WWE 2k16 Attributes Thread

Collapse

Recommended Videos

Collapse
X
 
  • Time
  • Show
Clear All
new posts
  • Steven547
    MVP
    • May 2004
    • 3797

    #76
    Re: WWE 2k16 Attributes Thread

    Originally posted by subinate027
    How much longer until you post the spreadsheet you think?
    Not sure. This week hopefully. Between work and other job, trying to get this done.

    Watched a CPU vs CPU match with my "re-rates". Undertaker vs Brock. Longest match I've ever watched. Lasted about 13 mins with each performing a finisher....and Brock bleeding. Undertaker pulled it out and won with his tombstone. So, things are looking promising...

    Comment

    • subinate027
      Rookie
      • Aug 2011
      • 103

      #77
      Re: WWE 2k16 Attributes Thread

      Sounds good. Using your spreadsheet from last year and they still put on great matches. Are the re-rates a big difference from last years so far?

      Comment

      • Steven547
        MVP
        • May 2004
        • 3797

        #78
        Re: WWE 2k16 Attributes Thread

        Originally posted by subinate027
        Sounds good. Using your spreadsheet from last year and they still put on great matches. Are the re-rates a big difference from last years so far?
        Not many changes at all yet. I want to get them into the game, then do some testing. I've made a few changes along the way, but nothing drastic.

        Comment

        • DatIsraeliGuy
          MVP
          • Jul 2014
          • 1180

          #79
          Re: WWE 2k16 Attributes Thread

          Originally posted by vtcrb
          They are pretty much same as last year, but made a few tweaks, then had to Edit the New Attributes. Still working on Sliders. Today is 1st day I have been able to test things. I hope to have Initial Sliders posted tomorrow at TEC. I dont want to give guys what i am using now, as it hasnt been tested well yet. Check my Signature if you want to follow progress on my WWE 2k16 work.
          Maybe you should open a separate thread, as I don't think it's nice to promote yourself over others. I'm not trying to be rude, I liked your attribute changes on wwe 2k15, and I often mix between your and steven edits, but still...

          Comment

          • vtcrb
            Hall Of Fame
            • Nov 2006
            • 10294

            #80
            Re: WWE 2k16 Attributes Thread

            Originally posted by DatIsraeliGuy
            Maybe you should open a separate thread, as I don't think it's nice to promote yourself over others. I'm not trying to be rude, I liked your attribute changes on wwe 2k15, and I often mix between your and steven edits, but still...
            Not a problem. Sorry to derail the thread.
            NBA 2k18 Roster:
            http://forums.operationsports.com/vt...okies-xboxone/




            Twitter: @VTCRBTEC

            Youtube Channel:https://www.youtube.com/channel/UCKL...1uva35l4zFEofg

            Roster Editing for Over a Decade

            Comment

            • Steven547
              MVP
              • May 2004
              • 3797

              #81
              Re: WWE 2k16 Attributes Thread

              Originally posted by DatIsraeliGuy
              Maybe you should open a separate thread, as I don't think it's nice to promote yourself over others. I'm not trying to be rude, I liked your attribute changes on wwe 2k15, and I often mix between your and steven edits, but still...
              I think a collaboration of re-rates is what we need here. No need to start another thread about the same thing.

              Comment

              • queenie.paula
                Pro
                • Sep 2013
                • 560

                #82
                Re: WWE 2k16 Attributes Thread

                Originally posted by Steven547
                You guessed it. Attributes thread! I noticed a few different attributes this year. Definitely going to test things out before tackling the attribute re-ratings. Post suggestions or attribute changes here!
                can you post on the first page your spreadsheet, I hate having to always search it, yea lazy, but would be very helpful for everyone, you can always edit the first page with any updates
                drugstore-onlinecatalog.com

                Comment

                • Steven547
                  MVP
                  • May 2004
                  • 3797

                  #83
                  Re: WWE 2k16 Attributes Thread

                  Soon as I'm done making initial changes, I'll post. Probably this weekend.

