Attention to Detail Project 2k25 (PC/PS5/XBox)

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  • CelticLG
    MVP
    • Nov 2014
    • 1905

    #1

    Attention to Detail Project 2k25 (PC/PS5/XBox)


    cover credit DHC Graphics

    What's up 2K community? Once again our favorite time of the year is here, and after last year addition of crossplay 2K Share we'll welcome another great addition for the 7th year of the ATD Project: 2K25 will be next on PC, and our roster will be on PC too! We'll be able to cover the three main platforms (PS5, XBox Series S/X and PC) way faster then the previous years, with our usual attention to detail. Gameplay wise I'm very excited after seeing the steps the 2K25 made in the right direction in terms of fluidity and better animations, now it's our time to bring the most realistic experience possible. Thanks again for all the support during those years, and if you want to take a closer look at our project and its progress check our official discord server where I'm active the most, with the rest of our ATD Community.

    Like the past few years, if you want to support us and live the full ATD Experience I recommend checking our Patreon that will give you access to benefits like our most used features like the new MyNBA Random Event Generator, the MyNBA tracker, all of our spreedsheets with every edit, all of our formulas for tendencies, attributes and badges, my blog post about how to create a roster from scratch, historic players requests and more.

    Down below you'll find the release dates and progress from every console, and the usual list of everything we edit every year.

    PS5, XBox, PC Roster: ATD Official Open. Night (tag: leonardo.genta98) [scenario name: ATD Scenario Open. Night]

    Gameplay Sliders: (tag: leonardo.genta98)
    MyNBA Sliders: (tag: leonardo.genta98)

    1. Tendencies
    [1.1] Shot and touch tendencies updates based on player's impact and usage on offense
    [1.2] Re-balancing of all the shot zones (shot close left, shot three right-center, etc) using real-life shoot tracking
    [1.3] Shot under the basket/close/mid/3pt all corrected based on real life shot distribution (this implies less 4-feet jumpers and mid-range shots , excluding specialists, with more three pointers in order to replicate modern basketball)
    [1.4] Corrected off-screen, spot up and contested shots tendencies
    [1.5] Stepbacks shots (mid and 3pt) totally reworked for all the players in order to average their real life numbers of attempts
    [1.6] Pullups, floaters, spin jumpers and bank shots have been tracked and corrected based on attempts per-36 minutes by all the players
    [1.7] Eurostep, hopstep, spin laypus and stepthrough shots all updated based on players frequency to utilize those moves
    [1.8] The putback tendency is updated in order to favor specialists
    [1.9] Dunk tendencies (standing, driving and flashy) reworked
    [1.10] New alley-oop (pass and dunk) tendencies based on real-life stats
    [1.11] Triple threat jab, pump fake, and idle all globally scaled with less jabs and more fakes
    [1.12] New crash tendency formula based on height and weight
    [1.13] Size up, hesitation and no-setup move re-scaled (with the last one increased globally in order to have less standing dribbling doing nothing for 9-10 seconds)
    [1.14] Standing dribble and driving dribble tendencies reworked in order to have better game flow
    [1.15] Dish to the the open man tendency (and the other passing tendencies) re-scaled and globally increased in order to have more drive-and-kicks and extra-pass situations
    [1.16] "Spot Up vs Cut" tendency reworked, now players will behave correctly during transitions: shooters will stay behind the arc while bigs and elite athletes will attack the rim
    [1.17] "RollvsPop" tendency rescaled based on Pick&roll and pick&pop data from the past 2 years
    [1.18] Iso tendencies are now based on real-life isolation stats
    [1.19] All post up and post moves tendencies updated based on players frequency to use those moves
    [1.20] Hook and fade-away shots tracked, re-scaled and fixed, now they'll turn to the shoulder of the player, not the hand, when trying those moves
    [1.21] Charge, hard foul and shot contest tendencies updated and globally increased in order to have more of this situations while defending
    [1.22] Steal, foul, play-passing lanes and block tendencies re-scaled based on real-life stats
    [1.23] Play discipline tendency reworked based on the style of the players, star players will be more likely to try to found their shot if needed

