EA's player ratings?

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  • nogster
    MVP
    • Mar 2006
    • 3833

    #166
    Re: EA's player ratings?

    i have also put up the cpu's offensive rebounds to 50 and dropped the human def rebounds to 75 in the sliders.
    makes the rebounding more challenging and gets the bigs more active offensivley.
    it still produces realistic rebound numbers.

    Comment

    • FluffyTonka
      MVP
      • Feb 2006
      • 1681

      #167
      Re: EA's player ratings?

      I've started from scratch with my editing. I wanted a fresh start.

      Some attributes I've changed and am seeing a definite change in gameplay are:

      Passing. All SG and PG's have a minimum of 75 passing, the elite assist guys are ranged from 90-99. SF have a minimum of 70 while the guys like lebron, Igouladala etc who can and will play the ball have a range of 85-90.

      This has seen the AI pass and distribute much more efficiently without the TO's. I think they are looking to pass more than shoot, but I need more game time to see if I'm imagining this or not.

      EA has over ranked offensive AI, shooting and 3pt, severely under ranked DEF AWR, passing - some PG's have 30-40 for passing (WTF?), which isn't close to realistic. Every NBA PG can find a man in stride and hit their hands from 10 feet away.

      Also I've upped inside scoring so perimeter guys will post up more and drive to the lane more.

      With these two changes along with substantial reduction of 3-pt and OFF AWR, but leaving FG where they are, I am seeing less 3pt plays, more passing and set plays and definitely more of a mid range game coming into effect.

      I'm off to bed now, but will finish up editing and get some quality testing underway this wkend.

      Will post the results later.

      Comment

      • Realdeal
        Banned
        • Oct 2005
        • 209

        #168
        Re: EA's player ratings?

        I played some more today with the new edits and it really appears Playmakers that you are getting it very close to what I want it to play like. It's still got issues but now I'm seeing PG's pulling the ball backout and of the teams you've adjusted so far they definetly don't shoot all game. In fact they do look to drive often and kick out. I also noticed that the higher awareness on defense that your team has the better they are at getting back on the fast break defensively. This was evident when I used Detroit for the 1st time in this game. The Pistons players got back better and then I checked your ratings and noticed that you had all of the Pistons starters in the 90's defensively.

        I guess my question is should we boost up defensive awareness even higher for all teams or will that make all teams play great like Detroit on Defense?

        Comment

        • nogster
          MVP
          • Mar 2006
          • 3833

          #169
          Re: EA's player ratings?

          i wouldnt put everyteams def awareness that high as some teams are not very good at defense. ie sonics.
          teams that play predominantly halfcourt and are a strong defensive unit. ie. pacers, pistons, spurs, they should be high. the default def awareness ratings were shockingly low. playmakers was right on the money in this regard.
          most importantly is the off awareness and 3pt attribute and also for role players. the fg attribute. must be dropped. if not the bigs become treestumps and players like kg and duncan and gasol etc will not get touches.

          Comment

          • Playmakers
            Hall Of Fame
            • Sep 2004
            • 15418

            #170
            Re: EA's player ratings?

            Originally posted by Realdeal
            I played some more today with the new edits and it really appears Playmakers that you are getting it very close to what I want it to play like. It's still got issues but now I'm seeing PG's pulling the ball backout and of the teams you've adjusted so far they definetly don't shoot all game. In fact they do look to drive often and kick out. I also noticed that the higher awareness on defense that your team has the better they are at getting back on the fast break defensively. This was evident when I used Detroit for the 1st time in this game. The Pistons players got back better and then I checked your ratings and noticed that you had all of the Pistons starters in the 90's defensively.

            I guess my question is should we boost up defensive awareness even higher for all teams or will that make all teams play great like Detroit on Defense?

            My Mavs took up some time away from the edits today but I'm in the process of completing more teams right now.

            As for the Defensive Awareness it's kinda like Nogster stated you want to still seperate the good defensive teams from the bad defensive teams. That why I rated the Pistons and Spurs starters very high.

            I might boost up some more individual players but not entire teams because then you'll have all teams playing like the Pistons. I'm hoping when I'm done with all edits and then focusing again on Playbooks and sliders (Gamespeed) it will have a better overall effect by simply forcing teams to go halfcourt more than the game has them programmed.

            Reducing Offensive Awareness helps a bit because now there are more guy's less aware of the fast break oppurtunity especially the PG's. I'm still going to keep Nash as the highest awareness PG so Phoenix will push it more than any other team.