                  Comment

                  • Steven547
                    MVP
                    • May 2004
                    • 3797

                    #84
                    Re: WWE 2k16 Attributes Thread

                    Originally posted by voodoo_magic
                    Using last years attributes, Stevens sliders except upped finisher strength to 15. Looking at some of the new categories.
                    Played several matches with Bryan/Orton , Rose/Woods and Orton/Rose

                    Some numbers I tried and what I thought.

                    Chain wrestling speed. Using around 35 for low card and 45-50 for stars.
                    Feels like a good speed, could go lower.

                    Reversal offense. Using 20 for low card and 30-50 for stars. Feels like it's decent back and forth.

                    Springboard offense. Unsure what to use keeping it around 25 for most a little higher for guys that might fly around, haven't tested much.

                    Pin escape. I'm using 50 for low card. Had stars at 80. Feel like if it's too low the jobbers were losing on basic moves.

                    Reversals. The one that determines how many reversal bars guys get.
                    0-29=1bar , 30-59=2 bars , 60-79=3 bars 80-94=4 bars , 95+=5 bars
                    I'm leaning to 1 for jobbers, 2 for most and 3 for stars because it feels like with 4 or 5 with the way they refill your still able to use reversals at will.
                    Any update on these? I might use these as a basis for the re-rates....
                    Last edited by Steven547; 11-06-2015, 01:39 PM.

                    Comment

                    • DC
                      Hall Of Fame
                      • Oct 2002
                      • 17996

                      #85
                      Re: WWE 2k16 Attributes Thread

                      I really believe out of the box, WWE 2K series has the worst ratings in episodic sports video game history
                      Concrete evidence/videos please

                      Comment

                      • Steven547
                        MVP
                        • May 2004
                        • 3797

                        #86
                        Re: WWE 2k16 Attributes Thread

                        The first page of this thread has been updated with the re-rates.

                        Enjoy.

                        UPDATE:

                        I can't figure out the reversals. I had a CPU vs CPU match (Brock vs Ryder). And Ryder kept reversing and almost dominating the match. Brock won both matches, but still. Makes no sense to me with the low ratings Ryder has.
                        Last edited by Steven547; 11-06-2015, 09:37 PM.

                        Comment

                        • voodoo_magic
                          On the 15 day DL-blister
                          • Mar 2005
                          • 726

                          #87
                          Re: WWE 2k16 Attributes Thread

                          Originally posted by Steven547
                          Any update on these? I might use these as a basis for the re-rates....
                          Chain wrestling still using 50 for superstars and 30 for jobbers. Feels good.

                          Reversal offense still using 40 for superstars and 20 for jobbers. Feels good too.

                          Springboard offense, I have decided to use the defaults they seem close.

                          Pin escape I've reduced lots now. After reading what some others were thinking it seems to be too easy to kick out. I have tried Superstars 15 and jobbers 1
                          At 1 cpu vs cpu jobber vs jobber there were still a couple kickouts until a finisher. Superstar at 15 same thing, they kicked out of some regular moves but a finisher put them away. Playing as the jobber even at 1 unless the cpu hits an impact move on you the bar is fairly big to kick out.

                          Reversals still using 75 for superstars 50 midcards and 25 for jobbers. I really like this as jobbers don't reverse everything because they only have 1 bar and gives them shorter bursts off offense.

                          I've upped everyones movement speed maxing out the quicker guys and upped the stamina recovery rate slider. I felt everyone moved to slow with way too much zombie walking. It's still too slow at times in my opinion but I can't make it any faster.

                          Appreciate your effort.
                          I know you are going to be better at seeing some things that need to be changed with your work on previous games. I'm mostly just playing now and not testing much. Nothing feels off but I'm open to changing things if someone has a good experience with some other setting.
                          Last edited by voodoo_magic; 11-07-2015, 01:34 AM. Reason: pin escape testing change

                          Comment

                          • Steven547
                            MVP
                            • May 2004
                            • 3797

                            #88
                            Re: WWE 2k16 Attributes Thread

                            Originally posted by voodoo_magic
                            Chain wrestling still using 50 for superstars and 30 for jobbers. Feels good.

