WWE 2k15 Attributes Thread

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  • burth179
    Rookie
    • Jul 2012
    • 419

    #586
    Re: WWE 2k15 Attributes Thread

    I am playing in universe so keep this in mind. Like I said previously I am pretty pleased with how these ratings are.

    However I did also notice the a little bit of the "no selling" that was talked about, and also I haven't seen the CPU really try to go to the top rope yet when they have the chance for a finisher (although they rarely ever did before so that is what it is). I may lower some of the main guys damage recover ratings a touch.

    Also, and this is more just preference, I may make the gap between the low card and upper card ratings a touch smaller, simply because I'm in universe, and want it to at least be possible that a lower card guy could get on a roll and work his way up. But I'm still debating on this, because I do like the way it is now.

    I rated the legends myself, and I think they are mostly consistent with the current roster, maybe slightly higher (but I hold a lot of those guys in higher regard than today's crop, and even at that it still pains me that I have to make some of them midcarders but I want to include everyone in my roster).

    Lastly, I'm not the best at the game or anything, but I think I need to up to one of the legend sliders. I used the "hard" sliders on the spreadsheet, and while if the CPU reverses a finisher the matches can be somewhat close, or if I'm a much lower rated guy it is hard to win, but I pretty much win every time and the match is not that close if my ratings are close to or higher than the CPU wrestler. How much more difficult is Legend than Hard?

    Comment

    • Steven547
      MVP
      • May 2004
      • 3796

      #587
      Re: WWE 2k15 Attributes Thread

      Originally posted by mlom
      Yeah, I JUST realized that the momentum setting (fast, normal, and slow) option is included in Exhibition matches last night. For whatever reason I thought it was removed from Exhibition this year; it's just discreetly hidden in the bottom left corner. That helps a little with Exhibition matches not feeling so "vanilla" and "quick" compared to the Universe matches.

      When I get home tonight I'll lower the damage recovery substantially for a couple of guys with high Damage Recovery and see if that has any effect on the selling of moves. I'll report back when I find out.

      It's worth noting that in the previously mentioned Triple Threat Match I had in Universe, Randy Savage (me) vs. Rick Rude vs. Sgt Slaughter, it seemed like the "no selling" of moves didn't apply to me as Randy Savage (how convenient, lol.) I would stay down for a pretty good while, like...a really long time toward the end of the match. As a matter of fact, it's the reason I eventually lost. Rick Rude pinned Slaughter after a Rude Awakening and I couldn't get up to break the pin.

      On the flip side, I had a hell of a time keeping either of them down long enough to be able to hit my Elbow Drop finisher. It was especially hard when you had the third guy popping up right away and messing up my attempt to hit it on the second guy because the third guy just wouldn't stay down.
      Try wrestling against a very weak wrestler. If he pops up just as quick, you can rule out damage recovery.


      Originally posted by burth179
      I am playing in universe so keep this in mind. Like I said previously I am pretty pleased with how these ratings are.

      However I did also notice the a little bit of the "no selling" that was talked about, and also I haven't seen the CPU really try to go to the top rope yet when they have the chance for a finisher (although they rarely ever did before so that is what it is). I may lower some of the main guys damage recover ratings a touch.

      Also, and this is more just preference, I may make the gap between the low card and upper card ratings a touch smaller, simply because I'm in universe, and want it to at least be possible that a lower card guy could get on a roll and work his way up. But I'm still debating on this, because I do like the way it is now.

      I rated the legends myself, and I think they are mostly consistent with the current roster, maybe slightly higher (but I hold a lot of those guys in higher regard than today's crop, and even at that it still pains me that I have to make some of them midcarders but I want to include everyone in my roster).

      Lastly, I'm not the best at the game or anything, but I think I need to up to one of the legend sliders. I used the "hard" sliders on the spreadsheet, and while if the CPU reverses a finisher the matches can be somewhat close, or if I'm a much lower rated guy it is hard to win, but I pretty much win every time and the match is not that close if my ratings are close to or higher than the CPU wrestler. How much more difficult is Legend than Hard?
      I've seen guys go to the top rope, but then climb down. Maybe it's a fear of heights?? Either way, I don't think there is much that can be done to fix it. A lot of these issues are AI related and pre scripted happenings.

