Sim-World NBA 2k13 Roster Project (for 360)

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  • FloorGeneral
    Pro
    • Mar 2004
    • 567

    #766
    Re: Sim-World NBA 2k13 Roster Project (for 360)

    Originally posted by giantsteps
    Sounds like we're having opposite problems. I don't know if your problem is a truth in Yellz rosters since I don't really have driving capabilities on the celtics rostor besides rondo and jeff green.


    Are Jason Williams sliders tuned for the SiMWorld roster? I would be wary of doing that if they aren't. The SiM-world team has edited and scaled lots of stats that make a lot of non-specific slider sets useless. You might fix one thing randomly with Jason Williams set...but you will probably **** something else up entirely.
    Yeah, he released some specifically for SW rosters. Cliicking here will hopefully take you there (it might not though, as I have my posts per page set to 40). If it doesn't, it's post #182 in his Slider Thread.

    I also posted in that thread recently after playing my 2nd game using his sliders, so you can check that out for my early impressions.

    Comment

    • youALREADYknow
      MVP
      • Aug 2008
      • 3635

      #767
      Re: Sim-World NBA 2k13 Roster Project (for 360)

      Originally posted by giantsteps
      Is anyone else having trouble with getting realistic USER FG% with the current sliders? I reverted back to these after using youALREADYknow's slider set after yellz released the final version.


      I regularly shoot above 40% from 3 with the celtics, as well as 4 games in a row with FG% approaching 54%. I like the shot success rates when there is contention, but I'm getting way too many open looks from midrange/3 while running plays, even against teams with highly rated defenses. I bumped midrange and close shot success down one click to see if it made any difference, but I can honestly hang with almost any team without significant PIP because I can pour them in from midrange/3.

      Can anyone suggest any tweaks I can make? Whether it be to sliders, or to my own gameplay. I hope yAk or Yellz can give their 2¢.
      I posted a response to a similar statement in my slider thread. Move User Mid/3PT Success down to get FG% to match your skill level. If you want to miss more of the open looks, go down 2 notches on 3PT to 48 and 1 on Mid.

      I don't have this problem, but then again I'm using a lot of different teams so I haven't mastered any shot releases yet and still use button shooting half of the time when I don't know the releases well enough.

      Comment

      • Marc_Rez
        Rookie
        • Sep 2007
        • 349

        #768
        Re: Sim-World NBA 2k13 Roster Project (for 360)

        Im gonna wait and get the updated roster from Sim-World and continue my Association on Christmas day.

        Comment

        • chinatownpwnage
          Pro
          • Mar 2011
          • 946

          #769
          Re: Sim-World NBA 2k13 Roster Project (for 360)

          I was wondering if anyone else was noticing any issues with the player stats of the following years. The main issue is the PPG the players average. While the first year is amazing in it's similarity to real NBA stats, the following years often have very few, sometimes 1 or none, 25+ scorers.

          Is this something that is unavoidable without user rating/tendency edits after the year. If so, what should i be changing after each year (based on the performance of the player during the season).

          After the Madness - Complete 30-Team Association
          http://www.operationsports.com/forum...post2045234298

          Comment

          • youALREADYknow
            MVP
            • Aug 2008
            • 3635

            #770
            Re: Sim-World NBA 2k13 Roster Project (for 360)

            Originally posted by chinatownpwnage
            I was wondering if anyone else was noticing any issues with the player stats of the following years. The main issue is the PPG the players average. While the first year is amazing in it's similarity to real NBA stats, the following years often have very few, sometimes 1 or none, 25+ scorers.

            Is this something that is unavoidable without user rating/tendency edits after the year. If so, what should i be changing after each year (based on the performance of the player during the season).
            The game doesn't progress Shot Tendency in the way a coach would give/take touches from players throughout their careers or as players change teams. Total Sim Control was a good addition, but it is only useful under 30 team control IMO.

            25+ PPG with this roster means a Shot Tendency of 90+ on a team of average scorers, 95+ on a team of above-average scorers. That also assumes 35+ MPG.