    2. Attributes
    [2.1] Layup/Close/Mid/3pt attributes updated with new formulas based on shooting % and volume
    [2.2] Free Throw rating update for all the players based on their last two years
    [2.3] New formulas for Shot IQ (based of shot selection) and Offensive/Defensive consistency
    [2.4] Dunk attributes reworked
    [2.5] Driving layup, draw foul, post fade/hook updated based on real-life stats
    [2.6] Athletic attributes (speed, acceleration, vertical, lateral quickness) updated based on combine numbers and age + some corrections
    [2.7] Defensive attributes overhaul for all the player in order to fix good defensive players with bad defensive attributes and viceversa
    [2.8] Passing attributes reworked based on various advanced-passing data
    [2.9] Stamina updated for all the players based on age, height, weight and their position
    [2.10] New formula for the strenght attribute
    [2.11] Rebounds, steal, pass perception and block updated based on stats from the past season
    [2.12] Hustle, ball handling (expecially for bigs that can handle) and hands adjusted based on the style of the player

    3. Badges (NEW!)

    Total re-scaling of the new badge system based on testing in 5, 10 and 15 years simulations in order to have a steady number of badges during the years. Removed some of the OP badges that can ruin gameplay and/or sim stats. Personality badges updated for all the players in the league in order to replicate their real life character (personality badges can also unlock certain scenarios when using our MyNBA Event Generator)

    4. Updated playbooks for all 30 teams

    5. Correct play-types for all the players based on real-life play-type tracking data from last season using Synergy

    6. Realistic sig shots (credit to ZayTreece and the OS Sig Shots Community)

    7. Correct accessories and shoes (with frequencies!)

    8. Full G-League roster for all the teams (after the G-League draft). Credit to DerekCross & nynb1129

    9. Correct coaching profiles/sliders for all 30 teams in order to replicate their coaching style, tactics and rotations

    10. Point of emphasis edits for better team sim stats

    11. Up to date transactions for the opening night roster, and a separate file for the week to week updates

    12. Play for win/loyalty/financial security edits updated for all the players in order to replicate their personality and their contract requests

    13. Peak start/end edits updated for all the players based on their style of the playing and past data (pure shooters will last longer than athletic bigs for example), fixing the problem of some players regressing too soon or too late

    14. Potential corrections in order to have more stability and balance during MyNBA future seasons, reducing the huge number of 80+ OVR players inflation after just few years

    15. Correct positions (based on real-life data)

    16. Contract corrections (added team/player options where missing and corrected all the wrong values)

    17. Updated rotations for all 30 teams

    18. Play-initiator corrected all around the league

    19. Realistic sim stats (every year we put a ton of work on sim stats because I really think they're essential for a great sim experience, both players and teams sim stats will be as accurate as possible)

    20. Correct height and jersey numbers (all updated after the training camps)

    21. Updated face scans and new CAPS for the missing players

    22. Real staff free agency pool additions

    23. Correct durability values for every single body part of any single NBA player based on tracking injury data from the past 20 seasons (NEW!)

    24. Draft class compatibility thanks to various creators that will make specific draft class for the ATD roster (NEW!)

    25. Overseas/draft&stash/FA missing players addition in the FA pool (NEW!)

    26. Corrected draft picks and team mode (rebuilding/selling/buying/contending) for all 30 teams in our official scenario (NEW!)

    Last edited by CelticLG; 11-15-2024, 07:40 AM.
  • CelticLG
    MVP
    • Nov 2014
    • 1905

    #2
    Re: Attention to detail project 2k25 (PC/PS5/XBox)

    Reserved for future updates

    Comment

    • CelticLG
      MVP
      • Nov 2014
      • 1905

      #3
      Re: Attention to detail project 2k25 (PC/PS5/XBox)

      Starting today with the first edits, the initial focus will be on making the defense better, offense seems great this year (smarter, way more variety in moves) but defense needs some love, will post some clips soon

      Comment

      • vetmin
        Pro
        • Sep 2019
        • 955

        #4
        Re: Attention to detail project 2k25 (PC/PS5/XBox)

        Huge development: Roster cross-share apparently does work with PC! That means it'll be easier to cross-collaborate and that console users will be able to benefit from the quicker and deeper level of roster editing possible on PC.

        Comment

        • bushysowavvey
          Rookie
          • Sep 2015
          • 32

          #5
          Re: Attention to detail project 2k25 (PC/PS5/XBox)

          Originally posted by vetmin
          Huge development: Roster cross-share apparently does work with PC! That means it'll be easier to cross-collaborate and that console users will be able to benefit from the quicker and deeper level of roster editing possible on PC.

          Holy crap. Had no idea that was a thing.


