Did you create the NXT people or did you download them?
WWE 2K14 Attributes Thread
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Re: WWE 2K14 Attributes Thread
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
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Re: WWE 2K14 Attributes Thread
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.Comment
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Re: WWE 2K14 Attributes Thread
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
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Re: WWE 2K14 Attributes Thread
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.Comment
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Re: WWE 2K14 Attributes Thread
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
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For each wrestler, I start by choosing the wrestler's weight class. This is determined by looking at the maximum ratings for the wrestler in-game at the edit wrestler screen; for example, outside of Universe mode, the maximum strength rating of Heavyweight wrestlers is always 90. These attribute caps per weight class are factored into the document as well.
Second, I choose two style prototypes for each wrestler. These set the baseline attributes for the wrestler. If two different prototypes are chosen, the two baselines are averaged together with a 60-40 weighting in favor of the first prototype. Some example prototypes include: Balanced, Offense (more attack power at expense of reversals), Defense (better reversals at expense of attack power), Brawler (strike attack power and strike reversals at the expense of grapple attack power and reversals), Grappler (grapple and submission attack power at expense of strike attack power and reversals). The complete list of prototypes is available on the Prototypes tab of the document.
Third, I choose up to five traits for each wrestler. Traits have the greatest influence in defining the wrestler's relative strengths and weaknesses. The majority traits are purely positive (they only increase ratings), but many offer benefits and drawbacks (for example, the "Giant" trait increases attacking power, durability, and toughness at a but also conveys penalties to speed, agility, adrenaline, recovery, and jumping). In addition, of the five traits assigned, the ratings impact of the first assigned trait is tripled, and the impact of the second assigned trait is doubled. The complete lists of assignable traits is available on the Traits tab of the document.
Side note - prototypes and traits also are responsible for each wrestler's hit point ratios calculations. Two of the seven total trait slots are reserved for Injury traits, which greatly modify the hit points ratio calculations. For example, Shawn Michaels is granted the "Injury - Body" trait due to his history with back injuries, and this reduces his Body hit points percentage from 28 to 19 (the lost points are evenly distributed to the other body parts).
The last user-modifiable field for each wrestler is the Push category. This is a value ranging from 0 to 5 (inclusive). The value is added onto each attribute category for that wrestler with varying weights for each attribute; it most heavily influences the Charisma value (weight of 2.25), but it also has a significant effect on Toughness and Durability (weight of 2). For all other attributes, the Push value has a weight of 1; that is, it is simply added to the subtotal calculated from the prototype and trait value lookups.
Also worth noting is a value which is not user-modifiable: the "%" column. This value is calculated by first averaging the wrestler's raw attributes with a weighted average of the wrestler's attributes (the weighted average is roughly equivalent to the weighting of each attribute in determining the wrestler's OVR rating in the game). The average of these two values is then spread over a normal distribution; the best average becomes 100%, the worst becomes 0%, and all other wrestlers fall somewhere in between on that scale. This value is purely a reference value - it doesn't map to the in-game OVR rating and should not be plugged into your game in any fashion - but it is using for determining where each wrestler is rated relative to one another.
The very last thing worth mentioning - the maximum value allowed purely by the ratings calculations for any given attribute is 95. Anywhere where a wrestler has a rating of 100 is my taking a bit of creative license. Feel free to ignore these overrides if you'd like by assuming all 100s are actually 95s. There are three hand-tailored 100 ratings in the document: the Toughness ratings of Stone Cold Steve Austin and Undertaker, and the Charisma rating of Hulk Hogan.
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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
Difficulty - Legend
Reversal Damage - On
Adrenaline - On
Weight Detection - On
Blood - On
Reversal Button Prompt Display - Off
Reversal Timing Text Indicators - Off
A.I. Standing Strike Reversal Rate - 4
A.I. Standing Grapple Reversal Rate - 4
A.I. Ground Strike Reversal Rate - 6
A.I. Ground Grapple Reversal Rate - 6
A.I. Finisher Reversal Rate - 10
A.I. Foreign Object Reversal Rate - 7
Finisher Strength - 15
Foreign Object Strength - 15
Balancing Standing Strike Reversal Rate - 5
Balancing Standing Grapple Reversal Rate - 5
Balancing Ground Strike Reversal Rate - 8
Balancing Ground Grapple Reversal Rate - 8
Balancing Finisher Reversal Rate - 10
Balancing Foreign Object Reversal Rate - 10
Balancing Momentum Gained From Attacks - 5
Balancing Momentum Gained From Taunts - 10
Balancing Adrenaline Consumption Rate - 20
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!Comment
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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
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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.Comment
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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
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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.
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 BurtonComment
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Re: WWE 2K14 Attributes Thread
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.Comment
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Re: WWE 2K14 Attributes Thread
Ah, interesting. Is it in their forums? I'll have to check it out."It's all in the reflexes." - Jack BurtonComment
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Re: WWE 2K14 Attributes Thread
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.
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
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