nah, i heard these rosters arent very association friendly. Especially in situations like trading where overall ratings play a great role. it was addressed by neon that the order of tweaking goes from gameplay then finally to association.. soo he admitted it wasnt a completed roster. i was wondering if association has been looked into and fully tweaked...?
Neon1 v1.8 Rosters (360)....cracking the code on shot selection.
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Re: Neon1 v1.8 Rosters (360)....cracking the code on shot selection.
nah, i heard these rosters arent very association friendly. Especially in situations like trading where overall ratings play a great role. it was addressed by neon that the order of tweaking goes from gameplay then finally to association.. soo he admitted it wasnt a completed roster. i was wondering if association has been looked into and fully tweaked...? -
Re: Neon1 v1.8 Rosters (360)....cracking the code on shot selection.
nah, i heard these rosters arent very association friendly. Especially in situations like trading where overall ratings play a great role. it was addressed by neon that the order of tweaking goes from gameplay then finally to association.. soo he admitted it wasnt a completed roster. i was wondering if association has been looked into and fully tweaked...?
This has never been said to be a completed roster. All that is completed is gameplay.
Trade value is just now starting to be tweaked (now that my 360 seems to be functioning for now).
The source that goes around everywhere constantly trying to scare people from using rosters that arent his (i say that because i cant figure out any other possible motivation, behind it), greatly exaggerated the extent of the whole trade value thing anyways.
The way its put out there is like if you enter association suddenly LeBron, Dwight, Kobe and KG will suddenly be traded to some random team at any random point, which just isnt the case, even in its current unfinished and un-adressed state.
He is talking about the USER going in and throwing enough pieces into a trade and basically tricking 2K's dumb trade logic into accepting a bad trade, Which can AND HAS been done by users on ANY roster including that persons own rosters.
Mind you were talking about an unfinished roster here, where correction for these types of issues hasnt even been adressed yet since the last upload was only the teams completion and coach profiles. There is a correction method in place to balance things like overall ratings out and they were even noted at the VERY start of this huge project in the main thread.
At the end of the day, gamers should download EVERYBODYS rosters and at least give them a independent try and then decide what they like and dont like.
I download everybodys roster at least the first time, because hey if somebody else can get the game to play right (to my personal liking) im all for using somebody elses when it means them wasting the man hours and free time instead of my own. Id much rather be playing the game and using my time on other things.
Happy gaming guys.Comment
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Re: Neon1 v1.8 Rosters (360)....cracking the code on shot selection.
The only other thing ive really heard is that for some unexplained reason Players will sim rebound averages correctly in season mode but a little lower in association...which makes NO sense at all and if this actually happens the only thing that comes to mind is that 2K possibly tried to "fix" something (maybe in that patch) inside association with some sort of global patchwork type deal and screwed up another area in the process.
Because it makes little sense for anything to be different from season mode vs association, ratings and tendencies are what they are, when it comes to that. Maybe minutes get more screwed up in association because of more options (roles,progressive fatique, etc).
Were just exploring and testing association fixes so anything that pops up just let me know and if its possible to correct, ill eventually find a way to correct it.Comment
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Re: Neon1 v1.8 Rosters (360)....cracking the code on shot selection.
I need some more testing from you guys...Im working on the Association tweaks.
I downloaded a roster this morning with a modified scale for individual overall shot tendency. Im just testing this to see if i can bump it up without changing gameplay negatively.
If there are no problematic gameplay issues, ill be moving the player shots multiplication scale up a little (to x2.47 from x2.0) to help compensate for the few incoming generated rookies in association with high shot tendencies. Kobe's 64 becomes a 79 (previous system high was 64). I stopped at x2.47 because that rate keeps most moderate scoring bigs under the 50 threshold which seems to be the breaking point with them as far as aggresiveness goes.
I already simmed with these and the teams with the new scale stats havent been affected much.
I cpu/cpu one full 12 minute game between Lakers and Blazers, Final score 109-106. Kobe seemed pretty aggresive. Weird thing i saw in the boxscore was Portland got to the line 45 times and Steve Blake had 16 ftas....wtf? lol....Might be an abberation might not...need more games tested. I fell asleep so im not sure "how" he got all the FTA's. but i think it was a bunch of shooting fouls on jumpers...cant say for sure.
