WWE 2K14 Attributes Thread

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  • Colts18
    MVP
    • Feb 2010
    • 1959

    #76
    Re: WWE 2K14 Attributes Thread

    Did you create the NXT people or did you download them?

    Comment

    • Hooe
      Hall Of Fame
      • Aug 2002
      • 21554

      #77
      Re: WWE 2K14 Attributes Thread

      Originally posted by Colts18
      Did you create the NXT people or did you download them?
      None of the NXT roster is included in the game; you will either have to create each member of the roster yourself or download and modify each member from Community Creations. I personally have not created any NXT people, but rather I've downloaded a few guys created and uploaded by others and then modified their attributes for my local game save.

      Comment

      • dokoham
        Rookie
        • Sep 2006
        • 44

        #78
        Re: WWE 2K14 Attributes Thread

        Originally posted by CM Hooe
        I've updated Post #41 of this thread to include a file attachment containing an exported PDF version of my attributes document rebuild. The entire post has been updated to reflect the most recent information.

        As always, feedback is welcome.
        % = overall? @@

        Comment

        • Hooe
          Hall Of Fame
          • Aug 2002
          • 21554

          #79
          Re: WWE 2K14 Attributes Thread

          Originally posted by dokoham
          % = overall? @@
          No, the % field is a weighted average of the wrestler's ratings spread over a normal distribution (that is, the wrestler with the worst average is assigned a % of 0, the wrestler with the best average is assigned a % of 100). I use this field to better keep track of how I'm ranking wrestlers relative to one another, since the in-game OVR function still keeps the wrestlers fairly close together.

          For reference, the best in-game OVR rating with these attributes is The Rock at OVR 88, and the worst non-Diva wrestler is El Torito at OVR 71.

          Comment

          • dokoham
            Rookie
            • Sep 2006
            • 44

            #80
            Re: WWE 2K14 Attributes Thread

            Originally posted by CM Hooe
            I've updated Post #41 of this thread to include a file attachment containing an exported PDF version of my attributes document rebuild. The entire post has been updated to reflect the most recent information.

            As always, feedback is welcome.
            can you upload excel version table please?

            Comment

            • dokoham
              Rookie
              • Sep 2006
              • 44

              #81
              Re: WWE 2K14 Attributes Thread

              Originally posted by CM Hooe
              Upon request, attached to this post is a file containing my WWE 2K14 re-rates. It includes ratings for every current and legend Superstar and Diva on-disc, every DLC Superstar and Diva, every NXT Superstar and Diva, and a large number of Superstars and Divas not included on the game, some of which may be found in Community Creations.

              How it works is behind spoilers below:

              Spoiler


              These ratings are intended for playing the game as a user against AI-controlled opponents; presumably it will also work fine for user-vs-user, but it is untested for AI-vs-AI. Current sliders and settings included behind next spoiler:

              Spoiler


              Also, don't take these as gospel; if you feel I've rated someone incorrectly, please send me a PM with how you think that Superstar's ratings should be changed. A few of these guys - example, Big John Studd - I've never seen in a wrestling ring, ever; I was brought up on The New Generation and The Attitude Era, haha. Do note that all recent wrestlers are rated with respect to how they currently perform / most recently performed; for example, Edge was indeed part of great tag team with Christian, but his Rated-R Superstar character was not known for tag team wrestling excellence, so I chose to focus on other attributes instead when assigning him traits.

              Finally, if you want to see a Superstar or Diva added to the file, PM me about that as well; if it's a TNA / ROH / indie / hasn't-been-in-WWE-or-WCW guy, you may have to also shoot me some details about how that wrestler performs and what his signature moves are.

              As always, constructive feedback is welcome and appreciated, and if you choose to use this I hope you enjoy it!
              can i have excel version please?

              Comment

              • Hooe
                Hall Of Fame
                • Aug 2002
                • 21554

                #82
                Re: WWE 2K14 Attributes Thread

                There currently is no Excel version. I'm running on a MacBook Pro and created the spreadsheet in Numbers, and unfortunately any attempt to convert to Excel or Google Docs spreadsheet corrupts the file. Thus, the PDF.