            I'm basically stripping the offensive AI down and forcing it to play a different style of basketball. I'm not doing this **** next year because EA should have their act together hopefully. But I see so much promise in this game right now that I'm willing to spend more time on it than the average guy would consider doing. I see improvements after every edits and that's why I kept working with the game.
            Last edited by Playmakers; 04-29-2006, 09:13 PM.
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            • nogster
              MVP
              • Mar 2006
              • 3833

              #171
              Re: EA's player ratings?

              u and i seem to be cut from the same cloth in regards to our passion in editing and getting nba games right playmakers. i have been doing this for years now. late nights perfecting nba games to their utmost potential.
              nice to know i am not the only one out there. my friends reckon i am crazy. i am known as the statguy. lol.
              u are well known for ur work and rightfully so. me on the other hand have never been bothered to put the time in to post my work for others to utilise. hats off to ya playmakers.
              looking forward to the time when we can post our saves online etc. then i would be glad to share my edits etc with everyone.

              i bet u will be editing hte hell out of live 07 too playmakers. wishfull thinking that ea will get it right out of the box. no games 2k or live have ever had it right outof the box.
              live on the 360 is by far the worst though. i edited every player to realistic levels before even really giving it a good test, then realized the massive problems it has. and that u must edit all guards to unrealistic levels to makethe game play more realistically. lol. ea.... man did they drop the ball on this game.

              Comment

              • Playmakers
                Hall Of Fame
                • Sep 2004
                • 15418

                #172
                Re: EA's player ratings?

                I'm almost done with most teams. I put together the Sliders and Re-Adjusted a few teams Playbooks. I think the game plays as good as it is going to get with the changes I made to everything.

                All of the updates are in the Slider forum. There are still some teams left to get to but trust me if you use the exact ratings I put down for most of the players and then the Playbooks I posted with the new sliders you should see a solid new game on the court.

                It's never going to be perfect but the changes have made a huge difference in game play. I wouldn't mess around on Super Star Level because it greatly changes the ratings with a hidden boost up or something. But on All-Star this baby plays sweet. I also highly reccomend that you use the ratings for your team aswell so that you don't have an advantage over the CPU.

                I played Houston and it was all T-Mac with Yao getting in his shots aswell. Alston is the only PG on the Rockets that will try to run the ball back at you but he also slows it down if you get back in transition. There's a huge difference now between the starting PG's and backup PG's on most teams. You'll notice the tempo drops even more with most backup PG's in the game.
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                • FluffyTonka
                  MVP
                  • Feb 2006
                  • 1681

                  #173
                  Re: EA's player ratings?

                  Originally posted by Playmakers
                  I'm almost done with most teams. I put together the Sliders and Re-Adjusted a few teams Playbooks. I think the game plays as good as it is going to get with the changes I made to everything.

                  All of the updates are in the Slider forum. There are still some teams left to get to but trust me if you use the exact ratings I put down for most of the players and then the Playbooks I posted with the new sliders you should see a solid new game on the court.

                  It's never going to be perfect but the changes have made a huge difference in game play. I wouldn't mess around on Super Star Level because it greatly changes the ratings with a hidden boost up or something. But on All-Star this baby plays sweet. I also highly reccomend that you use the ratings for your team aswell so that you don't have an advantage over the CPU.

                  I played Houston and it was all T-Mac with Yao getting in his shots aswell. Alston is the only PG on the Rockets that will try to run the ball back at you but he also slows it down if you get back in transition. There's a huge difference now between the starting PG's and backup PG's on most teams. You'll notice the tempo drops even more with most backup PG's in the game.
                  Sounds heartning PM. I was just about to give up on this game after I had a brain explosion and deleted all my edits. Was gonna trade it at EB for Tom Clancy's latest game ... Then nogster offered posting me his memory card & edits and I'm pretty pumped at giving them a go.

                  My problem was obviously I did not edit the players enough to make a big difference, especially the PG's ... You really have-ta edit them to unreal levels to get the game to play.

                  I just played an exhibition game Bulls V (my nemesis) Delonte West and the Celts with your edits ...

                  West finished with 8 assists and 5-9 FG and 2-5 3-PT shooting. One of the 3pt attempts was a half court prayer at halftime too. I couldn't be happier with that one game. It was just what I was looking for. I left West open 2 times and he nailed his three both times, the other shots were contested and he rightfully missed em. That was my big beef with the game, I'd play good D contest shots and still get burned by the AI. I want the game to punish bad defense/ offense and reward the good. It just wasn't happening with the 1st round of edits.

