The hit points was the first thing I thought of too and then found it was worthless. Stamina I think works the way it says. Ive found low stamina means moves take more stamina from your bar. and also thats the point of my testing is to see where to rate jobbers on the durability scale. Also where to rate resilient wrestlers. So yes rate jobbers at zero or anything below 40 for all durabilities.
WWE 2k15 Attributes Thread
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Re: WWE 2k15 Attributes Thread
The hit points was the first thing I thought of too and then found it was worthless. Stamina I think works the way it says. Ive found low stamina means moves take more stamina from your bar. and also thats the point of my testing is to see where to rate jobbers on the durability scale. Also where to rate resilient wrestlers. So yes rate jobbers at zero or anything below 40 for all durabilities. -
Re: WWE 2k15 Attributes Thread
I have developed my own ratings based on the PWI 500 rankings that are published each year. I took the weighted average of the last two years rankings and extrapolated the results over a 100 to 65 in-game rating. I took those ratings and adjusted each wrestlers default attributes until I achieved the correct overall rating. I have played through a season with CPU matches and the results have been tremendous.
Example: Cena's default rating is 96 overall, I adjusted each attribute up 1 until I achieved an overall rating of 100. Xavier Woods's default rating is 80 overall, I adjusted each attribute down until I got a 65 overall rating.
I did the same with the divas but used a 65 to 55 rating spread.Comment
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Re: WWE 2k15 Attributes Thread
Flip can you post your ratings or at least your new overalls, I am not understanding your system.Last edited by raustin264; 02-21-2015, 10:31 PM.Comment
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Re: WWE 2k15 Attributes Thread
Keep in mind that the PWI 500 rankings I used were from 2014 & 2013. If a wrestler in the game did not have a ranking during those years, I did not include them in my new overall ratings. I believe these new ratings reflect attributes as they should've been when WWE 2K15 was released, not necessarily current ratings.
SUPERSTARS
John Cena 100
CM Punk 100
Daniel Bryan 99
Randy Orton 98
Sheamus 95
Alberto Del Rio 94
Roman Reigns 93
Cesaro 92
Batista 91
Seth Rollins 91
Big Show 90
Dolph Ziggler 90
Dean Ambrose 89
Kane 89
Bad News Barrett 88
Ryback 88
Big E 87
Kofi Kingston 87
Bray Wyatt 87
Chris Jericho 86
Miz 84
Jack Swagger 83
Jimmy Uso 82
Jey Uso 82
Mark Henry 81
Sami Zayn 80
Luke Harper 79
Adrian Neville 79
Curtis Axel 78
Cody Rhodes 78
Damien Sandow 77
Rob Van Dam 77
R-Truth 77
Rusev 76
Rey Mysterio 75
Christian 75
Bo Dallas 74
Erick Rowan 74
Fandango 74
Goldust 72
Justin Gabriel 70
Tyson Kidd 68
Titus O'Neil 68
Darren Young 68
Corey Graves 67
Konnor 67
Viktor 67
Great Khali 65
Adam Rose 65
Santino Marella 65
Xavier Woods 65
Value assigned even though not included in PWI rankings:
Brock Lesnar 100
Rock 100
Triple H 100
Undertaker 100
DIVAS
Paige 65
AJ Lee 65
Natayla 62
Brie Bella 61
Cameron 60
Nikki Bella 58
Naomi 58
Tamina 58
Emma 55
Value assigned even though not included in PWI rankings:
Summer Rae 55Comment
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Re: WWE 2k15 Attributes Thread
I have developed my own ratings based on the PWI 500 rankings that are published each year. I took the weighted average of the last two years rankings and extrapolated the results over a 100 to 65 in-game rating. I took those ratings and adjusted each wrestlers default attributes until I achieved the correct overall rating. I have played through a season with CPU matches and the results have been tremendous.
Example: Cena's default rating is 96 overall, I adjusted each attribute up 1 until I achieved an overall rating of 100. Xavier Woods's default rating is 80 overall, I adjusted each attribute down until I got a 65 overall rating.