            It is the primary factor in simmed FGA.

            Also be careful about which draft classes you use in future years for this same reason. It's a very delicate balance to keep sim stats in Association.

            Comment

            • chinatownpwnage
              Pro
              • Mar 2011
              • 946

              #771
              Re: Sim-World NBA 2k13 Roster Project (for 360)

              Originally posted by youALREADYknow
              The game doesn't progress Shot Tendency in the way a coach would give/take touches from players throughout their careers or as players change teams. Total Sim Control was a good addition, but it is only useful under 30 team control IMO.

              25+ PPG with this roster means a Shot Tendency of 90+ on a team of average scorers, 95+ on a team of above-average scorers. That also assumes 35+ MPG.

              It is the primary factor in simmed FGA.

              Also be careful about which draft classes you use in future years for this same reason. It's a very delicate balance to keep sim stats in Association.
              Ok. I plan to use the Sim '13 then CWSapp's draft classes. And you're saying i should focus on moving the tendencies, but not bumping up too much? The weird thing I see is players like Carmelo scoring only 21 ppg on multiple of my simulations.

              Next, when you speak of draft classes, CWSapp said the highest potential he gives is 80. However, if that is done, I don't believe a player can ever reach the high 80s because while potential does grow a few points, the player's difference b/w overall and potential dictates how much their overall grows. I went in depth with this on the old Player Potential thread:

              "I thing i wanted to focus on was the difference of a players rookie overall and rookie potential. So (using sim-world rosters) I changed MKG(74 overall) to 80 potential, and changed Anthony Davis(77 overall) to 80 potential. After a few years, Anthony davis topped at 81, while MKG was 83 and going. The surprising thing to me was MKG potential was higher than Anthony's after 3 years.

              So then I lowered Anthony's rookie overall to 74 and re ran the tests with everything else the same as the first test. As this test went on , they both increased in overall and potential at nearly an identical rate.

              So I'm thinking that the initial distance between the overall and potential effects not only how much and how much the overall grow, but also how fast the potential rises. So where this impacts is 75 isn't the magical number that insures superstar because if i have a 74 overall at 75 potential, he will progress little to none."

              Finally, I was wondering how i should make players have more APG. In the next year, I have never seen a 10+ assist, and rarely a 9+ assist years.

              After the Madness - Complete 30-Team Association
              http://www.operationsports.com/forum...post2045234298

              Comment

              • youALREADYknow
                MVP
                • Aug 2008
                • 3635

                #772
                Re: Sim-World NBA 2k13 Roster Project (for 360)

                Assists will also be changed by Shot Tendencies of teammates and Pass ratings of teammates.

                All of the things you're mentioning are common signs that the draft classes aren't matching the original scales exactly.

                If you want to make tweaks each offseason, know that 2K's sim engine is still flawed. It takes a ton of team tweaking for assists to be correct for PG like Rondo/D.Will. As soon as they get a high Pass rating teammate, forget about them keeping that APG.

                Potential also should VERY rarely exceed 80 for any draft class prospect. Potential progresses based on hidden factors, such as player weight, and a 20 year old who has 75 POT can easily end up with 85-90 POT by their prime. The key to making sleepers/busts less predictable is having more players between 72-78 POT and fewer "known" superstar prospects.
                Last edited by youALREADYknow; 02-12-2013, 09:24 AM.

                Comment

                • mikenoob
                  All Star
                  • Oct 2007
                  • 5545

                  #773
                  Is Patrick Beverley in this roster somewhere? Couldn't find him in the free agents.

                  I took floorgeneral's update, removed the euros, made most if not all of the transactions since December 22, and I have tried to adjust the rotations to the best of my ability.

                  Also I have tried to change the east/west all star players through leftos, but none of the changes appeared in the actual game. Any ideas why?

                  If anyone wants the update, I could upload it. Of course I don't take any credit for any of the roster edits myself. I just wanted to update the latest transactions.


