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2k21 Quasi-Attention to Detail (current-gen / Switch)
This is a discussion on 2k21 Quasi-Attention to Detail (current-gen / Switch) within the NBA 2K Basketball Rosters forums.
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11-19-2020, 02:36 AM | #1 |
Pro
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2k21 Quasi-Attention to Detail (current-gen / Switch)
Available to those on the Nintendo Switch, this roster is a spin-off of CelticLG's amazing Attention to Detail roster (his UATD 2k20 numbers) and comes with compatible 2021 and 2022 draft classes (real-life prospects), with more to come. My Switch nickname is vetmin and the files are...
Roster:
Draft Classes:
*Jan. 17 UPDATE: I'm not a big fan of updating draft classes every time someone's stock rises or falls, but Brandon Boston has been so awful that there's even talk that he'd be better off staying in college another year, so I've moved him to 2022 (and moved Kai Jones to 2021 while I was at it). MyLeague Scenario (RECOMMENDED):
Note that I made some tweaks in the MyLeague scenario that will give you a better experience than if you loaded the roster into MyLeague manually, plus I fixed all the staff names, etc. If you plan on running a normal, 30-team MyLeague, it's highly recommended that you work from this MyLeague Scenario rather than the roster file. For a quick overview of the roster + draft classes + MyLeague Scenario...
...and the draft classes:
Regarding MyLeague sliders, I still need to tweak them, but Schnaidt's current-gen sliders are a great base. I've uploaded them as SimGmNtwk MyL Setup. If you want to run a few sims and tweak the Sim Slider section yourself, this thread is great for reference:*https://forums.operationsports.com/f...ts-strive.html As for gameplay sliders, what's good for the Attention to Detail roster ought to be good for this. Personally I use a tweaked version of Schnaidt's sliders. Happy to upload them if anyone is interested. For more details about some things... ATTRIBUTES:
Spoiler
Mostly default 2k numbers, with case-by-case edits where the numbers seemed off, systematic edits to Mid-Range and Intangibles, and a re-consideration of everyone's Potential, since the lack of badges in this roster results in a different OVR scale.
For Mid-Range, one thing I've noticed is that by default, there are many players who have significantly higher 3pt ratings than their Mid-Range ratings. This may be based on real-life shooting %s, but it doesn't ring true to me, since shooting ability is usually pretty scaleable. Given the devaluation of the mid-range shot these days, maybe they're being shot more out of desperation / late in the clock, leading to lower %s...? I dunno, but Mid 67 // 3pt 80 is just bizarre, so I've boosted weirdly low Mids like this so that they're within 3 of the player's 3pt rating (so a Mid 67 // 3pt 80 player has his Mid boosted up to 77). The converse, where someone has a decent Mid but low 3pt rating, has not been adjusted, as there are players whose range does suddenly get awful from deep. For Intangibles, I agree with most people that Intangibles is a simple OVR adjuster, not a 'real' Attribute. My inclination is to set everyone's Intangibles at 75, but since OVR is 'biased' based on position, I use the following positional scale to even things out a bit:
The resultant OVR is what I consider the player's 'real' OVR. In an actual 30-team-control MyLeague I adjust these numbers freely in order to better control minutes distribution in sim games, but for contract / trade / valuation purposes I use the scale above. TENDENCIES:
Spoiler
Pass Interception, Steal, Blocking, and Shot Contest are edited to be identical for all players based on position (credit to RyanFitzmagic for these positional scales):
Pass Interception & Steal
Blocking & Shot Contest
Exception: For players who have Post or Perimeter Defense as one of their strengths, Shot Contest is set to 99. My feeling with these defensive Tendencies is that in the NBA, by and large, guys are trying to defend, they just have varying levels of ability. Clint Capela, for instance, makes a decision not to shoot 3s (thus 3pt Tendencies at 0), but he doesn't ever decide not to contest. He may miss a rotation or just get cooked, but those are Attribute things, like Help Defense IQ and Lateral Quickness. So personally, I like the way the game plays defensively when those Tendencies are uniform and it's Attributes that are determining whether a player is effective or not. Players' defensive activity feels more realistic that way, IMO. NOTE: There are a couple other Tendency tweaks in the MyLeague Scenario; details below. REASON FOR NO BADGES:
Spoiler
In my experience, on 2k20 and even more so on 2k21, Badges create too much separation between the haves and have-nots. If I'm shooting a realistic 36% from 3 with Damion Lee, then I'm shooting like 60% from 3 with Steph and all his Badges. If I adjust sliders so that I'm only shooting 40% from 3 with Steph, then I'm shooting 15% with Damion Lee LOL. I get that Badges are intended to set elite players / skills apart, but Attributes already do that well enough IMO, at least for me as someone who uses Real Player %. Maybe Badges work better with timing / aiming; I have no idea really.