      Example: Start a match that is hum vs hum by yourself. Attack the other wrestler...at about the 3rd consecutive move, the NON CPU controlled wrestler will REVERSE your move! No one controlling him, yet he still reversed.

      Unexplainable.

      Comment

      • rydogg82
        Rookie
        • Oct 2013
        • 37

        #588
        Re: WWE 2k15 Attributes Thread

        Originally posted by mlom
        Well, no dice. Damage Recovery did not effect the selling at all. I'll just hope for a patch (that won't come at this point. Haha.)

        Body, arm, leg durability??
        I keep body durability a little lower(75 body dur.) on guys like Dolph and Ambrose, who usually take a beating even in wins. doing this helps the damage animations kick in quicker I believe. And I keep those 2 guys around 85 Damage recovery, idk if I should not do this but it feels like it offsets durability. IDEAS?

        Comment

        • Steven547
          MVP
          • May 2004
          • 3796

          #589
          Re: WWE 2k15 Attributes Thread

          Originally posted by rydogg82
          Body, arm, leg durability??
          I keep body durability a little lower(75 body dur.) on guys like Dolph and Ambrose, who usually take a beating even in wins. doing this helps the damage animations kick in quicker I believe. And I keep those 2 guys around 85 Damage recovery, idk if I should not do this but it feels like it offsets durability. IDEAS?
          From my research, i read that arm and leg durability aren't that big a deal because not many moves target those areas.

          I believe VTCRB has been tinkering with the HP ratios. Might want to see what he's done so far on his website...

          EDITOR'S Corner: http://theeditorscorner.com/forum/index.php

          Comment

          • Flocka412burr
            Rookie
            • Nov 2012
            • 44

            #590
            Re: WWE 2k15 Attributes Thread

            Ok so after I put in the updated roster changes and then I did a little editing that revolves around the low, mid, and upper classifications and ending up having a 20 min match between Shemus(CPU) and Erick Rowan(HUM) which Shemus hit 2 white nosie, a Irish curse, and a Brouge kick throughout the match. I ended up kicking out of them and winning on a second spinning heel kick to end the match. WOWWWW was it a good match. Probably the best I've played considering most of the matches I've been playing end in 8-10 mins, this one was a back and forth dog fight and i loved every minute of it.

            The changes I made tho which I think really help reflect a certain back and forth aspect of WWE. I took everyone who's categorized as a "Low" card performer and put their strike reversal to 40 then "Mid-Card" performers and set their strike reversal to 50 and finally set "Upper" card performers strike reversal to 60 and so far it reflects that back and forth punching you see in WWE late in matches. It really helps the CPU from CONSTANTLY reversing ground strikes. What that means is when you would say punch or kick a guy 2 times on that second time most likely he would spring up and you don't see that in WWE and that's pretty much what this eliminates is that quick spring up animation you see from wrestlers.


            Please let me know if you guys thinks this helps or hurts the game! Just tryn to make the game more enjoyable for everyone! Have a blessed day!

            Comment

            • rody2k6
              Pro
              • Feb 2008
              • 578

              #591
              Re: WWE 2k15 Attributes Thread

              Do you guys have attributes change for the old-gen versions? The attributes categories are different from 360 to ONE, or is there some sort of equivalent rating?
              Playing: Nba 2k11 (360)
              GT: PrFcTxRody

              No Cheese Zone

              Comment

              • Steven547
                MVP
                • May 2004
                • 3796

                #592
                Re: WWE 2k15 Attributes Thread

                Originally posted by Flocka412burr
                Ok so after I put in the updated roster changes and then I did a little editing that revolves around the low, mid, and upper classifications and ending up having a 20 min match between Shemus(CPU) and Erick Rowan(HUM) which Shemus hit 2 white nosie, a Irish curse, and a Brouge kick throughout the match. I ended up kicking out of them and winning on a second spinning heel kick to end the match. WOWWWW was it a good match. Probably the best I've played considering most of the matches I've been playing end in 8-10 mins, this one was a back and forth dog fight and i loved every minute of it.