                  Sent from my iPhone using Tapatalk

                  Comment

                  • chinatownpwnage
                    Pro
                    • Mar 2011
                    • 946

                    #774
                    Re: Sim-World NBA 2k13 Roster Project (for 360)

                    Originally posted by youALREADYknow
                    Assists will also be changed by Shot Tendencies of teammates and Pass ratings of teammates.

                    All of the things you're mentioning are common signs that the draft classes aren't matching the original scales exactly.

                    If you want to make tweaks each offseason, know that 2K's sim engine is still flawed. It takes a ton of team tweaking for assists to be correct for PG like Rondo/D.Will. As soon as they get a high Pass rating teammate, forget about them keeping that APG.

                    Potential also should VERY rarely exceed 80 for any draft class prospect. Potential progresses based on hidden factors, such as player weight, and a 20 year old who has 75 POT can easily end up with 85-90 POT by their prime. The key to making sleepers/busts less predictable is having more players between 72-78 POT and fewer "known" superstar prospects.
                    I am using cwsapp's and the sim-world draft class, so I think the assists/points/tendencies will just need some user tweaking. Do you have any things I should be aware of when I edit, or the basic system.

                    Also, I partially disagree with the assessment of 75 potential being the "easy" 85-90 potential in prime. If you have a 19 year old 74 overall with 75 potential he overall may go up 1 or none no matter the "hidden potential" his whole career and his potential wont to up much unless untapped potential is used. With that being said a 70 overall and 75 potential will most likely progress to a higher overall then the 74,75 player.

                    With that all said I understand if the sim-world draft class has no player that reach 83+ cause I don't see much of that potential on the draft. However, cwsapp said he has placed no one with higher than 80 potential in the draft classes for sim-world, so I think there can be some error in years beyond.

                    After the Madness - Complete 30-Team Association
                    http://www.operationsports.com/forum...post2045234298

                    Comment

                    • DJ
                      Hall Of Fame
                      • Apr 2003
                      • 17756

                      #775
                      Re: Sim-World NBA 2k13 Roster Project (for 360)

                      Finally had the chance to sit down Sunday night and play a full, uninterrupted game. I updated all of the transactions and then plugged in Ronyell's latest slider set, with the only changes being I'm still on All-Star difficulty and use Real FG% instead of the Shot Stick.

                      I played the Lakers-Heat (me) NBA Today game and lost 110-102. I bet the Lakers wish they could have video game Dwight on their team. He was unstoppable; 30 points, 15 rebounds. Several put-backs and alley-oops for Mr. Howard, who scored all of his field goals within 5 feet of the basket.

                      The Heat had the lead early in the 4th quarter but then I couldn't make a shot in the final 5 minutes.

                      Still, the game was very enjoyable.
                      Currently Playing:
                      MLB The Show 25 (PS5)

                      Comment

                      • youALREADYknow
                        MVP
                        • Aug 2008
                        • 3635

                        #776
                        Re: Sim-World NBA 2k13 Roster Project (for 360)

                        Originally posted by chinatownpwnage
                        Also, I partially disagree with the assessment of 75 potential being the "easy" 85-90 potential in prime. If you have a 19 year old 74 overall with 75 potential he overall may go up 1 or none no matter the "hidden potential" his whole career and his potential wont to up much unless untapped potential is used. With that being said a 70 overall and 75 potential will most likely progress to a higher overall then the 74,75 player.
                        That's EXACTLY the desired effect. Otherwise, users could cherry pick every 80 POT player and have a team of superstars in no time. You have to pick players that fit your system and style and hope they have what it takes to breakout or invest in their offseason training camps to upgrade their talent beyond normal progression. I know the hidden reason some players break out because there was a huge thread where it was investigated last year, but knowing that takes the fun out of prospecting so I never reference that data.

                        The gap between a 70ovr/75pot prospect and 74ovr/75pot prospect could be 5-10 spots in the draft, but the higher rated prospect is not guaranteed to progress faster. That's a better system IMO than having drafts where pick number equals potential.