                  Pierce was solid (and so he should be), but he was driving more to the lane and not just jacking up contested jumpers, which was a massive improvement ...

                  Good work mate. If you lived closer I'd buy you a beer ... And maybe a hooker .

                  Comment

                  • nogster
                    MVP
                    • Mar 2006
                    • 3833

                    #174
                    Re: EA's player ratings?

                    i am gettign some good gameplay from superstar playmakers.
                    it plays smarter and tougher. and have had some good games lately with the new edits i have done.
                    my only issue with superstar at the moment is the fouling disparity. i get fouled consistently yet i cant foul the cpu consistently. so the foul shooting disparities have been wider than i would like. its also much harder to get a t/o.
                    on allstar i find it too easy to score in transition. i basically find it fairly competative but generally i feel i can win anygame at anytime. on superstar its a good challenge. and all games have been close. u got to really stay on top of the cpu on D. the cpu still goes too much to its guards etc but its not frustrating like it was with the older edits. i feel its my fault i am not stopping them now. where before it was the stupid AI that was cheap.
                    there are still issues. but its the best i can get it.
                    if i continue to lose on superstar i will drop back to allstar but i dont feel like the cpu is cheating. i feel like i am being beaten legitamatley.
                    and its rewarding to see teh bigs being major contributers now.

                    Comment

                    • Playmakers
                      Hall Of Fame
                      • Sep 2004
                      • 15418

                      #175
                      Re: EA's player ratings?

                      Ok fellas just played a test game vs the Clippers using the Pacers. On All-Star Level I lost 91-78

                      Score by qtr's
                      Pacers-16....19...23...20...78
                      Clippers-32...17...22...20...91

                      Player of the Game was Elton Brand 21-pt's & 9-reb's

                      Brand shot 9/13 FG, 3/3 FT Line and actually attempted one three pointer from the high arc but he missed it.

                      Kaman had 14-pt's & 6-reb's on 6/9 shooting from the fg and he also hit 2/4 FT's. Mobley had 23-pt's on 6/11 shooting from the FG and 11/11 from the FT Line. Maggette was 3/9 from the FG and 4/4 from FT Line for 10-pt's.

                      The Clippers shot 33/60 from the FG 55%, 1/6 from 3-pt range and 24/26 from the FT Line.

                      So you see by increasing the shooting Sliders they can still knock down shots. I might even have to lower the CPU back down into the 50's for their shooting ranges.

                      The Clippers two PG's never really looked to run that much vs me. In fact Cassell shot 3/7 from the FG in 21 minutes while Livigston went 0/3 in 11 minutes off the bench. I played only 8 minute qtr's with my Gamespeed slider at 44.

                      I use my modified Clippers Playbooks and they constantly went inside to Brand and Kaman aslong as I stopped their PG's from driving first. In fact on many possession they never tried to drive they just went straight down low to Brand or Kaman. If I doubled down they kicked it back out to Mobley or Maggette and neither one of them settled for jumpers they attacked the rim as you can see by their FT attempt's.

                      At one point the Clippers had a front line of Kaman, Brand and Radmanovich in the game. Radmanovich had moved over the SF spot in place of Maggette and he fired a 3 pt shot from the bottom baseline corner after Brand kicked it out to him wide open.......Nothing but NET



                      I've tried like hell to get it to play team ball like this on Super Star level but it just feels like the game and players totally ignore the ratings I lowered them to and they go back into overdrive or something.

                      I just turn down my Fast Break slider all the way and don't look to run that often and it helps me not to abuse the break on All-Star Level. I'm really enjoying the games much better after going even lower on the offfensive ratings. It was great to see the Clippers two headed low post monsters Brand and Kaman going to work down low.
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                      • FluffyTonka
                        MVP
                        • Feb 2006
                        • 1681

                        #176
                        Re: EA's player ratings?

                        It sounds like the game is playing the best it possibly can ... Those are good numbers. What'd FG% did you shoot? Its interesting the Superstar compared to Allstar comparison. I'm nervous to go back to Allstar after playing my whole playoff series on Superstar level. But I'll use your sliders and give it a go.