I did the same with the divas but used a 65 to 55 rating spread.Comment
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Re: WWE 2k15 Attributes Thread
Haven't been keeping too much track of those things. Just based on what I've seen through playing in Universe. I mostly set my own rivalries and then sim to the PPVs and watch those matches on slow momentum charge.
I did just try a match with Cena (100) vs Woods (65) on normal momentum charge and Cena won in about 2:30. Woods got some offense in but was quickly reversed by Cena. This was also on legend difficulty and using average slider adjustments from Steven's spreadsheet. Most of the PPV title matches on slow momentum charge is great back and forth action with several close pins. They last about 7-8 mins average I'd say.Comment
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Re: WWE 2k15 Attributes Thread
Haven't been keeping too much track of those things. Just based on what I've seen through playing in Universe. I mostly set my own rivalries and then sim to the PPVs and watch those matches on slow momentum charge.
I did just try a match with Cena (100) vs Woods (65) on normal momentum charge and Cena won in about 2:30. Woods got some offense in but was quickly reversed by Cena. This was also on legend difficulty and using average slider adjustments from Steven's spreadsheet. Most of the PPV title matches on slow momentum charge is great back and forth action with several close pins. They last about 7-8 mins average I'd say.The Last of Us is the Citizen Kane of video-games. It is better than every game that has ever come before it, and is the new benchmark for all games to follow. It is nothing short of a work of art.Comment
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Re: WWE 2k15 Attributes Thread
Starting with the default ratings, just go to each separate attribute for each wrestler and go up or down 1 through every attribute until the desired overall rating is reached. Meaning: just go through arm power +/-1, leg power +/-1, etc all the way through the last attribute (1 round). Go as many rounds as it takes to reach the overall rating of the wrestler. Make sure to complete a round through the attributes even if the overall rating changes halfway through a round. This will ensure balance.Comment
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Re: WWE 2k15 Attributes Thread
I have my own set up that has been working well.
For attributes I increase the range for most attributes. I find the most important to be durability and damage recovery.
This may be difficult to explain but I think it works like this:
When a move is done against you there are two types of damage: immediate and permanent. Check your health bar when you get suplexed. Your health drops but so does the regeneration cutoff point. So there are 3 colors on your health bar.
Durability affects how much immediate damage is suffered. I think damage recovery affects how much of that damage is permanent. I could be wrong though because I have not tested this. So with guys like Cena and Bryan I set their recovery as high as it can go. With guys like Kane and Bray I set their durability high but recovery not quite as high. The big guys you have to whittle down, the "heart" guys you need to stay on top of.
Anyway, I alter those based on position of card. Main eventers are 80< and it scales down.
I then drop arm/leg power and grapple offense across the board. Then I readjust some guys. E.g. Big Show is at his original arm power rating, whereas guys like Orton and Cena have dropped by 5 or even 10.
The idea being more separation in wrestlers. Both in quality and specialty. I think Seth is at something like 60/85 if I am not mistaken.
Everyone takes a moderate stamina hit. Idea being you can flurry at the start of a match, but as it goes on pace becomes more important. I think they need to improve this next year. As the stamina bar changes color there should be a more noticable change in fatigue. I love the few times in a ppv main event when both wrestlers are down on the mat and there is a race to see who gets to their feet first.
I then adjust the finisher strength in sliders. Right now it is dropped one click, but I may drop it again.
So far the results have been pretty good. For the top talent it usually takes two finishers to put them away, but lower card guys fall quicker.
What I will try next runs counter to what many people do; I will test matches with momentum set to high and drop finisher strength one more tick. I think this will make ppv matches more realistic.
Next test will incorporate increasing the rate of finisher reversals. Ideally in a top card match I want the guys to attempt their finishers 3 times.
Attributes wise I like where I am at. The top guys are 90+, the tweener guys (e.g. Wyatt, Dolph, Rusev etc) hover around 86-88, the mid carders are between 80-85, and the bottom guys are 80>.
