 10+ assists per game. Looking at this category today in the real NBA there are 4 players avg'ing 10 or more. I haven't been able to duplicate that and I'm in yr 3 of association.

              Also - Blocks. You've got 6 real NBA players avg'ing 2/gm. In my association Dwight and Josh Smith avg two, and other shot blockers are in the high 1's.

              Minutes - I am controlling all-30 teams and have set some guys to 38 or 40 minutes in the player rotations menu only to see them avg'ing 34, 36 tops. The lone 40 minute a night guy in my association is on my own team, Deron Williams. Otherwise, there's not enough guys playing 37 to 40 minutes a night when there are currently about 20 such guys in the real-NBA doing this.

              Injuries - I like injuries, but 2K needs to be correct on the durability slider. With that set at 50 you don't see many injuries at all. With it set to 0, I translate that to be 0 durability, when in actuality it's backwards. The more you move to 100 the less durable players are. I also think there should be a specific aim in lowering a player's ratings for good post-torn acl, patella injury, etc. We see what happened to Arenas' quickness given his knee injuries, and there are other players who've suffered a significant injury like that and lost a "step". We need that simulated in the game.

              Young Players/Busts - I think the only way I'm seeing busts simulated (w/ 3 association years down now) is at the time of drafting that player and revealing their true overall rating when they're rated much lower than the scouting would have indicated.

              Early/Late Retirements - Haven't seen any early retirements. In fact I'm seeing guys hold on TOO long. I'm in year 3 and Shaq is still playing, Iverson is a free agent, and the only notable retirements have been Kidd (after yr 1) and Ray Allen (after yr 2).

              Player holdouts/Trade Requests - Haven't seen a holdout. Does the CPU tell you a player is holding out via a message? Is there anyway to tell a player is holding out other than assuming he is because he is not accepting your offer due to not being interested in that amount of money?

              Trade Requests - there are far too many due to player roles, and issues surrounding a player not getting the minutes they would want partly due to too many fouls (which shouldn't be my fault as the GM). If a player can't see their desired court time because of foul trouble than there unhappiness should be negated by their own failures to stay on the court.

              Originally posted by Pared
              3. Draft classes - what would you like to see added/changed to them?
              I would like to see player tendencies for rookie/cpu created players drastically improved. One would expect some of the top5 picks from yr to yr to start making their way, and bursting onto the scene but they can't unless you use one of them on your team because their tendencies are not comparable to their ratings. If 2K is going to give a guy a comparison when scouting that player then that player's tendencies should mirror that player-comparison or come close to it. Rather it seems the tendencies are just arbitrary numbers created by the CPU which have no merit to the players overall ratings.

              I've had to copy down the tendencies of Lebron and a few other player "molds" by position and give these tendencies to rookies who enter the league so that they become legit players during simulation.

              Originally posted by Pared
              4. Somewhat going into one area in more detail - player progression/regression: how is it working in your eyes? Looks good?
              Progression - It's not. At least not dynamicly. Take for instance my 2nd season w/ the 76ers...Andre Igoudala went down for the year in early-JAN and I was using Louis Williams like a mad man. I ended up avg'ing 26/gm w/ him, and had multiple 40 pt efforts. However, he's only a 71 and I would think after a near-MVP season, and actually being in top5 in MVP votes for stretches of the season and taking home multiple player of the week and one player of the month award that I would see his rating jump to at least a 75. I even edited his potential to a 78, but it's yr 3 and he's still only a 71...this coming after doing shooting drills, and stealing drills to improve him in certain areas too.

              Regression - This actually seems to be working pretty good. For instance, I traded Baron Davis to the Pacers in yr 2. He was an 84. Now into year 3 and he's taken a huge regression and the 84 rated PG in 2010-11 is now a 79 in 2011-12. That's a very cool aspect that I like.
              Last edited by JBH3; 03-01-2010, 03:03 PM.
              Originally posted by Edmund Burke
              All that is needed for the triumph of evil, is for good men to do nothing.

              Comment

              • Pared
                Legen - WAIT FOR IT
                • Feb 2003
                • 39337

                #8
                Re: NBA 2K11 - Let's talk about Association improvements

                Originally posted by JBH3
                The numbers are still off. Scoring and rebounding are better than in years past, but there's still typcially only one (maybe) two PGs avg'ing 10+ assists per game. Looking at this category today in the real NBA there are 4 players avg'ing 10 or more. I haven't been able to duplicate that and I'm in yr 3 of association.

                Also - Blocks. You've got 6 real NBA players avg'ing 2/gm. In my association Dwight and Josh Smith avg two, and other shot blockers are in the high 1's.
                This sort of thing is what I'm looking for. Adding stats from the last few years to prove your point would help as well.

                Thanks guys.
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                Comment

                • Comduklakis
                  MVP
                  • Oct 2005
                  • 1887

                  #9
                  Re: NBA 2K11 - Let's talk about Association improvements

                  Originally posted by Pared
                  Great post. Please go into more detail about the draft classes. I'm trying to avoid comments like "the ratings suck" without there being detail behind them.