                        Maybe turning my fastbreak slider down will make the AI's D stand up better. My last game on Allstar I beat up on Grizzlies 142 - 88. And the game before that was 127 - 84 V LAL. I was finding open men with drive and kicks with too much ease, and thats when it wasn't an outright flogging in transition.

                        What your rebound numbers like for that game? Either team break 40? I was looking at increasing my rebound numbers, they've been averaging in the 30's which is a little low. Chandler led my team with 8.4, it'd be good to get that number closer to 10pg.

                        How much do you think Gameplay would be affected if I had game speed up in the 60's or 70's?

                        I was thinking of reducing shooting sliders, and upping game speed to get more accurate rebound numbers. You think by doing that, it'll create a new set of problems in the way the AI plays and distributes? Or any other hangover you could foresee?

                        Comment

                        • Playmakers
                          Hall Of Fame
                          • Sep 2004
                          • 15418

                          #177
                          Re: EA's player ratings?

                          Originally posted by FluffyTonka
                          It sounds like the game is playing the best it possibly can ... Those are good numbers. What'd FG% did you shoot? Its interesting the Superstar compared to Allstar comparison. I'm nervous to go back to Allstar after playing my whole playoff series on Superstar level. But I'll use your sliders and give it a go.

                          Maybe turning my fastbreak slider down will make the AI's D stand up better. My last game on Allstar I beat up on Grizzlies 142 - 88. And the game before that was 127 - 84 V LAL. I was finding open men with drive and kicks with too much ease, and thats when it wasn't an outright flogging in transition.

                          What your rebound numbers like for that game? Either team break 40? I was looking at increasing my rebound numbers, they've been averaging in the 30's which is a little low. Chandler led my team with 8.4, it'd be good to get that number closer to 10pg.

                          How much do you think Gameplay would be affected if I had game speed up in the 60's or 70's?

                          I was thinking of reducing shooting sliders, and upping game speed to get more accurate rebound numbers. You think by doing that, it'll create a new set of problems in the way the AI plays and distributes? Or any other hangover you could foresee?

                          Here's what I've suggested in the Slider thread.

                          For CPU set their Fast Break Slider to it's lowest setting for all teams.

                          For Human always set your Fast Break Slider to it's lowest setting aswell.

                          For CPU Crash Boards set it to it's highest setting for all CPU teams because it's makes their BIG's more Aggressive but their Offensive Rebounding Ratings still determine's if they get Offensive rebounds. So, You wn't see a guy like Raef LaFrentz going crazy on the Offensive Glass vs you.

                          For Human set you Crash Board Slider to it's lowest setting because you want your players to get back on defense sooner to contain the Fast Break.

                          As for Super Star Level I think since that level gives the players a hidden boost up in ratings it's no telling what the ratings are when you play on that Level. A guy with 3 Point rating of 40 for instance might get a hidden boost and then he's back up into the 50's and now you'll see that same player on All-Star not shooting the 3's but on Super Star he goes back to shooting them. I noticed this with Bruce Bowen he became much more Offensive aggressive on Super Star than All-Star despite having the same ratings.

                          I've done some serious testing on all the Level's with these ratings and only on Super Star does the lower rated PG's go back into attack mode all game. I know All-Star might seem easier but my only solution to that problem is to adjust your shooting sliders to give the CPU a greater advantage. Boost up their ON BALL PHYSICAL DEFENSE and FAKEOUT DISCPLINE both to 100, then lower your On BALL PHYSICAL DEFENSE, ON BALL DEFENSIVE ASSIST and FAKEOUT DISCIPLINE Sliders. Maybe set all of them at 50 for Human.

                          I don't look to run and always only control the PG on defense and my games have been very good and competive. I don't help off down low on the defense I allow my BIG's to play straight up that way it's my players matched up head to head vs the CPU players without me doing anything defensively accept sticking with the CPU's PG. This appraoch resulted in both Jeff Foster and Jermain Oneal pickup up 4 fouls each in that game trying to defend Brand and Kaman on their own.
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                          • FluffyTonka
                            MVP
                            • Feb 2006
                            • 1681

                            #178
                            Re: EA's player ratings?

                            That might be key ... I control Hinrich (or Duhon) on defense, but I will go and help the bigs and cause a dbl. Guys like JO and Shaq, Brand, Dirk etc will kick the ball out to the open PG who will drain a long 2 or 3 ...

                            So I should just stay with my PG and refrain from the help defense ot trap defense ... I can do that.

                            WHat about rebound numbers. Would upping the gamespeed higher effect any other aspects of gameplay you reckon?

