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Defining sliders

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Old 02-17-2015, 10:23 PM   #17
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Re: Defining sliders

Well what I figure is that most of the attributes are linked to the activation of animations. For example Dunking gives you a higher die roll in the RNG but it also gives you more potential animations for a given situation. What makes this complicated and so difficult to balance is that it-being the dunking example- is also affected by Vertical(which affects how far away from an event jumping animations can trigger) Layup Defense sliders, On Ball Defense, both Awarenesses and Blocking.
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Old 02-18-2015, 04:26 AM   #18
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Re: Defining sliders

This thread is what we need!
I would love to see explanation of all sliders by POKE, SimWorld guys or others who creates and tests sliders.
Shame on 2k for not making what each attribute or slider means...
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Old 02-23-2015, 06:59 PM   #19
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Re: Defining sliders

Quote:
Originally Posted by Shady Mike
If he's asking what I think he's asking It's actually reversed. Raising your takeoff/release sliders effects how easy/hard it is for YOU to score.
So if I want the cpu to have a more difficult time scoring I should raise their Take off/release etc....? my games all of a sudden are getting too high scoring? Cpu getting around 35 per qtr? Trying to get that down to 25max Haven't seen a game in the 90's in a loooong time!
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