                        Also, I never said 75 POT = Superstar or even star. That's the belief of some in here, but it never has been min and that's not how our roster is configured. 75 OVR is the baseline for potential growth, that's all. It is the launching point for the POT rating itself to progress rapidly. POT can progress even at 72-74, but the growth rate grows exponentially after 75 with younger players as long as the hidden factors are aligned.

                        The only thing you seem concerned about is a possible lack of future star power and that should be addressed by having a few 78-80 POT prospects under 21 years old sprinkled into draft classes. As far as I know, CWSapp is only on class 3 right now. Maybe that's something you should mention in his thread that you want to see a little more star power and upside. He's a real laid back guy and he's been great with feedback on these forums.
                        Last edited by youALREADYknow; 02-12-2013, 10:59 AM.

                        Comment

                        • chinatownpwnage
                          Pro
                          • Mar 2011
                          • 946

                          #777
                          Re: Sim-World NBA 2k13 Roster Project (for 360)

                          Originally posted by youALREADYknow
                          That's EXACTLY the desired effect. Otherwise, users could cherry pick every 80 POT player and have a team of superstars in no time. You have to pick players that fit your system and style and hope they have what it takes to breakout or invest in their offseason training camps to upgrade their talent beyond normal progression. I know the hidden reason some players break out because there was a huge thread where it was investigated last year, but knowing that takes the fun out of prospecting so I never reference that data.

                          The gap between a 70ovr/75pot prospect and 74ovr/75pot prospect could be 5-10 spots in the draft, but the higher rated prospect is not guaranteed to progress faster. That's a better system IMO than having drafts where pick number equals potential.

                          Also, I never said 75 POT = Superstar or even star. That's the belief of some in here, but it never has been min and that's not how our roster is configured. 75 OVR is the baseline for potential growth, that's all. It is the launching point for the POT rating itself to progress rapidly. POT can progress even at 72-74, but the growth rate grows exponentially after 75 with younger players as long as the hidden factors are aligned.

                          The only thing you seem concerned about is a possible lack of future star power and that should be addressed by having a few 78-80 POT prospects under 21 years old sprinkled into draft classes. As far as I know, CWSapp is only on class 3 right now. Maybe that's something you should mention in his thread that you want to see a little more star power and upside. He's a real laid back guy and he's been great with feedback on these forums.
                          Personally, through all the sims, I haven't seen any current player progress above 85 except Blake Griffin. I may be wrong in this aspect, or the you and the fellow creators did this on purpose because you don't think there are any 85+ young players currently in the league.

                          Also, I thing I can see is yall creating this potential based up people using their training camps (correct me if i'm wrong and i apologize), but I personally do 30-team and i don't like to used training camps. Side note: do computers use untapped potential and other training camps?

                          You are correct in one of the reasons I am concerned is the lack of future star power, but I also have never seen any future gems ever come out in the league.

                          Finally, I may be misunderstanding, but the thing about 75 POT is if you overall is 73/74, then having 75 POT is useless if that player is intended on progressing because he will not progress much. That is because the difference b/w is OVR and POT is only 1-2.

                          After the Madness - Complete 30-Team Association
                          http://www.operationsports.com/forum...post2045234298

                          Comment

                          • youALREADYknow
                            MVP
                            • Aug 2008
                            • 3635

                            #778
                            Re: Sim-World NBA 2k13 Roster Project (for 360)

                            Originally posted by chinatownpwnage
                            Finally, I may be misunderstanding, but the thing about 75 POT is if you overall is 73/74, then having 75 POT is useless if that player is intended on progressing because he will not progress much. That is because the difference b/w is OVR and POT is only 1-2.
                            POT is not a ceiling on OVR level, but instead a modifier for OVR change. A player with 80 OVR and 75 POT could still progress to 85 OVR in a couple of seasons.