                  Are the generated rookies too lowly rated? Are there no specialists in given areas?

                  What would you like to see from CPU generated draft classes?
                  yes, like I said the generated rookies have ratings that are way too low for shooting skills, thus resulting in horrid team shooting percentages and ppg as the NBA players retire. The foul tendencies are way to high for big men (any pf or C tends to be atleast 80 or higher, which as we know means 20 minutes 9 games out of 10) and the shot tendencies are too low. Top picks have shot tendencies that are in the 30s, in other words lower than Chris Duhon or Kyle Lowry, who rarely shoot. And these are guys labeled as scorer or all around too, not labeled as defensive.
                  http://www.operationsports.com/forum...y-cant-we.html

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

                  Comment

                  • Yeah...THAT Guy
                    Once in a Lifetime Memory
                    • Dec 2006
                    • 17294

                    #10
                    Re: NBA 2K11 - Let's talk about Association improvements

                    Originally posted by Pared
                    Guys,

                    I want feedback from those heavily involved in running an Association. There are a few things I'd ask you guys answer, and being as specific as possible will benefit YOU in the long run.

                    1. What is your opinion of the mode over all? Does it offer what you would expect it to offer?

                    2. Simulating in an Association - how are the numbers from players overall? Are you seeing a good variance? Are you seeing - guys recover/not recover from injuries; young players become studs/busts; early/late retirements; player holdouts/trade requests; believable player stats? Please don't specific to one player (such as Chris Bosh is getting too many rebounds!).

                    3. Draft classes - what would you like to see added/changed to them?

                    4. Somewhat going into one area in more detail - player progression/regression: how is it working in your eyes? Looks good?

                    Please, if you're going to make a claim that one thing should DEFINITELY be a certain way, please provide proof.

                    Remember, everything you can offer here will directly impact NBA 2K11.

                    Thanks fellas.
                    I'm just going to focus on numbers 2 and 4. Also, keep in mind I am controlling all 30 teams and am making the moves for all these teams.

                    2. Numbers seem pretty good. Some players rebound too well, some don't get as many assists as they should, and some, like LeBron, average a triple double a game, but other than that the stats seem pretty good. I like that guys shooting percentages tend to dip as they age (example: Ray Allen is now about a 30-35% 3 Point shooter, but he's still money from the FT line). I'm not far enough to know about studs/busts yet, but in my draft class, the Knicks took a SF that was projected to be a lottery player but he was by far the worst 1st round pick (about a 63 overall, however he has like 91 potential, so I'm currently giving him minutes down on the D-League affiliate to get him some playing time and hopefully he will develop there for a year until he's good enough to be a contributer. One more big thing is that I'd like to see the AI bench guys if an injury makes their overall dip too much (example, Kobe gets hurt and it changes his overall into the 60's, but he still gets starter's minutes). I think if they changed the AI logic a bit so that Kobe might sit out while his overall is that low, it would fix the fact that right now, stars play and start all 82 games in almost every season.

                    3. This needs to be completely changed. I'm almost out of real draft classes to use and will have to resort to downloading fake draft classes that people have made, but the ones that this game gives you are terrible. I've only used them once or twice, but from my experience, it seems as though it is almost impossible to get a big man that can be a big time scorer unless you edit their tendencies yourself. Also, foul tendency needs to be turned down big time because a lot of the rookies that are exceptional can only play for about 20 minutes a game no matter how much you set them to get in the rotations because they average 5 or 6 fouls a game.

                    4. Player progression/regression is a little iffy to me. I like what I've seen in the regression. Older guys that see diminished play time drop in ratings a pretty fair amount. For example, Jamal Crawford is now like a 67 overall in my 3rd year of the association, which I'm guessing is due to his lack of playing time. However, I think progression is overdone a bit because in my association, all 30 teams are now at least an 80 overall, and many of them are in the 90s, and it's only my 3rd season in association. And this is with team chemistry turned off as well. Lastly, I'd like to see team chemistry tuned because I think that it is an important part of the game, but the team chemistry is too great. Not sure exactly how I would fix it, but it definitely needs fixing.
                    Last edited by Yeah...THAT Guy; 03-01-2010, 03:57 PM.
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                    Comment

                    • BroMontana82
                      Support Sim
                      • Nov 2004
                      • 2225

                      #11
                      Re: NBA 2K11 - Let's talk about Association improvements

                      Originally posted by Pared
                      This sort of thing is what I'm looking for. Adding stats from the last few years to prove your point would help as well.

                      Thanks guys.
                      the thing is, slider tweaks definitely help with some of the stats but it's sometimes hard to tell which ones would really affect certain stats. but for blocks, if you tweak certain sliders, you can greatly increase the block stats. i'm not sure if 2k would deem this a legitimate "fix" we can do on our own or not.