                            Reversal offense still using 40 for superstars and 20 for jobbers. Feels good too.

                            Springboard offense, I have decided to use the defaults they seem close.

                            Pin escape I've reduced lots now. After reading what some others were thinking it seems to be too easy to kick out. I have tried Superstars 15 and jobbers 1
                            At 1 cpu vs cpu jobber vs jobber there were still a couple kickouts until a finisher. Superstar at 15 same thing, they kicked out of some regular moves but a finisher put them away. Playing as the jobber even at 1 unless the cpu hits an impact move on you the bar is fairly big to kick out.

                            Reversals still using 75 for superstars 50 midcards and 25 for jobbers. I really like this as jobbers don't reverse everything because they only have 1 bar and gives them shorter bursts off offense.

                            I've upped everyones movement speed maxing out the quicker guys and upped the stamina recovery rate slider. I felt everyone moved to slow with way too much zombie walking. It's still too slow at times in my opinion but I can't make it any faster.

                            Appreciate your effort.
                            I know you are going to be better at seeing some things that need to be changed with your work on previous games. I'm mostly just playing now and not testing much. Nothing feels off but I'm open to changing things if someone has a good experience with some other setting.
                            Let me know if you find anything on the reversals or kick outs. With Ryder so low in ratings, it felt like the reversal attribute didn't matter. If you find any way to reduce the reversals and kick outs by the jobbers, let me know!

                            UPDATE:

                            So if anyone wants to help test, please test the reversal ability of the CPU and the pin escape. What I'm hearing on the 2k forums is that pin escape does not affect the CPU.

                            It looks like I might be reducing the strike and grapple speeds of the mid and lower card guys. I think that is what creates the feeling of them dominating a superstar. I watched Neville vs Brock and Neville was striking pretty fast...almost unrealistically. I think by lowering these, will help create more "real" looking matches.
                            Last edited by Steven547; 11-07-2015, 09:08 PM.

                            Comment

                            • Steven547
                              MVP
                              • May 2004
                              • 3797

                              #89
                              Re: WWE 2k16 Attributes Thread

                              Been playing around with the Strike and Grapple speeds. What are everyone's thoughts on those? I created two superstars as my test guys. Both had 1 for each attribute except for strike speed.

                              Wrestler 1 had strike speed of 1.....Wrestler 2 strike speed of 50. Had a 2player match so I can test it. My thoughts:

                              Wrestler 1:
                              The striking speed did not feel very different for Wrestler 1. One thing I noticed was there was more of a pause after the initial flurry combo. Seconds wise...probably 1....2....3.

                              Wrestler 2:
                              Striking speed, again, felt the same. However, the "pause" was a bit faster. More of a 1..2..3.

                              Weird part, is that the strike speed at 50 felt more "realistic". With it at 70+, wrestlers seem to strike extremely fast. This strike speed could be why it feels like "Jobbers" still get punches in with the "main eventers".

                              I might lower everyone's strike speed, or maybe just jobbers and mid carders. But not too much to lose realism.

                              Thoughts?
                              Last edited by Steven547; 11-08-2015, 05:32 PM.

                              Comment

                              • MLB Bob
                                MVP
                                • Jan 2011
                                • 1008

                                #90
                                Re: WWE 2k16 Attributes Thread

                                Im back to testing grapple offense. My set up is having one wrestler tested from 100 offense down to 1 and the other having the durability rates from 100 to 1. This test is to see how many moves at each interval drains a players life bar. so for instance wrestler one starts at 100 offense then 95, 90 etc. The other starts at 100, 95, 90 ect. Right now I have 100, 95 offense completed on durability 100/95,90,80,70,60,50,40-1. I have a chart Im filling in.

                                Comment

                                Working...