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NBA 2K16: Ratings/Tendencies Discoveries Thread

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Old 10-08-2015, 08:38 AM   #65
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Re: NBA 2K16: Ratings/Tendencies Discoveries Thread

Quote:
Originally Posted by BluFu
I'll do some testing later tonight. I think you'd see better results by adding some teams with average tempo & get to basket/feed the post.
Maybe, but I like the gameplay mix at the moment and dont want ti endanger that for a sim stat.
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Old 10-08-2015, 11:16 AM   #66
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Re: NBA 2K16: Ratings/Tendencies Discoveries Thread

Quote:
Originally Posted by miller31time
As a big-time sim player, a hearty THANK YOU to you guys for this thread. The advice has been sound (assist numbers were driving me insane before I came here).

One question for the forum - how do I get more realistic minutes per game for certain players? I mean, I know fatigue and fouls play a part but that's only one aspect.

Take Wall and Beal, for example. I have their endurance almost all the way up, foul tendency almost all the way down and their minutes distribution at about 38 each (I know that's high but I increased it to see if I could get their simmed mpg to where I want it - 36 for Wall, 34 for Beal). Neither player has a backup who is eating big-time into their PT.

Can't seem to get Wall any higher than 32mpg. Beal maxes out around 30-31.

Please help!
Yea i see the same thing too. It messes up his assist stats as well because hes average around 4 less minutes per game.

I will test it with what BluFu said in regard to the bench sliders. Making them low to see if they get more minutes.

In relation to assist, does anyone know what to do to get someone to average 11plus assist per game? Last year i could because all i had to do was lower touches and incease passer ratings but it doesnt seem like thats the case this year. From what ive seen.

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Old 10-08-2015, 09:18 PM   #67
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Re: NBA 2K16: Ratings/Tendencies Discoveries Thread

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Originally Posted by Hot Kidd
Maybe the bench use coaching slider?
That worked perfectly. Thank you!

I adjusted (A) how many players-deep the bench goes, then (B) adjusted the "performance" setting (can't remember exactly what the setting is called at the moment).

Worked wonders. Just be careful not to over-do it because the first time I tried this, Wall and Beal averaged almost 40 minutes each.

My only gripe I have left is how to get Demarcus Cousins to put up more points per game. I can get his minutes where I need them and his rebounding and passing numbers are both on-point. But no matter how I adjust his teammates' tendencies, I can't seem to get him to average 24+ppg. He's usually around 20-21.
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Old 10-08-2015, 09:24 PM   #68
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Re: NBA 2K16: Ratings/Tendencies Discoveries Thread

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Originally Posted by Sonicmage
Neither one, although your first choice is the closest one. It's definitely the proportion of shots a player takes from that range at different angles, if you sim through a season and compare a player's tendencies to the shot chart, that confirms it. But it's not over some fixed common denominator like 20. For instance, I saw one player with Close Shot of 5/3/5. That means 5/13 of their shots from that distance are from the left, 5/13 from the right, and 3/13 from the center. I don't know if the strength of the number means anything though, as I saw one player with 6/4/0 when they could've just as easily put 3/2/0 to get the same proportion.
So what I've been doing is doing it out of 100 so basically 20/40/40 or somehting like that, what your saying is I could get the same results doing 2/4/4? Because that would be a godsend haha
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Old 10-08-2015, 09:24 PM   #69
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Re: NBA 2K16: Ratings/Tendencies Discoveries Thread

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Originally Posted by miller31time
My only gripe I have left is how to get Demarcus Cousins to put up more points per game. I can get his minutes where I need them and his rebounding and passing numbers are both on-point. But no matter how I adjust his teammates' tendencies, I can't seem to get him to average 24+ppg. He's usually around 20-21.
Lower every other player by 10-15 points in their shot tendency.

My question is, how do you guys get turnovers per game up for individual players?
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Old 10-08-2015, 09:37 PM   #70
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Re: NBA 2K16: Ratings/Tendencies Discoveries Thread

Quote:
Originally Posted by ElPanandero
So what I've been doing is doing it out of 100 so basically 20/40/40 or somehting like that, what your saying is I could get the same results doing 2/4/4? Because that would be a godsend haha
I can't say I'm 100% positive the results will be the same, but that's how the default rosters treat these tendencies, with low values.
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Old 10-14-2015, 03:45 AM   #71
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Re: NBA 2K16: Ratings/Tendencies Discoveries Thread

From Leftos in another thread.

"SimCast Live uses the gameplay engine, so any adjustments you make to the gameplay sliders affect SimCast Live as well. It's just a different way of seeing and experiencing the gameplay engine. Regular SimCast uses the simulator engine."

This is amazing! Why? Because SimCast Live can be SPED UP. To 6X in fact. This means you can simulate CPU-CPU matchups to test ratings/tendencies/sliders in almost one-sixth of the time. And guess what else? FULL replay support just like a normal game, even at the enhanced speed. The replays are a little jittery because of the enhanced speed but you can still easily tell what's going on.
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Old 10-14-2015, 09:26 PM   #72
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Re: NBA 2K16: Ratings/Tendencies Discoveries Thread

Posted earlier, in case anyone is having trouble with team stats.

Quote:
Originally Posted by BluFu
Here's what I did..

I went on bbref and used the top teams in pace to determine tempo. I gave 96+ teams "Shoot at Will". 95.9 to 93.8 (excluding ORL), I gave "Average Tempo". Every other team got "Patient Offense". So that's 4 Shoot at Wills, 12 Average Tempos, and 14 Patient Offenses. Here were the results:

(NOTE: I made some other POE adjustments.. I'll post them at a later time. And I did not include individual player stats because that requires individual tuning. This was a POE test.)

Spoiler


Overall, stats are solid once you adjust Tempos.. All that really needs tuning in the game engine are Points in the Paint and Rebounds. I think the game is generating too many mid range shots during simulation and isn't factoring in team rebounds either.
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