the attributes for players does exactly what a ratings for a player has.
Looking for explanations of exactly what the player attributres do..
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Re: Looking for explanations of exactly what the player attributres do..
the attributes for players does exactly what a ratings for a player has. -
Re: Looking for explanations of exactly what the player attributres do..
the attributes for players does exactly what a ratings for a player has.Comment
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Re: Looking for explanations of exactly what the player attributres do..
Originally posted by Miles_YuhasI found that out from GrnDynasty by the way. I tried it out in Live 2004 and looked at the range after and it is true.Comment
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Re: Looking for explanations of exactly what the player attributres do..
Originally posted by Miles_YuhasI found that out from GrnDynasty by the way. I tried it out in Live 2004 and looked at the range after and it is true.Comment
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Re: Looking for explanations of exactly what the player attributres do..
Originally posted by nikolaihuntNot concerned where they came from, but how they actually influence the game. I.E. The way Miles explained how the 3PT attribute functioned.
Some ratings affect more than one stat though. For example, jumping has a HUGE effect on shot blocking when actually playing as well as what dunks the player can perform (combined with the dunk rating, of course). In simulation, block rating is the only rating looked at in determining the statistics for the blocking category, along with their amount of minutes determined from the fatigue rating. Jump rating is pretty much ignored in simulation.
Oh, and I almost forgot to mention where the fatigue rating comes from. It is based almost entirely on the player's minutes per game from the previous season. Of course, this isnt very realistic as it would give guys deep on the bench like Darko ratings in the range of 5-10, he definitely has more stamina than that in real life.NBA 2K18 ratings for several seasons generated from advanced analytics using the SportsCrunch system:
Sonicmage NBA 2K18 Ratings 2017-18 season
Link to Ratings 1996-2017
Link to Ratings 1973-1996
Link to Ratings All-time
Discussion found hereComment
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Re: Looking for explanations of exactly what the player attributres do..
Originally posted by nikolaihuntNot concerned where they came from, but how they actually influence the game. I.E. The way Miles explained how the 3PT attribute functioned.
Some ratings affect more than one stat though. For example, jumping has a HUGE effect on shot blocking when actually playing as well as what dunks the player can perform (combined with the dunk rating, of course). In simulation, block rating is the only rating looked at in determining the statistics for the blocking category, along with their amount of minutes determined from the fatigue rating. Jump rating is pretty much ignored in simulation.
Oh, and I almost forgot to mention where the fatigue rating comes from. It is based almost entirely on the player's minutes per game from the previous season. Of course, this isnt very realistic as it would give guys deep on the bench like Darko ratings in the range of 5-10, he definitely has more stamina than that in real life.NBA 2K18 ratings for several seasons generated from advanced analytics using the SportsCrunch system:
Sonicmage NBA 2K18 Ratings 2017-18 season
Link to Ratings 1996-2017
Link to Ratings 1973-1996
Link to Ratings All-time
Discussion found hereComment
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Re: Looking for explanations of exactly what the player attributres do..
3PT affects the FG rating
Jump affects rebounding and blocks while playing and while simulating
Defensive awareness slightly affects steals and blocks
Strength also has an effect on rebounds while simulating
Quickness and Speed slightly affect Stealing in simulating
Dribbling affects assists
That's all I know of....the one thing I've been trying to find out is what affects FT attempts in simualtion, I've been unable to do that.Comment
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Re: Looking for explanations of exactly what the player attributres do..
3PT affects the FG rating
Jump affects rebounding and blocks while playing and while simulating
Defensive awareness slightly affects steals and blocks
Strength also has an effect on rebounds while simulating
Quickness and Speed slightly affect Stealing in simulating
Dribbling affects assists
That's all I know of....the one thing I've been trying to find out is what affects FT attempts in simualtion, I've been unable to do that.Comment
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Re: Looking for explanations of exactly what the player attributres do..
Originally posted by SonicmageI reverse engineered to find out the ratings that I did. Therefore, the ratings have the exact effect as the values that I extrapolated from. Upping the steal rating ups the player's amount of steals per minute, for example.
Some ratings affect more than one stat though. For example, jumping has a HUGE effect on shot blocking when actually playing as well as what dunks the player can perform (combined with the dunk rating, of course). In simulation, block rating is the only rating looked at in determining the statistics for the blocking category, along with their amount of minutes determined from the fatigue rating. Jump rating is pretty much ignored in simulation.
Oh, and I almost forgot to mention where the fatigue rating comes from. It is based almost entirely on the player's minutes per game from the previous season. Of course, this isnt very realistic as it would give guys deep on the bench like Darko ratings in the range of 5-10, he definitely has more stamina than that in real life.
And yeah, stamina was mostly a ghetto-fied way of determining a players minutes it seemed. They need to make a seperate or different way of determining how many minutes a player plays -- it's kind of silly when one of your starters gets injured, and your subs get tired in a couple minutes of play.Comment
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Re: Looking for explanations of exactly what the player attributres do..