In addition to more balanced in-game results (Steph missing the occasional wide-open 3; Damion Lee making a contested 3 here and there), I get better sim stats with no Badges too. Player OVR ratings also feel less inflated and it's just a less of a headache in general. CelticLG's work to tamper down on Badges is great, but when you get into the offseason in MyLeague the game will automatically inflate the heck out of the Badge distribution, like on the default roster, so you basically have to start all over and also manually account for Badge progression / regression for each player. If you play without Badges, then in the MyLeague offseason when the game adds them all back, you can just Quick Edit the entire league to take them back out. It takes 2-3 minutes, tops. VITALS:
Spoiler
Height, weight, and jersey numbers were double-checked and corrected from NBA.com and Basketball Reference. Peak Start/End and Play-Types are all from CelticLG. Reason for not doing Durabilities is that I've read that they don't have much effect, and I've never felt dissatisfied with 2k's default Durabilities. Reason for not doing Play for Winner / Financial Security / Loyalty is because the game's GM / contract logic is not sophisticated enough to make it worthwhile IMO. There's no substitute for full 30-team control and using one's own judgment re: realistic contracts. I assume we're all obsessive NBA fans and amateur capologists here...
SIGNATURES:
Spoiler
Except for some end-of-bench guys, 2-way guys, and a portion of the rookies, everyone has edited jumpshots, free throw routines, layups/dunks, and dribbling. The average player has woody's jumpshots from 2k20 launch, TimSmooth's free throws, and HypeDC's layups / dunks / dribbling. That was my go-to, but there are many exceptions. Some stars use full signature edits from woody and drizzy, and other creators I drew upon include Pro Kator, 2k Recreator, etc. Rookies are either default (for lower-tier guys) or are by Da Infamous NY / SkillzFromThe6. In short: It's a potpourri of the community's work. (Note that I personally like Steph's mo-capped jumper, so I left it in, but I think that's the only major player whose jumpshot wasn't touched.)
STAFF:
Spoiler
Due to the staff name bug (in which names that aren't in the games database are often randomly changed when you save the roster file), I used substitutes for all of the unique names (like "Cuban," "Reinsdorf," etc.); hopefully I didn't miss any. As usual in past 2ks, once you get into your MyLeague, just go in a rename all the fake names to the real ones. If you can't tell who the staff member is intended to be, just ask and I'll clarify. "CFOs" = Owners, and "Assistant GMs" = GMs, since the real Owner and GM slots are inaccessible in MyLeague.
