I read that and I do appreciate the response but it doesn't answer the question. Why are these ratings being lowered this much? What is the justification for lowering arm strength from 80 to 10? Their has to be a reason for it. In other words when posting sliders for a sports game it's because it's been tested over and over again and an explanation can be given to why. What has the testing shown to be different when lowering these rating so much?
Hyperballer & DCAllAmerican WWE 2K18 Attribute Project
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Re: Hyperballer & DCAllAmerican WWE 2K18 Attribute Project
I read that and I do appreciate the response but it doesn't answer the question. Why are these ratings being lowered this much? What is the justification for lowering arm strength from 80 to 10? Their has to be a reason for it. In other words when posting sliders for a sports game it's because it's been tested over and over again and an explanation can be given to why. What has the testing shown to be different when lowering these rating so much? -
Re: Hyperballer & DCAllAmerican WWE 2K18 Attribute Project
Well there is an entire scale of mumbers that 2K refused to use and we just took advantage of what was there. 0-100. For Strikes being so low, we didn't want strikes to dominate our matches in terms of damage infliction, this isn't MMA.
Most damage should be coming from Grapples and Submissions, then followed by strikes. So that is why our Arm/Leg power ratings are so low.
Momentum: We kept this low to actually have a BUILD UP in our matches. We felt like finishers were achieved way too quickly as it stripped away that natural progression of a wrestling match that we prefer.. (Some others might not prefer that).Concrete evidence/videos pleaseComment
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Re: Hyperballer & DCAllAmerican WWE 2K18 Attribute Project
Ok thanks for that response, that makes more sense. So essentially your saying the arm power led to strikes taking off too much damage. Hmmm I'm going to have to test this and see how my matches are affected with a 60-70 arm and leg strength vs. where you guy's have it. Thanks for knowledge.Comment
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Re: Hyperballer & DCAllAmerican WWE 2K18 Attribute Project
Just a heads up. When editing attributes, it is best if you go in through the MOVESET EDIT screen as the scrolling is faster. So it will save you some time inputting the ratingsConcrete evidence/videos pleaseComment
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Re: Hyperballer & DCAllAmerican WWE 2K18 Attribute Project (Spreadsheet Posted)
Love these re rates!!
Hope you guys make a '15 Seth Rollins & hopefully Mitb/champion Ziggler
That would be clutch
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Re: Hyperballer & DCAllAmerican WWE 2K18 Attribute Project (Spreadsheet Posted)
What is the solution or go-to approach when a superstar has more skills to place than slots available. You can only put 10 but some characters have 11+ assigned to them.
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Re: Hyperballer & DCAllAmerican WWE 2K18 Attribute Project
Most damage should be coming from Grapples and Submissions, then followed by strikes. So that is why our Arm/Leg power ratings are so low.
Momentum: We kept this low to actually have a BUILD UP in our matches. We felt like finishers were achieved way too quickly as it stripped away that natural progression of a wrestling match that we prefer.. (Some others might not prefer that).Comment
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Re: Hyperballer & DCAllAmerican WWE 2K18 Attribute Project
One thing I did notice was some Head and Body durabilities need to go up / down on some wrestlers. Braun Strowman has a 70 something for Head and Body. He is more of a beast than that. But, I'll enter these and make adjustments as needed.Comment
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Re: Hyperballer & DCAllAmerican WWE 2K18 Attribute Project
Just had a 20+ min match with Chris Jericho vs Kurt Angle. It was an awesome back and forth.
As always, awesome work!Comment
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Re: Hyperballer & DCAllAmerican WWE 2K18 Attribute Project
We added the "Reversal Edits" tab to be a workaround for the fact that Weight Detection is broken in those situation. All of those Reversals are in the "Ground" section of the MoveSet edits. (In Game)
However, I am uploading MoveSets with those in place as well. So go to community creations and search under movesets, hashtag "HypeDC"Concrete evidence/videos pleaseComment
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Re: Hyperballer & DCAllAmerican WWE 2K18 Attribute Project (Spreadsheet Posted)
These are just suggestions. You can select whichever ones you feel are needed.Concrete evidence/videos pleaseComment
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Re: Hyperballer & DCAllAmerican WWE 2K18 Attribute Project
We didn't want this to be a strike festConcrete evidence/videos pleaseComment
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Re: Hyperballer & DCAllAmerican WWE 2K18 Attribute Project (Spreadsheet Posted)
Do you input these in the main menu or within the universe mode?
I found current edits are used when you make the universe, but once it's created it doesn't reflect any more changes you make in the main menu.
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Re: Hyperballer & DCAllAmerican WWE 2K18 Attribute Project
Depend on the wrestlers. My two were main eventers which have 25 momentum or 15 can’t remember. At normal rate, it takes a good while to build up finishers which are what it usually takes to end a match.
Plus, I always let the cpu get some offense in even if I have a reversal. I don’t try to reverse everything as soon as I have a reversal.Comment
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