                            I liked the higher gamespeeds for a few reasons, the AI can and will blow past my PG with drop step and hops turned up in the 90's and drive to the lane. If there's a big there they'll kick it out. The AI also runs the plays quicker and get into position faster ... And there's more shot attempts which meant more rebound opportunities and realistic numbers. Guys can breakout for 15-20 boards in a night (not often, but like in real life it happens) ....

                            I'll definitely try All star first up and see the difference. Another reason it might have been easier on All star for me, was by the end of the edits the Bulls were ranked around 89-91. Nogster has them scaled way back, so that they're about the league average now.

                            I should by playing by this afternoon my time. I will report on it and let you know how I get on.

                            Comment

                            • nogster
                              MVP
                              • Mar 2006
                              • 3833

                              #179
                              Re: EA's player ratings?

                              statistically with 9min quarters on superstar level with my sliders and edits i am gettting very realistic numbers.
                              around 100pts,
                              40odd rebounds.
                              15-25assists
                              percentages are correct generally.
                              everthing is pretty much spot on but the cpu ft attempts in most games and the t/os can be fairly low at times. but those are minor issues.

                              i dont find allstar challenging enough. i feel i have to play down to its level to get a good game. on superstar. yes the cpu is more aggressive and the pgs will look to punish u. but thats a good thing. just stay in front of them and stick to them like glue and it plays fine.
                              i mainly mark the pg.
                              i have my default defensive setting as 3/4press. this makes my pg go up to the cpu's pg before he reaches half court so i can set my d better,.
                              i normally, like playmakers let the cpu mark the bigs. but there are times when i will switch to the big marking the big with the ball or switch to the C and patrol the lane. but only once my D is set and everyone is marking the right player.
                              the speed i play on is 40. and i have no problems with that. still plays at a decent pace.
                              so fluffy, there is no need to raise the speed up unless u are playing less minutes really.
                              i could play on 8. but on 9 i can play a more conservative tempo and get realistic stats. on 8 i would have to play more frantic to get the stats right. but each to their own.

                              played the magic last night in a 93-85 win and howard and hill were bringing it all game long. howard scored 22pts and took 20shots!!! a team high in both categories.
                              this game is actually pretty good now. i am relieved. took a while and a lot of frustration but with playmakes insight i have got this game to challenging and enjoyable and generally realistic. well as realistic as i can get it within the confines of the programming.

                              Comment

                              • Playmakers
                                Hall Of Fame
                                • Sep 2004
                                • 15418

                                #180
                                Re: EA's player ratings?

                                Originally posted by FluffyTonka
                                That might be key ... I control Hinrich (or Duhon) on defense, but I will go and help the bigs and cause a dbl. Guys like JO and Shaq, Brand, Dirk etc will kick the ball out to the open PG who will drain a long 2 or 3 ...

                                So I should just stay with my PG and refrain from the help defense ot trap defense ... I can do that.

                                WHat about rebound numbers. Would upping the gamespeed higher effect any other aspects of gameplay you reckon?

                                I liked the higher gamespeeds for a few reasons, the AI can and will blow past my PG with drop step and hops turned up in the 90's and drive to the lane. If there's a big there they'll kick it out. The AI also runs the plays quicker and get into position faster ... And there's more shot attempts which meant more rebound opportunities and realistic numbers. Guys can breakout for 15-20 boards in a night (not often, but like in real life it happens) ....

                                I'll definitely try All star first up and see the difference. Another reason it might have been easier on All star for me, was by the end of the edits the Bulls were ranked around 89-91. Nogster has them scaled way back, so that they're about the league average now.

                                I should by playing by this afternoon my time. I will report on it and let you know how I get on.


                                I'll test it out on higher gamespeed but from my experience it just made guy's get out on the fast break quicker.

                                I prefer upping the speed and quickness of the players and then balance it out with a lower gamespeed slider. That's what I did in the original ratings.

                                Basically for instance right out the box the speed is set at 50. But the players are rated very low in speed and quickness ratings. So, I upped all players to a minimum of 70 speed and quickness at the lower gamespeed atleast they move a little quicker then they did before at DEFAULT.

                                Right now I like it at 44 because the halfcourt movements don't frustrate me as much as the Fast Breaks when I set the slider higher. I'll test it at 50-60 and see if things stay under control.
                                Last edited by Playmakers; 05-01-2006, 06:14 PM.
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