If this is the cause it can be solved with lower def pressures in the coaching settings. The Zone scale being high seems to be the cause of all the wide open threes before, so i have room to play with the defensive pressures a little bit.
What i need you too look out for:
FINAL SCORES
BIG MEN ADDED AGRRESSIVENESS CAUSING PIP
3PT SHOOTING AGGRESSIVENESS.
NUMBER OF MID JUMPSHOT BLOCKS/FOULS CAUSED.
SEE IF THEY ARE SHOOTING TO QUICKLY IN THE 24 SECOND CLOCK.
Only Teams with changes are: 76ers, Blazers, Bobcats and Lakers
Roster is on 2k Share (just check newest downloads), I THINK the roster is named Neon1 Update (2-13-09)
Whatever the file is named it def has the date on it so it cant be mistaken.Comment
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Re: Neon1 v1.8 Rosters (360)....cracking the code on shot selection.
well one thing i noticed was they do shoot fast on the 24. but only if they are open, which i don't mind at all. you know what they say, "if you have an open shot, take it!" but towards the end of each quarter, the cpu likes to waste the clock, which is good. the only change i made on your roster is that i lowered down the shooting success sliders on lay ups, close, mid, 3's and dunks by 1 because my scores we're too high and the FG% was a bit high too. now, i'm hitting about 45-56% FG% and the scores are from 90-130 depending on the team. i play a fast paced game though, so it could be my style too lol. loving the rosters though, its the only one that gave me a double overtime against a GOOD team. it was an intense game.Comment
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Re: Neon1 v1.8 Rosters (360)....cracking the code on shot selection.
I might sound like a "homer" with this post but..
The only thing I really got out of this roster were the coach sliders.
I deleted the file after seeing (imo) horrendously rated players inluding but not limited to: Bynum higher overall than Gasol, Paul higher overall than Lebron and Kobe, and a bunch of teams' overalls with no reflection on their performance this season (i.e. Knicks 2 bars overall).
Of course, I'm not sure how you determined ratings as each has their own system, but the aforementioned turned me off quite a bit.Comment
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Re: Neon1 v1.8 Rosters (360)....cracking the code on shot selection.
I might sound like a "homer" with this post but..
The only thing I really got out of this roster were the coach sliders.
I deleted the file after seeing (imo) horrendously rated players inluding but not limited to: Bynum higher overall than Gasol, Paul higher overall than Lebron and Kobe, and a bunch of teams' overalls with no reflection on their performance this season (i.e. Knicks 2 bars overall).
Of course, I'm not sure how you determined ratings as each has their own system, but the aforementioned turned me off quite a bit.
Neon, I like your work and enjoy the way the game plays. Only reason I am not using your roster is the association simmed stats. When simming, numerous players are towards the top of the ppg column that shouldn't be and rebounding stats are pretty off compared to the "competition". Keep working man. I do think you are on to something with your ratings as I tried something similar on one of my own roster projects. You probably already know about it but a great site to you is 82games.com. If you find their shooting averages, you can find most players close, med, and 3pt % which can greatly help when rating the player's shooting abilities. If you use the numbers from this season as well as last season and average them together, you can get a pretty accurate rating for how a player should play.Comment
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Re: Neon1 v1.8 Rosters (360)....cracking the code on shot selection.
nEON, does your new roster have the Vlad trade done? If not, how up to date are they so I know which trades to do. If you need I would be willing to apply yuck's player edits to your roster.EA and 2k have the unfortunate task of trying to balance on a tightrope of fun and sim while trying not to fall 10,000 feet to their death. Instead of a safety net waiting down below there will just be angry customers quick to move out of the way and talk of their failure.Comment
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Re: Neon1 v1.8 Rosters (360)....cracking the code on shot selection.
Im probably holding off uploading until the deadline passes on thursday afternoon and then uploading the one i have.Comment
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Re: Neon1 v1.8 Rosters (360)....cracking the code on shot selection.
ok. cool.EA and 2k have the unfortunate task of trying to balance on a tightrope of fun and sim while trying not to fall 10,000 feet to their death. Instead of a safety net waiting down below there will just be angry customers quick to move out of the way and talk of their failure.Comment
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Re: Neon1 v1.8 Rosters (360)....cracking the code on shot selection.
But I digress.Comment
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Re: Neon1 v1.8 Rosters (360)....cracking the code on shot selection.
