Comprehensive Simulations Stat Mechanics Guide - ALL ROSTER MAKERS SHOULD READ

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  • elknavo
    Banned
    • Dec 2011
    • 135

    #16
    Re: Comprehensive Simulations Stat Mechanics Guide - ALL ROSTER MAKERS SHOULD READ

    Originally posted by skalagrimsons
    I have to say, that it was an interesting read. Well done!
    Have You tried reducing Drive tendency? Perhaps its old news or a placebo, but it makes it more of a passing game. I changed Drive tendency to 0 for most centers, forwards and spot up shooters and gave smaller numbers (not higher than 50) for those who can create opportunities for teammates of the dribble like Nash, Rondo, Paul etc. Maybe it could raise assist numbers even more.

    As I said before, I have tested every possible tendency quite extensively... If you really think that this would help raise assists, by all means test it and report your findings, but unless and until you can do so I must conclude that simulated stats are only affected by the ratings I've found in my testing to govern them.

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    • BasedTaylor
      Rookie
      • Dec 2011
      • 256

      #17
      Re: Comprehensive Simulations Stat Mechanics Guide - ALL ROSTER MAKERS SHOULD READ

      Great post. Finally someone took the time to put into words this kind of stuff.

      Comment

      • elknavo
        Banned
        • Dec 2011
        • 135

        #18
        Re: Comprehensive Simulations Stat Mechanics Guide - ALL ROSTER MAKERS SHOULD READ

        Originally posted by broyismyhomie
        What would the formula for shot locations be?

        I'm kinda at a loss when it comes to that part.
        That's an easy one. Just look at the player's per 40 minute attempts for each shot location on hoopdata.com. "At Rim" is inside shots, "3-9 feet" and "10-15" combined is close shots, 16-23 feet is "med shots," and 3 point shots is obvious. Multiply those values by 10 and input them as the shot location tendencies.

        For players where you don't have this data, you can at least ensure they have the correct 3pt tendency by making sure the ratio between their 3PA and FGA stays equal to the ratio of their 3pt tendency to the sum of all their shot location tendencies.

        Comment

        • elknavo
          Banned
          • Dec 2011
          • 135

          #19
          Re: Comprehensive Simulations Stat Mechanics Guide - ALL ROSTER MAKERS SHOULD READ

          Originally posted by zay916
          AMAZING READ!!! Can you do a google docs of player ratings though? I'm on PS3. BUMP!!!!!!!!!!
          If you mean do a spreadsheet where you can input numbers and get ratings, then you can make one yourself easily from the formulas in my post. If you mean a post of every single player's ratings, that's more work than I'd be willing to do unless someone were willing to pay for it...

          Maybe I should replace the 2kinsider. I'd be like Rashidi, but not a dbag.

          Comment

          • zay916
            Banned
            • Dec 2011
            • 303

            #20
            Re: Comprehensive Simulations Stat Mechanics Guide - ALL ROSTER MAKERS SHOULD READ

            Originally posted by elknavo
            If you mean do a spreadsheet where you can input numbers and get ratings, then you can make one yourself easily from the formulas in my post. If you mean a post of every single player's ratings, that's more work than I'd be willing to do unless someone were willing to pay for it...

            Maybe I should replace the 2kinsider. I'd be like Rashidi, but not a dbag.
            hahahaha! I'll just do a spreadsheet. I'm going to work on rosters that are more tailored for gameplay but i'll use some of your formulas for a base.

            Comment

            • elknavo
              Banned
              • Dec 2011
              • 135

              #21
              Re: Comprehensive Simulations Stat Mechanics Guide - ALL ROSTER MAKERS SHOULD READ

              Originally posted by bamalam
              where can we find your roster?
              I haven't released a roster yet, though I'm working on one that's close to release worthy. I'm getting sim stats close to perfect and I've just added second rounders (with CF's and displayed draft status) and every missing player, re-rated them according to my system where applicable, and fixed contracts for every player. What I have should be an excellent "base roster," as I've got close to perfect ratings for simulated stats in all the "hard ratings," though I haven't touched any of the subjective ratings. I just want to edit potential a little bit before I release anything, as I understand the current potential rating system is messed up and results in way too many players becoming 90+ OVR.

              For those editing according to my formulae, you may be wondering what to do with rookies made by 2k (such as the first rounders) which are rated according to 2k's broken method and don't have any stat data you can use to get accurate ratings. For them, you should generally apply the following changes to bring them in line with my roster's rating system:

              +15 Shot Inside
              -10 Shot Medium
              +5 Pass

              Draw Foul Tendency -50

              And for Shot Tendency:

              New Shot Tendency = (OldTendency - 50) / 2 + 50

              Comment

              • BasedTaylor
                Rookie
                • Dec 2011
                • 256

                #22
                Re: Comprehensive Simulations Stat Mechanics Guide - ALL ROSTER MAKERS SHOULD READ

                Must say I am quite perplexed as to how sports gaming companies don't get guys like this and the many others out there who could make realistic rosters with actual statistical evidence etc. I'd even give em all the power and say forget fan suggestions. Although that'll never happen due to $$$.