          Sent from my iPhone using Tapatalk

          Comment

          • ffaacc03
            MVP
            • Oct 2008
            • 3482

            #6
            Re: Attention to detail project 2k25 (PC/PS5/XBox)

            Originally posted by vetmin
            Huge development: Roster cross-share apparently does work with PC! That means it'll be easier to cross-collaborate and that console users will be able to benefit from the quicker and deeper level of roster editing possible on PC.
            This would be great, it would accelerate the port of imputs a whole lot, plus the benefit of having access to hidden assets only available for PC editors. Hopefully console editors can teamup with pc users to do it. The imput part could be made in just a couple of days if I am not mistaken and most of the time would be left for the testing part (to seek an even better correlation of sim game engine effects and on court effects).


            I can stop sallivating on having in a single or multiple rosters: Celtic or Real2Kinsider or Tynole edits for current teams, coupled with MJWizards edits for Era teams, all in conjuction with the magic of PC editting/assets.

            Comment

            • VictorMG
              Pro
              • Jul 2021
              • 677

              #7
              Re: Attention to detail project 2k25 (PC/PS5/XBox)

              Originally posted by ffaacc03
              This would be great, it would accelerate the port of imputs a whole lot, plus the benefit of having access to hidden assets only available for PC editors. Hopefully console editors can teamup with pc users to do it. The imput part could be made in just a couple of days if I am not mistaken and most of the time would be left for the testing part (to seek an even better correlation of sim game engine effects and on court effects).


              I can stop sallivating on having in a single or multiple rosters: Celtic or Real2Kinsider or Tynole edits for current teams, coupled with MJWizards edits for Era teams, all in conjuction with the magic of PC editting/assets.
              What hidden assets do PC users have access to? I'm very intrigued.

              Comment

              • pst98
                Rookie
                • Oct 2015
                • 144

                #8
                Re: Attention to detail project 2k25 (PC/PS5/XBox)

                Originally posted by VictorMG
                What hidden assets do PC users have access to? I'm very intrigued.
                There are mods that enable all animations to be equipable to players without having to adjust heights. Uhh mods that get rid of the ugly landings after jumpshots

                Comment

                • vetmin
                  Pro
                  • Sep 2019
                  • 955

                  #9
                  Re: Attention to detail project 2k25 (PC/PS5/XBox)

                  Originally posted by VictorMG
                  What hidden assets do PC users have access to? I'm very intrigued.
                  pst98 is correct that those are some things we can do (or have done in the past) via mods and plugins, but don’t misunderstand; mods aren’t coming to console.

                  What I’m talking about is plain ol’ roster, Player DNA, etc. data. So, like, obviously when you’re creating a roster, playing MyNBA, creating a player, etc. the related data is recorded in a save file of some sort, right? If you change KD’s height to 7’0” in your MyNBA save, then the associated file with have in its player database that the player “Durant, Kevin” has a height value of “213cm”, whereas in the default roster’s player database “Durant, Kevin” will have a height value of “208cm” or whatever.

                  The difference between console and PC is that on console you can only edit data fields that 2K makes available to you through some in-game menu, whereas on PC—since the game is ultimately just a computer program—you can use a variety of other programs to see what’s going on under the hood, as well as directly reach in and manually change things, including roster data fields associated with each player, team, etc. that 2K does not provide a way to edit within the game (i.e., there are no menus that lead to a place to edit it). For instance, there is data in every roster tied to “Curry, Stephen” that says something like DraftYear=2009, DraftRound=1, DraftPick=7, but if you turn on the game and go into Edit Player -> Vitals, 2K has not included the option to edit those values. On PC, since literally everything is editable, we can edit those roster values, and since cross-share is capable of sharing roster data from PC, when console users download that data, they will have those edits too, even if they still don’t have a way of making those edits themselves.

                  For an idea of the things we can edit, see the 2K Tools screenshots here -> https://forums.nba-live.com/viewtopi...8f25b0d869dfc0

                  This is the one for 2K20, but the same sort of stuff is editable. And when I say hidden assets, I mean things that are in the game files but 2K hasn’t assigned the ID by default (for instance, Blake Griffin’s likeness is still in the game files as ID 1600, but no player has that ID assigned, so you don’t see his likeness anywhere in the factory-shipped game). By changing a player’s face ID to 1600 on PC, that likeness becomes visible to PC users, and by sharing that player data in a cross-shared roster or Player DNA, that Blake Griffin likeness becomes visible on console, too.
                  Last edited by vetmin; 09-08-2024, 11:36 PM.

                  Comment

                  • teknofilo
                    Rookie
                    • Dec 2013
                    • 427

                    #10
                    Re: Attention to detail project 2k25 (PC/PS5/XBox)

                    Sorry for the OT Celtic

                    Nobody cares about a US key of the standard version for Xbox? I purchased 2 by mistake in the pre-order phase from 2 different sites, one clearly I don't need. Anyone interested contact me.
                    Last edited by teknofilo; 09-09-2024, 01:59 AM.

