Tendency edits that are game changers for realism?

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  • vannwolfhawk
    MVP
    • Jun 2009
    • 3412

    #1

    Tendency edits that are game changers for realism?

    Roster UPDATED: May 30th Under 2019 Season Complete

    Playoff Roster UPDATED: May 14th Under PLAYOFF READY - Update #141

    How do I do the defensive help sliders for the cpu?

    I just did a quick video for everyone after realizing a lot of people might not use this method. You can do the same thing in my league. I have a base playoff set up with every teams adjustments done so I can just hop in anytime. If your doing a quick game it's super easy and fast in setting a game up. It takes a couple minutes as you can see. I could go way deeper with it but wanted to make it quick... Lastly, once you setup your playoff settings make sure you save it to quickly upload it next time... Hope this helps...



    Here are the updated Sliders for USER VS CPU that I am using with this roster and after all the speed and defensive edits... You will look at some of this as odd but try it. I think it's balanced where you can drive and attack but defensive teams and players stick out. You will see charges, blocking calls, 3 point shot contests and players biting on the pump fake, steals, loose balls, tipped balls, guys diving for loose balls, realistic basketball... This is specific for this roster. I had to tone for CPU players in foul trouble and not being subbed out. You will get calls on drives but also a lot of no calls if it's a bad shot. Players will be swiping on drives as well... Big's will contest as will wings who should. You need to play a smart game... Use PG post up when setting up a play on perimeter. I wanted more freedom of movement on perimeter but inside or on lay-in's it's 50/50 of contact or not. Faster players can take slower players off the dribble as they should but again defensive stoppers and players will stick out. Try playing Pelicans for a taste of it compared to another team. Driving on Covington as opposed to JJ Reddick you will see the difference... Don't spam turbo vs good defenders and try and ride animations out as you will see some charges. It's balanced for getting to the cup and good defense. Just because you can get to the cup doesn't mean an auto bucket either as it's a crap shoot on fouls being called as well as great help defense and contests. I also, really focused on player movement and lateral quickness to eliminate sliding hence the 0 for user in lateral quickness. Eccentric has some great posts on this in slider section. I still wanted some explosiveness and speed off ball with plays and player movement too... I really focused on player movement and lateral quickness to eliminate sliding hence the 0 for user in lateral quickness. Lastly, the shot contests and all the defensive fouls, blocks, and contests have been re scaled. I tested a few things and went 100 for shot contest tendency and block tendency and simmer a few games. The sim stats took down block leaders to realistic numbers but my point in bringing this up is that with them all at 100 (everyone contests almost all shots in NBA including small guards) it was great to play against. I'm still debating putting guards at low scale of 75-80 for this factor alone... It won't effect as much as you think due to their shot blocking and contest attributes. Plus foul calls in a game and balance there was a challenge with it. But it's something to toy with... Let me know how it go's...

    These are up on XBOX 1 under HOF 4 Edited Roster - May 30th Set


    SLIDERS USER VS CPU

    Spoiler



    Here is the list for defensive game planning (I'm still working on it and adding to it but it's a start). Used Sim world as a solid base and added and changed a few things from there... Hopefully this works for you guys as I just wanted to get it out there, but hopefully you can see it??? Might have to zoom in a little... LOL!

    Defense Gameplan 2K18 Sheet1.pdf

    Somehow this thread turned into a roster project for myself that I am sharing with the community. My only concern and goal was gameplay 1st and not sim stats so keep that in mind. I just updated and re-uploaded the roster for all of those that are interested in it and I had a lot of changes in this one. Everything that has been discussed in this thread and more.


    xbox 1 - Vannwolfhawk206

    Roster Name: Playbooks Done & Edits WIP - Latest File - Update 63

    Roster Name: Playoff Ready - Latest File - UPDATED: April 14th


    Sliders I Use: HOF USER vs CPU (I Use Speed 51) - Latest File - Update May 6th
    Spoiler

    Sliders I Use for CPU vs CPU games: HOF CPU VS CPU - Latest File - Update 23

    Spoiler



    ALL Teams Completed

    Note: Every team and player has been scaled in every Tendency. The only thing I need to do is small tweaks and testing where I will need to adjust the contested mid and 3 pt jumpers depending on what I'm seeing with box scores and if guys are pulling up shots they should or shouldn't... I will look through and fine comb some things but it's pretty close to ready for me for my league... Very little attributes were touched at all minus a few things for players who needed a boost. Only real attributes that were touched were some shot IQ (for a few select guys), Draw Fouls (Sonic's), Pass Accuracy, Pass Vision, Pass IQ, Pass Perception (Sonic's), Block & Shot contest (Sonic's)... Everything else was all tendencies for gameplay... I still need to tweak play types a bit and some playbooks as well... Free Agents have not been done. If players get added to a team (I play with real life trades 30 team control) then I will just edit the player then. I'm just ready to play and should have all the minor tweaks done by this weekend or the next week.