                The changes I made tho which I think really help reflect a certain back and forth aspect of WWE. I took everyone who's categorized as a "Low" card performer and put their strike reversal to 40 then "Mid-Card" performers and set their strike reversal to 50 and finally set "Upper" card performers strike reversal to 60 and so far it reflects that back and forth punching you see in WWE late in matches. It really helps the CPU from CONSTANTLY reversing ground strikes. What that means is when you would say punch or kick a guy 2 times on that second time most likely he would spring up and you don't see that in WWE and that's pretty much what this eliminates is that quick spring up animation you see from wrestlers.


                Please let me know if you guys thinks this helps or hurts the game! Just tryn to make the game more enjoyable for everyone! Have a blessed day!
                The only time the reverse attributes come into play, is when it is a HUM vs CPU match. Over on the 2k forums, they said that for CPU vs CPU matches, those ratings don't matter and that the reversals are based on the sliders. This always seemed strange to me because when I lowered Santino's reversals, he was still reversing like a superstar during CPU vs CPU matches.

                Originally posted by rody2k6
                Do you guys have attributes change for the old-gen versions? The attributes categories are different from 360 to ONE, or is there some sort of equivalent rating?
                Unfortunately no. I started with reducing each attack rating by 20. From there, it became more an opinion as to how low/high the ratings should be. If you're going to do this for las gen, consider this:

                And these are just my opinion, not a definitie solution. Do what's best for you:

                Lower all attack ratings evenly across the board first. Low attack = less damage done = longer matches.
                From there, don't be afraid to drastically lower the "lower"card wrestlers, then do the same with the MID card. It will create seperation, but keep them competitive with their own "division".

                Raise damage recovery for all superstars. Lower for Mid and Lower rated guys.

                Lower momentum so they wrestle more before applying a finisher.

                Sliders are very important! Lower finisher strength in the sldiers. Allows for more kick outs.

                Update your movesets. Some moves take an extra second to connect..that extra second and mean a reversal for the other wrestler.

                Remember, this is a video game. Nothing more. Just becaue Undertaker wins all the time in "real" life, he won't always win here no matter what your ratings. Base your ratings off the CHARACTER not the actual person playing the character. In other words, Ryback is good and could possible beat anyone up in a real fight. However, his "CHARACTER" he portrays on TV doesn't always win....but Randy Orton usually does and he is smaller. Make sense?

                Comment

                • rody2k6
                  Pro
                  • Feb 2008
                  • 578

                  #593
                  Re: WWE 2k15 Attributes Thread

                  Originally posted by Steven547
                  The only time the reverse attributes come into play, is when it is a HUM vs CPU match. Over on the 2k forums, they said that for CPU vs CPU matches, those ratings don't matter and that the reversals are based on the sliders. This always seemed strange to me because when I lowered Santino's reversals, he was still reversing like a superstar during CPU vs CPU matches.



                  Unfortunately no. I started with reducing each attack rating by 20. From there, it became more an opinion as to how low/high the ratings should be. If you're going to do this for las gen, consider this:

                  And these are just my opinion, not a definitie solution. Do what's best for you:

                  Lower all attack ratings evenly across the board first. Low attack = less damage done = longer matches.
                  From there, don't be afraid to drastically lower the "lower"card wrestlers, then do the same with the MID card. It will create seperation, but keep them competitive with their own "division".

                  Raise damage recovery for all superstars. Lower for Mid and Lower rated guys.

                  Lower momentum so they wrestle more before applying a finisher.

                  Sliders are very important! Lower finisher strength in the sldiers. Allows for more kick outs.

                  Update your movesets. Some moves take an extra second to connect..that extra second and mean a reversal for the other wrestler.