                I'm actually re-working the sheet entirely in light of the recent findings about the effects of the Toughness attribute; the description of it lists it as only affecting the Royal Rumble elimination and Breaking Point submission QTE difficulty, but it apparently also affects how much damage is received by a wrestler by any given move.
                Last edited by Hooe; 11-26-2013, 02:42 PM.

                Comment

                • dokoham
                  Rookie
                  • Sep 2006
                  • 44

                  #83
                  Re: WWE 2K14 Attributes Thread

                  Originally posted by CM Hooe
                  There currently is no Excel version. I'm running on a MacBook Pro and created the spreadsheet in Numbers, and unfortunately any attempt to convert to Excel or Google Docs spreadsheet corrupts the file. Thus, the PDF.

                  I'm actually re-working the sheet entirely in light of the recent findings about the effects of the Toughness attribute; the description of it lists it as only affecting the Royal Rumble elimination and Breaking Point submission QTE difficulty, but it apparently also affects how much damage is received by a wrestler by any given move.
                  wait for a new version ^^

                  Comment

                  • Hooe
                    Hall Of Fame
                    • Aug 2002
                    • 21554

                    #84
                    Re: WWE 2K14 Attributes Thread

                    I've updated the roster PDF file I posted here. With the exception of the Divas roster, almost every wrestler's ratings were touched in some form.

                    Notable high-level changes -

                    1 - Refactored determination of TGH. TGH calculation was overhauled given its profound effect on the game this year. Maximum TGH value increased from 95 to 100.

                    2 - Refactored determination of DUR. DUR calculation adjusted to avoid edge values when possible (ex. a wrestler with 79 DUR will now have 80 DUR; I did this since Hit Point levels only change at each 10 point interval). Maximum DUR value increased from 95 to 100.

                    3 - Refactored determination of REC. Bigger wrestlers (e.g. Super Heavyweights) now tend to have higher REC values than other wrestlers, as to make it more difficult to keep big guys down vs average guys.

                    4 - Updated backend traits (and ergo ratings) for many wrestlers on account of recent WWE happenings. Notable movers include Big E Langston, Rey Mysterio, and Roman Reigns.

                    Comment

                    • Union Carbine
                      Rookie
                      • Jan 2006
                      • 171

                      #85
                      Re: WWE 2K14 Attributes Thread

                      Originally posted by CM Hooe
                      I've updated the roster PDF file I posted here. With the exception of the Divas roster, almost every wrestler's ratings were touched in some form.

                      Notable high-level changes -

                      1 - Refactored determination of TGH. TGH calculation was overhauled given its profound effect on the game this year. Maximum TGH value increased from 95 to 100.

                      2 - Refactored determination of DUR. DUR calculation adjusted to avoid edge values when possible (ex. a wrestler with 79 DUR will now have 80 DUR; I did this since Hit Point levels only change at each 10 point interval). Maximum DUR value increased from 95 to 100.

                      3 - Refactored determination of REC. Bigger wrestlers (e.g. Super Heavyweights) now tend to have higher REC values than other wrestlers, as to make it more difficult to keep big guys down vs average guys.

                      4 - Updated backend traits (and ergo ratings) for many wrestlers on account of recent WWE happenings. Notable movers include Big E Langston, Rey Mysterio, and Roman Reigns.
                      What's the big effect of TGH this year?

                      I wonder that the usable range for all attributes is 60-100 like DUR with changes only effective at 10 point intervals. I wonder if anyone has been able to test that (how, I'm not sure).

                      I've been playing with REC set to 60 across the board. I like it because guys stay down longer-- more time for a ground game and a bit slower pace.

                      Something to think about: using edge values can be useful for momentum purposes so that guys can "level up", so to speak, by gaining some positive momentum or drop down if they go negative.
                      "It's all in the reflexes." - Jack Burton

                      Comment

                      • Steven547
                        MVP
                        • May 2004
                        • 3796

                        #86
                        Re: WWE 2K14 Attributes Thread

                        Originally posted by Union Carbine
                        What's the big effect of TGH this year?