    Here is a list of everything that has been done so far...

    Spoiler


    __________________________________________________ ___________________________________

    Original Post


    Post Moves - Fade Right / Fade Left

    I posted about this years ago and it hasn't changed. It has always bugged me. I'm curious if you roster makers edit this? But the Post fade right and left ratings are backwards. When attempting a fadeaway, players 90% of the time fade to their shooting hand shoulder. So, if I'm right handed I tend to go fade away to my right shoulder as it's a more natural move footwork wise. Fading away to my left is not only awkward but very hard to create space to get a good shot off. 2K has this backwards. They have the opposite shoulder with a higher tendency. I saw a lot of the same thing with hook shots as well. It just looks bad in game and so much better when changed to the correct way.

    Shot fakes and jab steps are too low imo. Almost every time a player catches a pass in real life the 1st thing they do is shot fake before driving. In 2k you don't see it as much.

    Dribble moves on a drive or off a PNR ruin immersion for me when they start all this and 1 garbage on a drive. Outside of a size up before making your move I don't like seeing anything but a basic crossover on drives unless using a stepback jumper or a euro step in finishing. When talking about euro steps classic team players should all have 0 in this move. All this just translates into realism and makes the CPU play & game play look so much better imo..

    I know all you guys have your plethora of edits you do to make the game and players come to life, but what universal edits bug you the most and what do you think is a must have edit outside of players playing like themselves for realism?
    Last edited by vannwolfhawk; 06-06-2018, 01:00 PM.
    Basketball Playbooks
    http://www.nextplayhoops.com
  • SonicMage
    NBA Ratings Wizard
    • Oct 2002
    • 3544

    #2
    Re: Tendency edits that are game changers for realism?

    Originally posted by vannwolfhawk
    I posted about this years ago and it hasn't changed. It has always bugged me. I'm curious if you roster makers edit this? But the Post fade right and left ratings are backwards. When attempting a fadeaway, players 90% of the time fade to their shooting hand shoulder. So, if I'm right handed I tend to go fade away to my right shoulder as it's a more natural move footwork wise. Fading away to my left is not only awkward but very hard to create space to get a good shot off. 2K has this backwards. They have the opposite shoulder with a higher tendency. I saw a lot of the same thing with hook shots as well. It just looks bad in game and so much better when changed to the correct way.
    First of all, you're not completely correct. There are a few players known for having killer post fadeaways off their non-shooting shoulders and use them quite frequently, such as Melo, Dirk, and Z-Bo. I'm pretty sure Wiggins does, too.

    But I want to ask you, are you 100% positive that the "Left" and "Right" in those tendencies stand for Left and Right turning shoulder, as opposed to Left and Right block, where they are shooting the shot? The latter definition would be more consistent with every other tendency where they have a Left vs. Right as two separate tendencies. Just checking to make sure you've tested it.
    NBA 2K18 ratings for several seasons generated from advanced analytics using the SportsCrunch system:

    Sonicmage NBA 2K18 Ratings 2017-18 season
    Link to Ratings 1996-2017
    Link to Ratings 1973-1996
    Link to Ratings All-time

    Discussion found here

    Comment

    • vannwolfhawk
      MVP
      • Jun 2009
      • 3412

      #3
      Re: Tendency edits that are game changers for realism?

      Originally posted by SonicMage
      First of all, you're not completely correct. There are a few players known for having killer post fadeaways off their non-shooting shoulders and use them quite frequently, such as Melo, Dirk, and Z-Bo. I'm pretty sure Wiggins does, too.

      But I want to ask you, are you 100% positive that the "Left" and "Right" in those tendencies stand for Left and Right turning shoulder, as opposed to Left and Right block, where they are shooting the shot? The latter definition would be more consistent with every other tendency where they have a Left vs. Right as two separate tendencies. Just checking to make sure you've tested it.
      I'm not saying people don't use them. But %'s no. I tested with putting Left at 0 and right at 100 (For Right handed shooter) and yes it worked as intended. I'd have to see Dirk & Z-Bo using these moves going to the opposite shoulder. Have any video proof? I'm not talking face up's...

      Here is Dirk Fadeaway's going to Right Shoulder... https://www.youtube.com/watch?v=tXauvL75rdY

      Z-Bo Going to his left...