Originally posted by SonicmageI reverse engineered to find out the ratings that I did. Therefore, the ratings have the exact effect as the values that I extrapolated from. Upping the steal rating ups the player's amount of steals per minute, for example.
Some ratings affect more than one stat though. For example, jumping has a HUGE effect on shot blocking when actually playing as well as what dunks the player can perform (combined with the dunk rating, of course). In simulation, block rating is the only rating looked at in determining the statistics for the blocking category, along with their amount of minutes determined from the fatigue rating. Jump rating is pretty much ignored in simulation.
Oh, and I almost forgot to mention where the fatigue rating comes from. It is based almost entirely on the player's minutes per game from the previous season. Of course, this isnt very realistic as it would give guys deep on the bench like Darko ratings in the range of 5-10, he definitely has more stamina than that in real life.
And yeah, stamina was mostly a ghetto-fied way of determining a players minutes it seemed. They need to make a seperate or different way of determining how many minutes a player plays -- it's kind of silly when one of your starters gets injured, and your subs get tired in a couple minutes of play.Comment
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Re: Looking for explanations of exactly what the player attributres do..
Originally posted by nikolaihuntAhh, I see, so you simulated season games and checked the simulated stats versus the player ratings right? I was thinking of doing something similar, and perhaps entering the values in Excel and finding the governing equation just to see how much the different values interact. Good stuff.
And yeah, stamina was mostly a ghetto-fied way of determining a players minutes it seemed. They need to make a seperate or different way of determining how many minutes a player plays -- it's kind of silly when one of your starters gets injured, and your subs get tired in a couple minutes of play.Comment
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Re: Looking for explanations of exactly what the player attributres do..
Originally posted by nikolaihuntAhh, I see, so you simulated season games and checked the simulated stats versus the player ratings right? I was thinking of doing something similar, and perhaps entering the values in Excel and finding the governing equation just to see how much the different values interact. Good stuff.
And yeah, stamina was mostly a ghetto-fied way of determining a players minutes it seemed. They need to make a seperate or different way of determining how many minutes a player plays -- it's kind of silly when one of your starters gets injured, and your subs get tired in a couple minutes of play.Comment
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Re: Looking for explanations of exactly what the player attributres do..
Originally posted by Ofizzle3PT affects the FG rating
Jump affects rebounding and blocks while playing and while simulating
Defensive awareness slightly affects steals and blocks
Strength also has an effect on rebounds while simulating
Quickness and Speed slightly affect Stealing in simulating
Dribbling affects assists
That's all I know of....the one thing I've been trying to find out is what affects FT attempts in simualtion, I've been unable to do that.Comment
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Re: Looking for explanations of exactly what the player attributres do..
Originally posted by Ofizzle3PT affects the FG rating
Jump affects rebounding and blocks while playing and while simulating
Defensive awareness slightly affects steals and blocks
Strength also has an effect on rebounds while simulating
Quickness and Speed slightly affect Stealing in simulating
Dribbling affects assists
That's all I know of....the one thing I've been trying to find out is what affects FT attempts in simualtion, I've been unable to do that.Comment
-
Re: Looking for explanations of exactly what the player attributres do..
Originally posted by nikolaihuntAhh, I see, so you simulated season games and checked the simulated stats versus the player ratings right? I was thinking of doing something similar, and perhaps entering the values in Excel and finding the governing equation just to see how much the different values interact. Good stuff.
the season stats from 2002-2003 season that they had already entered. I then hypothesized exactly how I would generate each rating from stats and checked it out. Steals, blocks, assists, rebounds, free throws, and fatigue were easy to figure out because they are derived from very simple stats. Thats seven categories right there. Primacy was a little tougher. I first figured it might come from field goal attempts per minute. But then I remembered that some shots are on a foul that become free throws so I changed it to shots per minute, (FGA + .44*FTA)/MIN, and, lo and behold, although not exactly like EA Sports numbers, they looked quite accurate.
I now have spreadsheets with ratings tables that'll generate these eight ratings on the fly. All you have to do is enter a couple of stats and theyre automatically calculated. I changed these eight ratings for all the players in Live 2004 and the results looked quite good. Live's roster auto-reordering started actually creating the team's actual lineups without me having to make many manual changes. For fun, I created a couple historical teams too.
And yeah, stamina was mostly a ghetto-fied way of determining a players minutes it seemed. They need to make a seperate or different way of determining how many minutes a player plays -- it's kind of silly when one of your starters gets injured, and your subs get tired in a couple minutes of play.NBA 2K18 ratings for several seasons generated from advanced analytics using the SportsCrunch system:
Sonicmage NBA 2K18 Ratings 2017-18 season
Link to Ratings 1996-2017
Link to Ratings 1973-1996
Link to Ratings All-time
Discussion found hereComment
Comment