I also created a selection of real-life "free agent" coaches, including all of the face-scanned coaches from the historic teams (George Karl, Byron Scott, Lionel Hollins). Every candidate in the "Assistant Coach" category is real, though the staff name bug has messed up the names of Ettore Messina, Bill Self, and Shaka Smart (should be obvious who each are). I took Nate McMillan from a historic team and made him Lloyd Pierce's Assistant Coach, so Melvin Hunt is a "free agent." Owner & GM rankings are my own and are streamlined to be one simple letter grade (frankly I don't think they matter much in MyLeague, but they could be useful for a Random Event Generator), since SimWorld's rankings seem out of date. I did use SimWorld's Attributes / Team Styles for coaching staff where available, using my own judgment for coaches that don't have SimWorld ratings. (Note that you may want to tweak some of the SimWorld ratings if you disagree; like I think Budenholzer is overrated and Spo is underrated in these ratings, but that's just me). Coaching profile sliders -- except for those for Assistant Coaches -- are uniform, since Bench Depth/Utilization is something that's better adjusted case-by-case in MyLeague based on your preferred rotations for each team, and I find that the various Inside/Outside, Guards/Forwards, etc. preferences result more in goofy rotations than realistically diverse rotations. The reality is most coaches just play their best players, and it's just a matter of how much they generally value their starters vs. their bench. Don't forget to adjust Help D to 100 for each team once you get into MyLeague (resulting in more modern spacing), and also to set Scoring Options (oftentimes you're best off only setting 1 or 2 for each team). Note that I would also suggest that discretion be used in deciding whether a coach's Playbook should travel with him if he changes teams; I feel like Playbooks are more reflective of the team's roster than some rigid coaching system. Trainers and Scouts are not custom, as my interest in real-life staff doesn't extend that far. I gave them all 4 year contracts so that I don't have to worry about rehiring them for awhile and I gave them B+ ratings so that everyone is basically competent (I'd rather simulate incompetence with a Random Event Generator; I don't trust 2k with that). No Staff Badges since I'm not aware of any impact they have in MyLeague. FUTURE STAFF:
Spoiler
As I said above, I like releasing historic / all-time players into the free agency pool so that they become available as staff candidates as early as 2022. If you scroll down to the bottom of the free agent pool, you'll see them there, all rated in the 40s and set to being 40 years old. By making them old, they will mostly retire after your first season. I made them low-rated so that they aren't mixed in with the real free agents, though I think if you boost their ratings super-high before they actually retire, you may be more likely to see them in the coaching pool. (I haven't really tested that hypothesis vs. leaving them low-rated, but I like to boost them just in case.) Note that this may or may not result in weird duplicate all-time stats, etc. I don't know because that's not something I care about in 2k (or real-life, honestly). I care way more about having non-generic coaching staff.
MYLEAGUE SCENARIO:
Spoiler
In addition to the two-way players missing in the roster file (though their Tendencies are default; not bothering for such low-level players; feel free to customize as needed if they amount to anything in your league), this MyLeague Scenario includes the edits alluded to above that can only be done in MyLeague (fixing team names, setting Help D at 100 for all, etc.), but for the sake of sim stats I also flattened out the following tendencies according to position (credit RyanFitzmagic for the scale from which this was derived):
Foul
Hard Foul
Sim stats still aren't perfect, the most egregious issue (IMO) being too many assists in the Team Stats. I've not found a way to reduce them without breaking a bunch of other things (zeroing out the Assists sim slider does nothing; plus there's a glitch where the Assists sim slider mirrors the Player Regression slider, so it needs to stay at 50). But overall it's not bad. In-game I like the more frequent flagrant fouls, which are little unrealistically high (maybe 1 per game), but serve as kind of a stand-in for technicals, which are never called in the game, and you actually have ejections that way sometimes (from the same player committing two flagrants). Also, Intangibles are edited for various players to get better rotations. See my thoughts on Intangibles above. As a general note: Obviously go in and set the MyLeague Automation up for how you want to play. By default I have it set up in a kind of team-neutral way. COMING SOON:
Spoiler
I will make a 2023 draft class and at least two fictional draft classes (i.e., just the files, not the fictional draft reports, etc.). I also intend to create a post-trade deadline MyLeague scenario when the time comes.
Please let me know if you have any questions!!
fatjoejr2001 and CelticLG like this.
Last edited by vetmin; 01-17-2021 at 03:47 PM. |
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01-07-2021, 03:35 AM | #2 |
Pro
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Re: 2k21 Quasi-Attention to Detail (current-gen / Switch)
Just FYI: I've now uploaded a MyLeague-ready roster plus accompanying draft classes. First post has been edited to reflect all of this.
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01-07-2021, 06:08 PM | #3 | ||||||||||||||||||||||||
Rookie
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Re: 2k21 Quasi-Attention to Detail (current-gen / Switch)
Thanks again for this !!!
vetmin likes this.