      And I'm talking post MOVES tendencies...
      Last edited by vannwolfhawk; 10-05-2017, 01:34 AM.
      Basketball Playbooks
      http://www.nextplayhoops.com

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      • vannwolfhawk
        MVP
        • Jun 2009
        • 3412

        #4
        Re: Tendency edits that are game changers for realism?

        Here is more of a sample size with Randolph...

        Basketball Playbooks
        http://www.nextplayhoops.com

        Comment

        • Smirkin Dirk
          All Star
          • Oct 2008
          • 5174

          #5
          Re: Tendency edits that are game changers for realism?

          As a general rule I drop down shooting off dribble and mid/3 pt shooting/fadeaways for bigs that shouldnt do it. Ever. I hate seeing Dwight pulling from 12 feet.

          Westbrook and LBJ's spot up shooting is too high and Im going to drop them way down.

          Also, players don't dunk enough. I don't want everyone looking like prime VC, but Deandre Jordan should be dunking when he catches passes unguarded underneath. Ive got the CPU dunk tendency at 100 and that has solved it. Although I will probably drop it back it to 80.

          Also Im seeing too many players do powerful dunks off 2 feet, so Ill be in people's dunk packages a lot more this year.
          2022 'Plug and play' sim roster (XBX)

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          • SonicMage
            NBA Ratings Wizard
            • Oct 2002
            • 3544

            #6
            Re: Tendency edits that are game changers for realism?

            Originally posted by vannwolfhawk
            I'm not saying people don't use them. But %'s no. I tested with putting Left at 0 and right at 100 (For Right handed shooter) and yes it worked as intended. I'd have to see Dirk & Z-Bo using these moves going to the opposite shoulder. Have any video proof? I'm not talking face up's...

            Here is Dirk Fadeaway's going to Right Shoulder... https://www.youtube.com/watch?v=tXauvL75rdY

            Z-Bo Going to his left...


            And I'm talking post MOVES tendencies...
            We have the stats for post moves for the past 12 years, courtesy of Synergy...

            In 2016-17, Carmelo shot:

            76 left shoulder fadeaways
            21 right shoulder fadeaways

            Aldridge shot:

            27 left shoulder fadeaways
            105 right shoulder fadeaways

            Dirk shot:

            16 left shoulder fadeaways
            68 right shoulder fadeaways

            Wiggins shot:

            44 left shoulder fadeaways
            50 right shoulder fadeaways

            And for good measure, Kobe in 2008-09 shot:

            82 left shoulder fadeaways
            62 right shoulder fadeaways

            As you know, all these guys are right-handed. So obviously different players favor different shoulders for fadeaways, and it's not a given for any particular player.

            Now, I can show you videos on all of these if you want, Synergy provides links to the video clips in sequence for any of these stats, just like NBA.com does. Unless you have a subscription, I'll have to dig them up on NBA.com.
            NBA 2K18 ratings for several seasons generated from advanced analytics using the SportsCrunch system:

            Sonicmage NBA 2K18 Ratings 2017-18 season
            Link to Ratings 1996-2017
            Link to Ratings 1973-1996
            Link to Ratings All-time

            Discussion found here

            Comment

            • vannwolfhawk
              MVP
              • Jun 2009
              • 3412

              #7
              Re: Tendency edits that are game changers for realism?

              Originally posted by SonicMage
              We have the stats for post moves for the past 12 years, courtesy of Synergy...

              In 2016-17, Carmelo shot:

              76 left shoulder fadeaway
              21 right shoulder fadeaways

              Aldridge shot:

              27 left shoulder fadeaways
              105 right shoulder fadeaways

              Dirk shot:

              16 left shoulder fadeaways
              68 right shoulder fadeaways

              Wiggins shot:

              44 left shoulder fadeaways
              50 right shoulder fadeaways

              And for good measure, Kobe in 2008-09 shot:

              82 left shoulder fadeaways
              62 right shoulder fadeaways

              As you know, all these guys are right-handed. So obviously different players favor different shoulders for fadeaways, and it's not a given for any particular player.

              Now, I can show you videos on all of these if you want, Synergy provides links to the video clips in sequence for any of these stats, just like NBA.com does. Unless you have a subscription, I'll have to dig them up on NBA.com.
              Yes of course, I have synergy access too. Obviously different players use them and at best sparingly, but the majority no and I'm pretty sure those stats will back me up. It's a difficult move. Guys like Melo, Kobe, & Wiggins automatically stand out when I think about going to the opposite shoulder. I'd be more interested in your average Joe with average athleticism. It was a move they perfected and worked on, but they are not your normal players either. I think those are extreme examples. It's the same thing with right hook vs left hook as well.
              Basketball Playbooks
              http://www.nextplayhoops.com

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              • vannwolfhawk
                MVP
                • Jun 2009
                • 3412

                #8
                Re: Tendency edits that are game changers for realism?