                Comment

                • zay916
                  Banned
                  • Dec 2011
                  • 303

                  #23
                  Re: Comprehensive Simulations Stat Mechanics Guide - ALL ROSTER MAKERS SHOULD READ

                  Originally posted by elknavo
                  I haven't released a roster yet, though I'm working on one that's close to release worthy. I'm getting sim stats close to perfect and I've just added second rounders (with CF's and displayed draft status) and every missing player, re-rated them according to my system where applicable, and fixed contracts for every player. What I have should be an excellent "base roster," as I've got close to perfect ratings for simulated stats in all the "hard ratings," though I haven't touched any of the subjective ratings. I just want to edit potential a little bit before I release anything, as I understand the current potential rating system is messed up and results in way too many players becoming 90+ OVR.

                  For those editing according to my formulae, you may be wondering what to do with rookies made by 2k (such as the first rounders) which are rated according to 2k's broken method and don't have any stat data you can use to get accurate ratings. For them, you should generally apply the following changes to bring them in line with my roster's rating system:

                  +15 Shot Inside
                  -10 Shot Medium
                  +5 Pass

                  Draw Foul Tendency -50

                  And for Shot Tendency:

                  New Shot Tendency = (OldTendency - 50) / 2 + 50
                  So this is only for PC?

                  Comment

                  • elknavo
                    Banned
                    • Dec 2011
                    • 135

                    #24
                    Re: Comprehensive Simulations Stat Mechanics Guide - ALL ROSTER MAKERS SHOULD READ

                    Originally posted by zay916
                    So this is only for PC?
                    Yep. I'd recommend anyone interested in sim 2k gaming gets the PC version. It's far more moddable, even though the patches take longer to come out, and if enough people buy it they might actually decide to start supporting the PC version one of these years.

                    Comment

                    • elknavo
                      Banned
                      • Dec 2011
                      • 135

                      #25
                      Re: Comprehensive Simulations Stat Mechanics Guide - ALL ROSTER MAKERS SHOULD READ

                      A thought on contracts for classic rosters: If we want to take a classic team into an association with accurate contracts, but not have all their players be undervalued compared to the rest of the league, we could look up the historical salary cap for that season and prorate the players' salary based on the current cap. So a guy getting 4 million when the cap was 19 million gets 12 now when it's around 58.

                      Comment

                      • cmebfresh
                        Pro
                        • Jan 2011
                        • 930

                        #26
                        Re: Comprehensive Simulations Stat Mechanics Guide - ALL ROSTER MAKERS SHOULD READ

                        thats a lot of math for 30 teams. Probably do it with a spreadsheet
                        "Sometimes i sit and piss myself" - Quote Cmebfresh

                        MIAMI ALL THE WAY

                        MIAMI HEAT
                        MIAMI DOLPHINS
                        MIAMI MARLINS
                        AND THE U

                        Comment

                        • Lyvean
                          Rookie
                          • Apr 2004
                          • 160

                          #27
                          Re: Comprehensive Simulations Stat Mechanics Guide - ALL ROSTER MAKERS SHOULD READ

                          Originally posted by BasedTaylor
                          Must say I am quite perplexed as to how sports gaming companies don't get guys like this and the many others out there who could make realistic rosters with actual statistical evidence etc. I'd even give em all the power and say forget fan suggestions. Although that'll never happen due to $$$.
                          Don't be perplexed. Companies don't care about realistic stats or simulation gameplay. They just want the best they can have while paying the less they can.

                          Comment

                          • atlplayboy23
                            MVP
                            • May 2003
                            • 1237

                            #28
                            Re: Comprehensive Simulations Stat Mechanics Guide - ALL ROSTER MAKERS SHOULD READ

                            I would love to see this done with the classic players

                            Comment

                            • qpc123
                              MVP
                              • Jul 2003
                              • 3773

                              #29
                              Re: Comprehensive Simulations Stat Mechanics Guide - ALL ROSTER MAKERS SHOULD READ

                              Originally posted by atlplayboy23
                              I would love to see this done with the classic players
                              I am in the process of applying these formulas to my classic roster for PS3, in limited testing I can say that they do work.
                              "You come at the King, you best not miss..."

                              Comment

                              • atlplayboy23
                                MVP
                                • May 2003
                                • 1237

                                #30
                                Re: Comprehensive Simulations Stat Mechanics Guide - ALL ROSTER MAKERS SHOULD READ

                                Dang I loved your rosters last year too bad I got 2k12 on 360 this year

                                Comment

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