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01-09-2021, 01:32 AM | #4 | ||||||||||||||||||||||||
Pro
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Re: 2k21 Quasi-Attention to Detail (current-gen / Switch)
Or are you looking for gameplay sliders? Happy to share mine, but they're totally just my preference. The same way that people use all sorts of slider sets with the Attention to Detail roster, this one ought to be the same, since the key things affecting gameplay (tendencies, playbooks, play-types, attributes) are more or less the same. EDIT: Oh, one other random thing I forgot to mention in the OP: I created the base MyLeague file a few weeks ago, I believe, so draft pick ownership (which is un-editable) should mostly be accurate, but it's not perfect, as it never is, so if you're really sensitive to pick protections, etc., be sure to cross-reference as needed what appears in 2k vs. real-life pick holdings via RealGM or something. Last edited by vetmin; 01-09-2021 at 01:39 AM. |
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01-17-2021, 03:51 PM | #5 |
Pro
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Re: 2k21 Quasi-Attention to Detail (current-gen / Switch)
Just a heads up to anyone on Switch. A MyLeague Scenario has now been added, and various other things have been updated.
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05-15-2021, 05:39 PM | #6 |
Sideline Football Commish
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Re: 2k21 Quasi-Attention to Detail (current-gen / Switch)
Has anyone updated the roster?
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05-18-2021, 12:54 AM | #7 | ||||||||||||||||||||||||
Pro
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Re: 2k21 Quasi-Attention to Detail (current-gen / Switch)
For anyone interested in the post-deadline scenario, just search my username (vetmin). Note that I had a bit of a change of heart re: Badges, and in the post-deadline scenario, default 2k Badges are for the most part reintegrated, minus some badges that are OP or that I don't like (pretty easy to see which they are by going into Roster -> All Players and sorting by each Badge column; some of them will repopulate in the offseason, but it takes 2 seconds to just wipe them again). In addition to reintegrating Badges, I took a different approach to OVR/Intangibles. What I've done here is adjust Intangibles to make most guys OVR equivalent to whatever their Badge-less OVR is in their best position, except for centers, where their OVR is equivalent to whatever their Badge-less OVR is according to the Intangibles scale in my original post. My goal here was to keep the gameplay effect of Badges without having star players with absurdly high OVR ratings (which often results in absurdly high MPG relative to their teammates). Note that player attribute ratings don't reflect some of the more recent boosts some guys have gotten. Previously underrated players like Lu Dort, Moses Brown, Jordan Poole, Juan Toscano Anderson, etc. may need to be nudged up (https://www.2kratings.com/ is helpful for making adjustments). Also, the draft class that is present in the scenario is more up to date than the 2021 DC I uploaded separately. Badges are there too (only for top guys), BJ Boston is back in, some missing dudes (like Johnny Juzang) were added, etc. When you get to the offseason, use my 2022 DC file, which has Badges now too and is compatible with the post-deadline scenario. Re: standings, etc.: The standings in the scenario are in the ballpark of what they were at the time. If you want to skip ahead to the playoffs and want it to be realistic, maybe wait until after the real-life play-in tournament is over and then use Force Win to rig the post-All Star Break part of the season so that you end up with the right matchups (kinda hard to get it just right, but I'm not super obsessive about it). Also, this scenario is immediately pre-All Star Weekend, so it gives you the chance to do those games / events. I manually rigged the All Star teams so that they're pretty close to what they really were, though there are a few omissions since injury substitutions only work for team captains in 2k. As for any scenario, be aware that all gameplay and MyLeague settings represent what I personally like, so obviously go through and adjust everything to taste. Don't hesitate to ask if you have any questions. Last edited by vetmin; 05-18-2021 at 12:57 AM. |
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05-18-2021, 01:13 PM | #8 | ||||||||||||||||||||||||
Sideline Football Commish
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Re: 2k21 Quasi-Attention to Detail (current-gen / Switch)
Thank you! I can’t tell you the amount of time I’ve typed your name in on switch and then it occurred to use OS! I appreciate it!
vetmin likes this.
__________________
Sideline Football League SFL Live Host ACQB BOWL Champion (49ers, M11) SFL BOWL X Champion (Eagles, M12) SFL BOWL XIII Champion (49ers, M13) Madden 15- Saints NFC SOUTH CHAMPIONS (11-4-1) |
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