                            Even players with 75 OVR and 70 POT could see OVR progression through their early years.

                            I think some of the concerns you have about young players are due to the POT ratings in this roster being derived from last year's project. When we get into this midseason roster update, I'm sure you'll see some young players OVR and/or POT rise to 2013 levels (i.e. Kyrie Irving, Damian Lillard).

                            What you won't see is a league with many 90+ OVR players. There are many reasons for this, including the drastic scaling of physical attributes (SPD/QUI/STR/VERT) which makes any player that isn't a super-athlete take an OVR hit of 3-5 points. The OVR ratings in our roster are typically around 5 points lower than you'll be used to seeing in 2K's rosters. In our world, 90+ OVR = Hall of Fame type of player in their prime.

                            If 2K didn't neuter our ability to effectively edit rosters, then I think you would have seen a lot of minor differences already in the file that's out there but nothing major.

                            Comment

                            • chinatownpwnage
                              Pro
                              • Mar 2011
                              • 946

                              #779
                              Re: Sim-World NBA 2k13 Roster Project (for 360)

                              Originally posted by youALREADYknow
                              POT is not a ceiling on OVR level, but instead a modifier for OVR change. A player with 80 OVR and 75 POT could still progress to 85 OVR in a couple of seasons.

                              Even players with 75 OVR and 70 POT could see OVR progression through their early years.

                              I think some of the concerns you have about young players are due to the POT ratings in this roster being derived from last year's project. When we get into this midseason roster update, I'm sure you'll see some young players OVR and/or POT rise to 2013 levels (i.e. Kyrie Irving, Damian Lillard).

                              What you won't see is a league with many 90+ OVR players. There are many reasons for this, including the drastic scaling of physical attributes (SPD/QUI/STR/VERT) which makes any player that isn't a super-athlete take an OVR hit of 3-5 points. The OVR ratings in our roster are typically around 5 points lower than you'll be used to seeing in 2K's rosters. In our world, 90+ OVR = Hall of Fame type of player in their prime.

                              If 2K didn't neuter our ability to effectively edit rosters, then I think you would have seen a lot of minor differences already in the file that's out there but nothing major.
                              I love everything you said, and completely agree with everything you said after the second paragraph. I 100% agree that 90+ should be very rare, the KD35, Lebron, Kobe, Dwayne, Dwight, and Chris's of the world. However, I do believe players such as Kyrie Irving, Blake Griffin, and Anthony Davis(subject) should be high 80's, they never get there.

                              Now, with what you said at first. I have never seen a player with lower POT than their OVR to progress. To test this, I placed Kawhi Lenoard at 73/70, Anthony Davis at 77/75, and Kyrie Irving at 79/75. I also controlled the three teams to make sure there were no wack signings and to make sure their play wasn't stunting their potential overall growth. I simmed foward 4 years, and Kyrie increased one overall, Anthony was up one, the lost one, and Kawhi's OVR never moved.

                              I understand are mostly agree with the sim-world potential system, but i believe this, which may not make sense. If two players were exact same, and both 70 OVR, the only difference is one is 72 POT and one 74 POT, the 74 POT would because he is 74 POT(duh) and because his difference from POT to OVR is 4, as opposed to 2. Taking it further a step, let's say i take the 74 POT and put is OVR at 2. Now, his growth will be much less because his difference for POT to OVR is only 2.

                              EDIT: Sorry I haven't had time to keep up with the thread, but when is the midseason projected to be released?

                              After the Madness - Complete 30-Team Association
                              http://www.operationsports.com/forum...post2045234298

                              Comment

                              • giantsteps
                                Rookie
                                • Jan 2012
                                • 68

                                #780
                                Re: Sim-World NBA 2k13 Roster Project (for 360)

                                Originally posted by chinatownpwnage
                                EDIT: Sorry I haven't had time to keep up with the thread, but when is the midseason projected to be released?
                                I believe they're waiting for REDitor to be released for the full update, but I heard talk of a pseudo-update in the meantime.

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