I need some more testing from you guys...Im working on the Association tweaks.
I downloaded a roster this morning with a modified scale for individual overall shot tendency. Im just testing this to see if i can bump it up without changing gameplay negatively.
If there are no problematic gameplay issues, ill be moving the player shots multiplication scale up a little (to x2.47 from x2.0) to help compensate for the few incoming generated rookies in association with high shot tendencies. Kobe's 64 becomes a 79 (previous system high was 64). I stopped at x2.47 because that rate keeps most moderate scoring bigs under the 50 threshold which seems to be the breaking point with them as far as aggresiveness goes.
I already simmed with these and the teams with the new scale stats havent been affected much.
I cpu/cpu one full 12 minute game between Lakers and Blazers, Final score 109-106. Kobe seemed pretty aggresive. Weird thing i saw in the boxscore was Portland got to the line 45 times and Steve Blake had 16 ftas....wtf? lol....Might be an abberation might not...need more games tested. I fell asleep so im not sure "how" he got all the FTA's. but i think it was a bunch of shooting fouls on jumpers...cant say for sure.
If this is the cause it can be solved with lower def pressures in the coaching settings. The Zone scale being high seems to be the cause of all the wide open threes before, so i have room to play with the defensive pressures a little bit.
What i need you too look out for:
FINAL SCORES
BIG MEN ADDED AGRRESSIVENESS CAUSING PIP
3PT SHOOTING AGGRESSIVENESS.
NUMBER OF MID JUMPSHOT BLOCKS/FOULS CAUSED.
SEE IF THEY ARE SHOOTING TO QUICKLY IN THE 24 SECOND CLOCK.
Only Teams with changes are: 76ers, Blazers, Bobcats and Lakers
Roster is on 2k Share (just check newest downloads), I THINK the roster is named Neon1 Update (2-13-09)
Whatever the file is named it def has the date on it so it cant be mistaken.
here my 2 games final stats i'm using bulls n t-wolves
set
Pro level
12 min
default slider,
gamespeed 47
Fg% little too high i think n
PiP lol it may cuz i'm not good at play D n on the second game there's no big AL
but i like how the game flow now more mid shot n the AI definitely improve like other guy said they will shot if its open shot n they'd not try to force difficult shots...
SEE IF THEY ARE SHOOTING TO QUICKLY IN THE 24 SECOND ?
not sure but C.Quinn take 3-5 quick shot attempt but that's all open shots..Comment
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Re: Neon1 v1.8 Rosters (360)....cracking the code on shot selection.
hi neons thanks for ur work on this great rosters..
here my 2 games final stats i'm using bulls n t-wolves
set
Pro level
12 min
default slider,
gamespeed 47
Fg% little too high i think n
PiP lol it may cuz i'm not good at play D n on the second game there's no big AL
but i like how the game flow now more mid shot n the AI definitely improve like other guy said they will shot if its open shot n they'd not try to force difficult shots...
SEE IF THEY ARE SHOOTING TO QUICKLY IN THE 24 SECOND ?
not sure but C.Quinn take 3-5 quick shot attempt but that's all open shots..Comment
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Re: Neon1 v1.8 Rosters (360)....cracking the code on shot selection.
Neon1 Roster Update 2-20
On 2K Share.
- Trade Deadline moves
- Waived Mikki Moore, Sam Cassell, Re-added S.Marbury.
- Continued with the raised overall shot tendency scale
- Updated Rookies 76ers thru MIA
- Lowered scale for Zone Defense tendencies.
- 96 Bulls attached
Rules Settings -
Charge:65
Block:100
Reach-In:60
Shooting:75
Loose: 100
Roster Update Notes:
- 2009 All Star Uniforms unlocked
- Rebounding completely fixed all teams.
- 1996 Chicago Bulls with tendencies for Jordan,Pippen,Rodman,Harper, Longley, Phil Jackson coach Profile.
This roster has a few things untested/unfinished as i did not have the time to glance through things and check for errors. 2k Auto downloaded and froze my 360 up while i had autosave turned off for speed. I had to redo half of this thing so its a little rushed.
Ill clean up the jersey numbers, minutes, positions, outdated rookies and team tempos this weekend.Last edited by Neon1; 02-20-2009, 08:24 AM.Comment
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