I like this because it works well with momentum in universe mode. Luke Harper is rated an 84. Default he cannot hang with the top talent, but he is now a 92 because of high momentum so he can hang. When I throw Rusev (88) at Kofi (77) it is a squash match, but if Kofi is on a good run there is a chance for an upset.
Not 100% sure on these numbers, but I think it has been like this:
low and mid card matches: Usually less than 5 minutes, but longer with certain wrestlers. I know this because I smoke a cigarette while watching the match and it ends right around the time I finish smoking. But if the guy in a position to win has a top rope finisher be prepared for a long and frustrating match.
Top of the card: A lot of fluctuation on this. Could be anywhere from 6 to 12 minutes. A reversal of a finisher could add significant time to a match. I wrestled Bryan with my created guy (somewhat similar in style to Bryan) in an ironman match that had a 15 minute time limit. I wrestled the match normally and the first pinfall occurred when the timer was at roughly 9 mins.
This game really needs something like a ppv slider setting. I want my ppv matches to be much longer than weekly matches. Outside of manually altering the sliders for each type of show there is nothing I can do.Comment
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Re: WWE 2k15 Attributes Thread
Starting with the default ratings, just go to each separate attribute for each wrestler and go up or down 1 through every attribute until the desired overall rating is reached. Meaning: just go through arm power +/-1, leg power +/-1, etc all the way through the last attribute (1 round). Go as many rounds as it takes to reach the overall rating of the wrestler. Make sure to complete a round through the attributes even if the overall rating changes halfway through a round. This will ensure balance.
Santino (65) vs Undertaker (100)
1. Taker wins in 2:50 - Santino got a few moves in, but chokeslam and pin
2. Taker wins in ~1:50
3. Taker wins in 2:25
Rock (100) vs. Cena (100
1. Rock wins in ~ 6 minutes after Cena dominates whole match. Stupid ending because Cena beat the heck out of him whole fight, only to have the People's Elbow finish him.
2. Rock wins in another ~ 6 minutes. Even match. Good pacing.
-- break --
I'll throw my hat into this attributes game and try to come up with something presentable. I'm sick as a dog today so I have nothing better to do.The Last of Us is the Citizen Kane of video-games. It is better than every game that has ever come before it, and is the new benchmark for all games to follow. It is nothing short of a work of art.Comment
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Re: WWE 2k15 Attributes Thread
Thanks for that. I did a couple test rounds and I'm getting okay results so far. Momentum set on low charge.
Santino (65) vs Undertaker (100)
1. Taker wins in 2:50 - Santino got a few moves in, but chokeslam and pin
2. Taker wins in ~1:50
3. Taker wins in 2:25
Rock (100) vs. Cena (100
1. Rock wins in ~ 6 minutes after Cena dominates whole match. Stupid ending because Cena beat the heck out of him whole fight, only to have the People's Elbow finish him.
2. Rock wins in another ~ 6 minutes. Even match. Good pacing.
-- break --
I'll throw my hat into this attributes game and try to come up with something presentable. I'm sick as a dog today so I have nothing better to do.Comment
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WWE 2k15 Attributes Thread
Feel better! I get the results from my MRI on Monday to determine if I need shoulder surgery, so I haven't had time to do any "re-rating" or testing. The more that test this and come up with ideas or better ways to rate, the better the game will be. Look forward to what everyone does.
Thanks! I hope all goes well with your MRI; sounds unpleasant.
Just started tweaking some ratings and had an excellent first result test match. Bray vs Rollins and it lasted 14:05 with a Bray victory after his second Sister Abigail. Lots of back and forth momentum shifts and reversals. I'm using your sliders in a CPU only match. I would say maybe a minute got added to the match due to Bray's auto managers distracting ref during pin attempts by Seth. It's obviously too small a sample size to go by, but it's encouraging to expand my formula and try with others. More to follow!