                  Remember, this is a video game. Nothing more. Just becaue Undertaker wins all the time in "real" life, he won't always win here no matter what your ratings. Base your ratings off the CHARACTER not the actual person playing the character. In other words, Ryback is good and could possible beat anyone up in a real fight. However, his "CHARACTER" he portrays on TV doesn't always win....but Randy Orton usually does and he is smaller. Make sense?
                  Yes I understand.

                  About the sliders, I'm using one inside your excel file. I'm using the one for hard difficulty and I already see many kick outs specially with the top tier guys, I really have to beat them down to win, it is not apply finisher and guaranteed win, I'm actually having trouble pacing myself in long matches and I end up using my finishers early and when the ai gets theirs I'm already beat down.
                  Playing: Nba 2k11 (360)
                  GT: PrFcTxRody

                  No Cheese Zone

                  Comment

                  • RyanLaFalce
                    MVP
                    • Apr 2009
                    • 2337

                    #594
                    Re: WWE 2k15 Attributes Thread

                    Steve I'm actually going back to your old ratings before you subtracted every offensive rating by 15. That's where I had my best matches

                    Comment

                    • georgetsiflikas
                      Just started!
                      • Jan 2014
                      • 3

                      #595
                      Re: WWE 2k15 Attributes Thread

                      what about the attributes for the last gen versions?Cause i don't have the new gen ones

                      Comment

                      • lknpk16
                        Rookie
                        • Aug 2005
                        • 52

                        #596
                        Re: WWE 2k15 Attributes Thread

                        Hey Steven, are you done updating the current roster and if so do you think you'll be able to re-rate the legends and retro wrestlers?

                        Comment

                        • Steven547
                          MVP
                          • May 2004
                          • 3796

                          #597
                          Re: WWE 2k15 Attributes Thread

                          Originally posted by georgetsiflikas
                          what about the attributes for the last gen versions?Cause i don't have the new gen ones
                          Wasn't planning on it because I don't have last gen so I wouldn't be able to test or anything.

                          Originally posted by lknpk16
                          Hey Steven, are you done updating the current roster and if so do you think you'll be able to re-rate the legends and retro wrestlers?
                          Don't think I'll ever be "done". I just started my Universe, so I'm making adjustments based on what I see. From matches so far, it appears that Universe gameplay matches are different from exhibition. So changes are being made.

                          Comment

                          • NYBorn81
                            Pro
                            • Aug 2007
                            • 502

                            #598
                            Re: WWE 2k15 Attributes Thread

                            What is it that gives you the impression that Universe matches are different from those in exhibition?

                            Comment

                            • Steven547
                              MVP
                              • May 2004
                              • 3796

                              #599
                              Re: WWE 2k15 Attributes Thread

                              Originally posted by NYBorn81
                              What is it that gives you the impression that Universe matches are different from those in exhibition?
                              I've done numerous testing with the ratings in exhibition. When having a Main Eventer face a low card wrestler, the matches end in under 5 mins. Especially a Big Show vs Santino. In Universe, matches seem to be AT LEAST 5-6 mins with those two.

                              Plus, with main eventers wrestling, matches have been close to 10+ minutes each. In Exhibition, 6-8 mins.

                              It seems that there is more offense in Universe. And that whole marketing thing by 2k, about the matches being more what you see on TV, I'm wondering if that was applied to the Universe mode only. Someone else mentioned that noticed the same thing. Either way, it's definitely made things "better", but has caused me to tweak a few ratings.

                              Comment

                              • rody2k6
                                Pro
                                • Feb 2008
                                • 578

                                #600
                                Re: WWE 2k15 Attributes Thread

                                Originally posted by Steven547
                                Wasn't planning on it because I don't have last gen so I wouldn't be able to test or anything.



                                Don't think I'll ever be "done". I just started my Universe, so I'm making adjustments based on what I see. From matches so far, it appears that Universe gameplay matches are different from exhibition. So changes are being made.
                                I could test them for you problem is how you would create them since the attributes categories for old gen are different :/
                                Playing: Nba 2k11 (360)
                                GT: PrFcTxRody

                                No Cheese Zone

                                Comment

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