                      EDIT: saw your below post and that's very good, i agree with that for sure.

                      but one thing to add is yes, team rebounds are still way off. the easy way to get realistic numbers is to increase tempo...so typically the warriors will be #1 in rebounding in an association. EDIT: in real life, they are close to the bottom of the league. i don't have firm numbers from my associations, but they and the knicks are usually close to the top.



                      i've been saying this for nearly 2 years but i think a huge problems is that rebounds are still not being counted off of a blocked shot. if these were counted correctly, team rebounds would go up 4-5 a game. example - dwight swats someone and lewis get's the ball off the block. he should get a defensive rebound. even the announcers say it in the game but it's not counted.
                      Last edited by BroMontana82; 03-01-2010, 04:10 PM.

                      Comment

                      • Pared
                        Legen - WAIT FOR IT
                        • Feb 2003
                        • 39337

                        #12
                        Re: NBA 2K11 - Let's talk about Association improvements

                        No, no slider tweaks please. Sliders shouldn't have to compensate for a problem in the simulation engine.

                        I just want to know what can be better sans sliders. You shouldn't have to resort to sliders especially to get accurate results via simming.
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                        Comment

                        • BobbyColtrane
                          Just some dude...
                          • Sep 2007
                          • 2284

                          #13
                          Re: NBA 2K11 - Let's talk about Association improvements

                          I love the mode overall but the one thing that sticks out in my mind is the parity in terms of team records. It's common to see the #1 seeds win like 53 games in a season, which just isn't realistic. I'm tolerating it this year but I think it would add to the immersion factor if this was fixed for next year.

                          obviously i'd like to see the quirks related to player roles, chemistry and CPU GM AI fixed. Until then, please continue to give us the option to control all 30. This saved what would otherwise be an unplayable game for me.
                          NBA 2K20 MyLeague - Reloaded - The San Antonio Spurs

                          NBA 2K19 MyLeague - Pound the Rock - The San Antonio Spurs

                          Comment

                          • STLRams
                            MVP
                            • Aug 2005
                            • 2847

                            #14
                            Re: NBA 2K11 - Let's talk about Association improvements

                            Association is great to me already, the only thing I could really ask for that maybe more from a presenation standpoint is to go more indepth with the NBA Today feature in Association mode by adding a full haltime show, showing highlights and stats from other games going on around the league in your association that are going on that day, kind of like what NFL2K5 use to do. Also injuries do need to be addressed as someone already mentioned, the duribility slider needs to be fixed, and more non severe ingame injuries would be a nice touch.

                            Comment

                            • johnnyastro
                              Rookie
                              • Aug 2004
                              • 132

                              #15
                              Re: NBA 2K11 - Let's talk about Association improvements

                              Some important changes that would be money in 2k11:

                              1. Not have every second round pick make the team- this takes up roster spots for veterans that while are not superstars, should also not be FA's (off the top of my head, Ridnour, Warrick, Craig Smith, Morrow...)

                              2. Additionally, you should be able to split the mid-level exemption, so that more of said mid-level FA's do end up with a contract. If Ridnour will only sign for 1.56 MM, and Warrick 1.4 MM, then you should be able to split the exemption and get both under contract, or have the CPU be able to.

                              3. Specialists should be signed by the CPU in FA as well- not only based on overall rating. Why does JJ Redick (for example) always sit in FA? He may have limitations, but teams always need 3 pt. shooting specialists. Same can be said for Tony Allen (defensive), a rebounder (Aaron Gray), a solid vet/locker room guy (Haslem, House, Oberto) or just a 7 footer (Brezec, Elson). These guys aren't stars, but they have a role- even as a bench warmer. Every years these guys get a job. Most second rounders don't.

                              4. If you the CPU does draft a second rounder, make sure they send dudes to the D-League this year, and sign a veteran role as a bench warmer when appropriate.

                              5. You should be able to make trades after the draft has begun- I don't think you can this year.

                              6. Created rookies look terrible, maybe make them less glossy, I don't know, but they definitely stand out way .

                              7. CPU needs to make smarter trades, based on need, playing time, young talent available... maybe like a "fan favorite" distinction which would make certain players less likely to move... i know this is hard to program, and that is why 30 team control is great.

                              8. More players looking to opt out and enter FA...

                              9. Assistant coaches should be available as head coaches.

                              10. Let us move OKC back to Seattle...

                              11. This would be awesome- have an editable injury status on the player edit screen. ie, you can cycle through all the injuries (knee sprain, broken finger, torn acl) and time length (1-2 week, 6-8 months...), and can update during season. So if you wanted Blake Griffin out, because the updated rosters injuries aren't active at the start of assoc (which makes some sense, but so does this fix), then you can edit on the start of your assoc.

                              12. Maybe make hairstyles editable... that may be impossible.



                              That's all I can think of for now, but I totally dig this game. And most of these changes seem realistic and I hope you consider.

                              Thanks!

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