Edit: Simming Bryan/Roman after some edits to them. The scheme I'm using right now is one that is based on prolonging the match + catering to each character's style so they all feel unique. Wrestlers (like Reigns) who don't do much submission have no reason to be rated so high in submission. I'm rejecting the idea that OVR is the end-all/be-all of ratings. It should focus more on individual ratings. Overall rating shouldn't matter to people so much. I want to expand the ratings because I don't like how there is so little separation between the best in the history of the business (HBK, for example) and Alberto del Rio, etc. I want greater separation between elites (both historical and current) and everyone else. It gets tricky when it comes to the females and the NXT guys, but I'll figure it out.
I hope this isn't the Day-Quil talking, haha.Last edited by alifeincomplete; 02-22-2015, 02:08 PM.The Last of Us is the Citizen Kane of video-games. It is better than every game that has ever come before it, and is the new benchmark for all games to follow. It is nothing short of a work of art.Comment
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Re: WWE 2k15 Attributes Thread
My attributes can easily be adjusted to have an even greater spread between "elites" and "jobbers." I have everything in an Excel spreadsheet and can easily change it to a 95-35 spread with 100-95 reserved for Hall of Famers like HBK, Ric Flair, etc. I could use historical PWI ratings to achieve those ratings as well. All in all it's very flexible.Comment
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Re: WWE 2k15 Attributes Thread
Duribility is what affects the temp hit and the permanent hit. Damage recovery affects how fast that temp hit recovers. I just tested this.Comment
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Re: WWE 2k15 Attributes Thread
Okay, so after re-rating every character based around the premise 1) extending the match + 2) staying as true to the character's style as possible, I may or may not be onto something. Given what others have already discovered about the ratings and sliders effects, I've modified everyone by lowering arm/leg strength across the board; most are in 40-60s. Some of the stronger characters physically (Big Show, Rusev) have higher ratings for those. I've also increased the durability of upper card characters and lowered it for others. I dropped stamina to about 60 for everyone with some variance; a few jobbers are significantly lower, some of the larger characters are a little lower, and some of the elite are in the 70s. Momentum was lowered for everyone, bringing that down to about 60. Lastly, I lowered grapple offense across the board dramatically, with the average also being in the 60's.
Sim results are fairly consistent, but I still wasn't getting the match duration I wanted on low-charge momentum.
1. Bray d. Seth Rollins in 14:05, as previously mentioned.
2. Daniel Bryan d. Roman Reigns in 9:15
3. Brock squashed Santino in 2:04
4. Dolph d. Big Show in 6:16 - good match showcasing size differential and speed dynamics. There's more to play with here on that front I think. Show dominated the match, but Dolph came back and won.
5. Brock d. Cena in 9:10. Even-pacing for the most part with a couple good near-falls.
6. Bray d. Seth in 8:53 - I re-did this one because I wondered what made it stand out so much in the first place, but it had much different results.
I played a few on my own too as underdog characters against overmatched foes, like Adrian Neville (downgraded to somewhere in the 50's) vs Kane (upper 70's) and, while competitive at times, lost every single match. I like that. That's what I'm looking for.
Then I set arm strength, leg strength, and momentum at 25-25-25 for both Edge and Jericho, who had been re-rated to be about 85 each. Results weren't any different:
7. Edge d. Jericho 8:30 - lots of back and forth, but nothing spectacular.
8. Edge d. Jericho 7:55 - frustratingly little difference
Lastly, I decided to modify the stamina cost slider. I turned that up a few notches (about 3/4th the bar) and I turned grappling offense for both Edge and Jericho down to 25. So that's four key attributes rated 25 for each character + the high stamina cost slider tweak... the results were epic. Edge beat Jericho in an 18:36 match that had no less than four 2.9999 counts. If I can reliably recreate that type of result, I might be onto something. We'll see. I'll also be testing its impact on superstars who have a significant differential in ratings.Last edited by alifeincomplete; 02-22-2015, 06:48 PM.The Last of Us is the Citizen Kane of video-games. It is better than every game that has ever come before it, and is the new benchmark for all games to follow. It is nothing short of a work of art.Comment
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