                        I wonder that the usable range for all attributes is 60-100 like DUR with changes only effective at 10 point intervals. I wonder if anyone has been able to test that (how, I'm not sure).

                        I've been playing with REC set to 60 across the board. I like it because guys stay down longer-- more time for a ground game and a bit slower pace.

                        Something to think about: using edge values can be useful for momentum purposes so that guys can "level up", so to speak, by gaining some positive momentum or drop down if they go negative.
                        Over at 2ksports, I believe LUCHA did a study of the TGH attribute and found that it has an affect on the STK and GRP attributes as well. So the higher the TGH, the tougher the wrestler is even on offensive strikes.

                        Comment

                        • Union Carbine
                          Rookie
                          • Jan 2006
                          • 171

                          #87
                          Re: WWE 2K14 Attributes Thread

                          Originally posted by Steven547
                          Over at 2ksports, I believe LUCHA did a study of the TGH attribute and found that it has an affect on the STK and GRP attributes as well. So the higher the TGH, the tougher the wrestler is even on offensive strikes.
                          Ah, interesting. Is it in their forums? I'll have to check it out.
                          "It's all in the reflexes." - Jack Burton

                          Comment

                          • Steven547
                            MVP
                            • May 2004
                            • 3796

                            #88
                            Re: WWE 2K14 Attributes Thread

                            Yea. It's something like "How important the Toughness attribute is" or something like that...

                            Comment

                            • Hooe
                              Hall Of Fame
                              • Aug 2002
                              • 21554

                              #89
                              Re: WWE 2K14 Attributes Thread

                              Originally posted by Union Carbine
                              What's the big effect of TGH this year?

                              I wonder that the usable range for all attributes is 60-100 like DUR with changes only effective at 10 point intervals. I wonder if anyone has been able to test that (how, I'm not sure).

                              I've been playing with REC set to 60 across the board. I like it because guys stay down longer-- more time for a ground game and a bit slower pace.

                              Something to think about: using edge values can be useful for momentum purposes so that guys can "level up", so to speak, by gaining some positive momentum or drop down if they go negative.
                              As others have mentioned, TGH apparently affects damage received by all attacks. Working in conjunction with DUR (total hit points), you can get some interesting wrestler builds in theory, which is what I've tried to do this go-around.

                              I'm still toying around with the REC attribute; the setup I've got is better than it was previously (I think it may have been your suggestion that smaller guys should have lower REC values, actually, which is generally the case now), but I'm not 100% sure if I'm "happy" with it yet. Part of the issue might be my approach, as I didn't come into this project with the idea I'm going to get gameplay that matches what I see on TV, as the game simply isn't built that way; it's a fighting game with wrestlers (albeit a very fun one) and not a wrestling game. Long story short, I'll give more dramatically decreased REC values a shot.

                              With respect to "edge values" for DUR - the thing I specifically wanted to avoid was having a bunch of people on the roster with 79, 89, or 99 DUR; my working idea was that if a wrestler is already that close to the threshold, just round up one point and award the extra 50 hit points. Since DUR is the only attribute which is so obviously discrete in its effect, it's the only attribute for which I apply any sort of rounding. I let momentum in Universe govern any other discrete changes caused by ratings fluctuations, which (with the exception of 90 or greater AGI allowing jumping to the top rope rather than climbing) are far less apparent to me. The "leveling up" effect you describe is exactly what I wanted to achieve with respect to Universe momentum, for the most part.

                              I do appreciate the feedback; again, I don't claim what I'm doing as a monolith by any means.
                              Last edited by Hooe; 12-03-2013, 02:24 AM.

                              Comment

                              • Raider Nation
                                Banned
                                • Dec 2013
                                • 47

                                #90
                                Re: WWE 2K14 Attributes Thread

                                I'm loving your ratings CM Hooe

                                Comment

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