                    Comment

                    • aussie_pride
                      Rookie
                      • Jun 2014
                      • 321

                      #11
                      Re: Attention to detail project 2k25 (PC/PS5/XBox)

                      Originally posted by vetmin
                      pst98 is correct that those are some things we can do (or have done in the past) via mods and plugins, but don’t misunderstand; mods aren’t coming to console.

                      What I’m talking about is plain ol’ roster, Player DNA, etc. data. So, like, obviously when you’re creating a roster, playing MyNBA, creating a player, etc. the related data is recorded in a save file of some sort, right? If you change KD’s height to 7’0” in your MyNBA save, then the associated file with have in its player database that the player “Durant, Kevin” has a height value of “213cm”, whereas in the default roster’s player database “Durant, Kevin” will have a height value of “208cm” or whatever.

                      The difference between console and PC is that on console you can only edit data fields that 2K makes available to you through some in-game menu, whereas on PC—since the game is ultimately just a computer program—you can use a variety of other programs to see what’s going on under the hood, as well as directly reach in and manually change things, including roster data fields associated with each player, team, etc. that 2K does not provide a way to edit within the game (i.e., there are no menus that lead to a place to edit it). For instance, there is data in every roster tied to “Curry, Stephen” that says something like DraftYear=2009, DraftRound=1, DraftPick=7, but if you turn on the game and go into Edit Player -> Vitals, 2K has not included the option to edit those values. On PC, since literally everything is editable, we can edit those roster values, and since cross-share is capable of sharing roster data from PC, when console users download that data, they will have those edits too, even if they still don’t have a way of making those edits themselves.

                      For an idea of the things we can edit, see the 2K Tools screenshots here -> https://forums.nba-live.com/viewtopi...8f25b0d869dfc0

                      This is the one for 2K20, but the same sort of stuff is editable. And when I say hidden assets, I mean things that are in the game files but 2K hasn’t assigned the ID by default (for instance, Blake Griffin’s likeness is still in the game files as ID 1600, but no player has that ID assigned, so you don’t see his likeness anywhere in the factory-shipped game). By changing a player’s face ID to 1600 on PC, that likeness becomes visible to PC users, and by sharing that player data in a cross-shared roster or Player DNA, that Blake Griffin likeness becomes visible on console, too.
                      Is it possible for PC users to share mods and edits with console? I didn't that it was?

                      Comment

                      • Xavkill
                        Just started!
                        • Sep 2024
                        • 1

                        #12
                        Re: Attention to detail project 2k25 (PC/PS5/XBox)

                        Has anyone already tried sharing a modded player or roster from PC to consoles?

                        Comment

                        • ffaacc03
                          MVP
                          • Oct 2008
                          • 3482

                          #13
                          Re: Attention to detail project 2k25 (PC/PS5/XBox)

                          Originally posted by aussie_pride
                          Is it possible for PC users to share mods and edits with console? I didn't that it was?
                          No mods, only roster related files, if existed within the confines of the game, so, no modded faces, but, player faces hidden.

                          Comment

                          • CelticLG
                            MVP
                            • Nov 2014
                            • 1905

                            #14
                            Re: Attention to detail project 2k25 (PC/PS5/XBox)

                            I often suggest to use costum roster or at least do some edits in the 2K one. This is probably one of the worst base roster we've ever had. I only started editing from today, but so many things are messed.

                            I chose to start with defensive attributes, take a look at some ratings:

                            Maxi Kleber 78 perimeter defense
                            Shai 88 (with J-Dub at 75)
                            PJ Tucker 80
                            Brandon Ingram 69
                            Sam Hauser 55
                            PJ Washington 55
                            Hachimura 54
                            Naji Marshall 58
                            Tobias Harris 58
                            39yo James Johnson, 38yo Garrett Tample have 75

                            Isaiah Hartenstein 43 interior defense
                            Steven Adams has 82
                            Taj Gibson, Tristan Thompson, Markieff Morris all in the 75-79 range while Porzingis has 78

                            A lot of work to do

                            Comment

                            • aussie_pride
                              Rookie
                              • Jun 2014
                              • 321

                              #15
                              Re: Attention to detail project 2k25 (PC/PS5/XBox)

                              Originally posted by ffaacc03
                              No mods, only roster related files, if existed within the confines of the game, so, no modded faces, but, player faces hidden.
                              Thanks for confirming. Are you able to modify other aspects of a roster, such as inputting career history information for created players?

                              Comment

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