Analysis of "Player Potential"
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Re: Analysis of "Player Potential"
Any analyze on how the individual attributes progress?
Could become useful when creating draft classes
Example
Does the skill base attributes like shooting, rebounding progress more than intangible attributes like AwR, consistency and etc? How about physical attributes?
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Re: Analysis of "Player Potential"
This is unrelated but I wonder if the MPG issue (players not averaging proper minutes) in Association is linked to the stamina attribute...Comment
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Re: Analysis of "Player Potential"
Wowzers, some great work has been done in this thread! Some really useful info.
The effort is definitely appreciated. Especially Synchromesh and Hold My Own.
If only there was a way to change the minute amount of each role....Comment
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Good thing to know is that I seen a rookie (Max pot) gain a combine 30 pts in Def/Off awr rating by time he reached his prime (26).
He was at 66 off awr and 54 def awr as a rookie....
Now the guy is at 82 69...
Notice his touch tendency basically doubled from his rookie year as well ...It went from 33 to 71!
This is with 99 potential
Hopefully SimBaller an Co can tune progression a lil for next year so that Rookies will basically have high physical attributes that rarely progress, low intangibles (awr, etc) that will progress the most and skills that will progress at the normal rate.
Regression; physical attributes (speed dur, etc) should deplete the most followed by skills with intangibles rarely moving.
Sent from my HumancentiPad using TapatalkLast edited by Jukeman; 11-02-2011, 10:17 AM.Comment
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Re: Analysis of "Player Potential"
Yea, I rather those things regress as players get older
Good thing to know is that I seen a rookie (Max pot) gain a combine 30 pts in Def/Off awr rating by time he reached his prime (26).
He was at 66 off awr and 54 def awr as a rookie....
Now the guy is at 86 69...
Notice his touch tendency basically doubled from his rookie year as well ...It went from 33 to 71!
This is with 99 potential
Hopefully SimBaller an Co can tune progression a lil for next year so that Rookies will basically have high physical attributes that rarely progress, low intangibles (awr, etc) that will progress the most and skills that will progress at the normal rate.
Regression; physical attributes (speed dur, etc) should deplete the most followed by skills with intangibles rarely moving.
Sent from my HumancentiPad using TapatalkComment
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Re: Analysis of "Player Potential"
Good thing to know is that I seen a rookie (Max pot) gain a combine 30 pts in Def/Off awr rating by time he reached his prime (26).
He was at 66 off awr and 54 def awr as a rookie....
Now the guy is at 86 69...
Notice his touch tendency basically doubled from his rookie year as well ...It went from 33 to 71!
This is with 99 potential
How do you tune the player progression? :-oComment
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Re: Analysis of "Player Potential"
Great work some good finding here.....I think I noticed though is that EVERY player with a high potential rating progresses into a good player...so does NBA 2k12 not really have a "player bust" system? Where on occasion a player with a high progress rating simply won't progress? I mean not every number 1 overall pick should become an 85+ rated player where are the players like Joe Smith, Michael Olowokandi, Kwame Brown, Stromile Swift, Darko Milicic, Hasheem Thabeet, Adam Morrison? Tried to not include players that were busts because of injuries (Greg Oden, Sam Bowie).Comment
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Re: Analysis of "Player Potential"
Great work some good finding here.....I think I noticed though is that EVERY player with a high potential rating progresses into a good player...so does NBA 2k12 not really have a "player bust" system? Where on occasion a player with a high progress rating simply won't progress? I mean not every number 1 overall pick should become an 85+ rated player where are the players like Joe Smith, Michael Olowokandi, Kwame Brown, Stromile Swift, Darko Milicic, Hasheem Thabeet, Adam Morrison? Tried to not include players that were busts because of injuries (Greg Oden, Sam Bowie).Comment
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Great work some good finding here.....I think I noticed though is that EVERY player with a high potential rating progresses into a good player...so does NBA 2k12 not really have a "player bust" system? Where on occasion a player with a high progress rating simply won't progress? I mean not every number 1 overall pick should become an 85+ rated player where are the players like Joe Smith, Michael Olowokandi, Kwame Brown, Stromile Swift, Darko Milicic, Hasheem Thabeet, Adam Morrison? Tried to not include players that were busts because of injuries (Greg Oden, Sam Bowie).
As for lottery bust?
A editor of draft classes can easily make this happen (assuming his prospects range from 50-75 in OVR)
Size has an effect on draft stock so it isn't uncommon to see a low rated big man with average pot to be listed as a lottery pick.
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Maybe not to his full pot (maybe 30 pts)
But I seen a 50 OVR player w/ 99 pot sit the bench his entire career and still gained 20 OVR pts.
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Re: Analysis of "Player Potential"
Ive been working on a 2012 draft class since 2k12 launch and have monitored this thread for reference to potentials in that draft class.
Im having a hard time finding a clear cut formula(if there is one) to distribute the proper potentials for these players.
Barnes, Drummond, Davis and Perry Jones are the only guys I have over an 80 potential(highest is Barnes at 85) with their ratings starting at 76, 74, 74, & 73 respectively.
Patric Young who is the tenth ranked player in my class has a rating of 69 and is also the last guy to have a potential of 70 or greater. The rest(have 30 finished) are under 70 potential but all in the 60-69 potential range.
Appreciate all the hard work and hope I can get some guidance to make what I think is going to be a great created 2012 class, even greater.Comment
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There is no clear cut formula (at least not yet discovered)
I personally would just randomize the number using random.org (pot is subjective anyway)
For guys you have at the top of your class I would randomize numbers ranging from 50-99 and players at the bottom I would range from 25-75
That is what I would do lol, less of a headache
Plus you'll have some bust players (your highest rated player could end up with 59 pot and still be a lottery pick)
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