                In all fairness I just went in and looked at the current player ratings. I had not really looked to in depth as I was enamored with playbooks. When I looked at the ratings in depth it was with the classic teams and if you look at those they were horrible. But looking at the current rosters they have them rated in the right direction. Might just be a tad high to the opposite side for my liking. To me its also the shot animation each bring out. Going off the right shoulder looks way better imo... When guys like Kobe did it they would still create space by jumping back. But to each their own...
                Basketball Playbooks
                http://www.nextplayhoops.com

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                • vannwolfhawk
                  MVP
                  • Jun 2009
                  • 3412

                  #9
                  Re: Tendency edits that are game changers for realism?

                  Everybody keeping it close to the vest and everyone has the secret sauce huh, but no one wants to share it... LOL & SMH!
                  Basketball Playbooks
                  http://www.nextplayhoops.com

                  Comment

                  • Smirkin Dirk
                    All Star
                    • Oct 2008
                    • 5174

                    #10
                    Re: Tendency edits that are game changers for realism?

                    Here's something Ive just noticed. I like editing to create seperation between players. Basically good players feel good, great feel great, bad feel bad.

                    I dropped some of the defensive ratings of the Mavs guards (on ball, PNR IQ, def. con). What I can confirm is that this talks to the iso tendencies of the AI. I was just playing against Kemba who has a high iso rating against poor defenders. And he went iso 5 times in the first quarter. This is a cool tendency, but was overdone.

                    So Im going to either raise my guards def attributes back to default or reduce stars iso tendencies.
                    2022 'Plug and play' sim roster (XBX)

                    Comment

                    • reeboyfresh23
                      Rookie
                      • Oct 2013
                      • 31

                      #11
                      Re: Tendency edits that are game changers for realism?

                      Post tendency for players are not working in a few categories. Aggressive back down creates post drives even
                      If you lower post drive to zero. Regular back down doesn't work at all. The player will just keep going into post up then out of post up over and over again. Kills any fun playing with classic teams with back to the basket players.

                      Comment

                      • vtcrb
                        Hall Of Fame
                        • Nov 2006
                        • 10293

                        #12
                        Re: Tendency edits that are game changers for realism?

                        Originally posted by vannwolfhawk
                        Everybody keeping it close to the vest and everyone has the secret sauce huh, but no one wants to share it... LOL & SMH!
                        Shooting tendencies
                        Drive the lane
                        Attack
                        Dish to open man
                        NBA 2k18 Roster:
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                        Roster Editing for Over a Decade

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                        • vannwolfhawk
                          MVP
                          • Jun 2009
                          • 3412

                          #13
                          Re: Tendency edits that are game changers for realism?

                          Originally posted by vtcrb
                          Shooting tendencies
                          Drive the lane
                          Attack
                          Dish to open man
                          I agree, but I'm looking for specific reasoning although kind of obvious with those. Id add to that dish to open man though as it's crucial in PNR scenarios and too low IMO with some PG's who don't make the read and especially with a few of the plays I added for each team that require a PG to drive hard then kick back to the fill man/shooter. The top PG's with higher passer ratings will make the pass where a lot won't. This is the NBA and most guys can run a play knowing the options in it. It also effects players making the skip pass, PNPop pass, and hammer passes. Going back to the PNR and attacking that you mentioned this also ties into the annoying and 1 dribble moves coming off PNR's. It gets too wonky at times. The other thing that seems tricky with balance is play discipline. If a guy is wide open in a play I want certain players shooting those shots instead of always running through the play. But I don't want that all the time and with certain guys so again balance with shot contest and open has to tie in I'm assuming? I'm curious where that happy medium is there...

                          I know a lot of you guys who have been studying and testing this game for years usually have your formulas and set numbers locked in with scales. I wouldn't even know where to begin. All I do is test and go off of feel tip I get a team right. I will say this though, I have always loved and used DC's old dribbling edits scale he did years ago of moves being 0-5-10-15-20-25, etc. Always got good great results with those edits.

                          On a side note I got a question, can someone go into detail on the coaching sliders specifically the Guards-Forwards & Inside-Outside? I am not sure which way to go? Just when I think I get it I'll look at a few teams and go that can't be right! Then I don't understand it... LOL! Is it for subs? Play calls favored towards players?
                          Basketball Playbooks
                          http://www.nextplayhoops.com

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                          • J9mils
                            Rookie
                            • Nov 2017
                            • 42

                            #14
                            Re: Tendency edits that are game changers for realism?

                            Originally posted by vannwolfhawk
                            I agree, but I'm looking for specific reasoning although kind of obvious with those. Id add to that dish to open man though as it's crucial in PNR scenarios and too low IMO with some PG's who don't make the read and especially with a few of the plays I added for each team that require a PG to drive hard then kick back to the fill man/shooter. The top PG's with higher passer ratings will make the pass where a lot won't. This is the NBA and most guys can run a play knowing the options in it. It also effects players making the skip pass, PNPop pass, and hammer passes. Going back to the PNR and attacking that you mentioned this also ties into the annoying and 1 dribble moves coming off PNR's. It gets too wonky at times. The other thing that seems tricky with balance is play discipline. If a guy is wide open in a play I want certain players shooting those shots instead of always running through the play. But I don't want that all the time and with certain guys so again balance with shot contest and open has to tie in I'm assuming? I'm curious where that happy medium is there...

                            I know a lot of you guys who have been studying and testing this game for years usually have your formulas and set numbers locked in with scales. I wouldn't even know where to begin. All I do is test and go off of feel tip I get a team right. I will say this though, I have always loved and used DC's old dribbling edits scale he did years ago of moves being 0-5-10-15-20-25, etc. Always got good great results with those edits.

                            On a side note I got a question, can someone go into detail on the coaching sliders specifically the Guards-Forwards & Inside-Outside? I am not sure which way to go? Just when I think I get it I'll look at a few teams and go that can't be right! Then I don't understand it... LOL! Is it for subs? Play calls favored towards players?
                            First off I wanted to tell you how great your playbook edits are. This is a thread that should be kept alive and active. With your playbooks and some tweaks to tendencies I am seeing a huge difference in gameplay. Overall pace and flow is amazing. Couple things Ive found to add to the thread which Have seen are game changers.

                            No dribble moves tendency and no set up dribble. dropped to 0 for everyone- might think this is abad thing and now the cpu will be break out the and 1 mixtape right? Actually no. Thing is most players who don't dribble have 0s across the board anyway and most players have low numbers in dribble categories anyway. What is does though is unhinge the cpu and allow them more ways to create space in a given opportunity. Even a guy like kyrie who i bumped up a little in each and who problem has the highest dribble tendency in the game doesnt go crazy. Yes once in a while he'll try and do a lil too much and turn it over but thats realistic and it doesn't happen as much as you would teveryonest times he does on or two moves combined with a setup to get to paint or create space just like The real kyrie but the n you'll also from time to time get one of those spectacular crossover drives kyrie is know for and boy does it like pretty.( Crossover left to right then go behind the back into a spin lay up AND get the foul. Just beautiful.) Also seeing more variety in the pick in rolls with guys, step backs, splitting, overall just better movements and quicker decisions where its not so vanilla and easy to guard like before.

                            Also drpped play discipline to 40 for everyone and gonna be dropping the take contested mid/3 to 50-75. It just doesn't translate well. 2k overdid it with such high numbers. Steph just chucks up shoots and just makes most players and teams waaay to easy to defend. And I know Steph chucks it up in teal life but a team like GS is also known to make the extra pass, got tired of seeing steph catch and chuck heavily defened when a open KD is literally 10 feet from the side of him wide open in the corner. Also stops the stupid drive and pull up mid range heavily contested when the drive is open or lightly to moderately protected from happening so much.

                            And of course the things like open man tendency, finish hard on drive and drive tendency. Have you found a good balance for these 3 for most players? Combined with the others like off screen drive, spot up etc etc.

                            My main goal is to make the cpu less predictable and harder to defend. I want to be punish for my mistakes not bailed out. So far I feel like im getting close to perfect with your playbooks and tweaks. But still couple things like take 6ft jumpetrs and im still getting the drive and pause stationary dribble while surrounded things sometimes. Again thanks for your work on the plays and whatever you can share is appreciated.

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                            • talucchesi
                              Pro
                              • Nov 2012
                              • 509

                              #15
                              Re: Tendency edits that are game changers for realism?

                              Van, are you gonna post your tendency edits somewhere? (spreadsheet, blog, etc). I',m using ciaco's rosters and I'm not sure he'll update his all in one roster with your tendency changes so I was just gonna do them mentally. I hate seeing players hold the ball doing nothing at the top of the key
                              Forca Barca!

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                              NBA 2k21 Realistic Pace, Fouls, TO's My League Slider/Roster Set (Next-Gen)

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