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Randomized MyPlayer skill caps in 2k16?

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Old 02-13-2015, 01:33 PM   #33
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Re: Randomized MyPlayer skill caps in 2k16?

Random attributes would suck. This year is pretty much a pre-determined random bucket for each position and it's not good.

What should happen is the smaller I am.
The higher my speed cap.
If I add weight in myCareer(starting weight/eating/working out) that cap drops. What should also happen with the attribute changes is animation changes or upgrades become available.
If I make my arms longer, my ball handling cap should suffer.
If I max it, it should get a cap of like 70/75. Durant and that greek kid are probably the only 2 players with 7 foot wing spans that can REALLY handle the ball. But if I have longer arms my rebound cap should be higher. If I'm a PG with a max wingspan my rebounding shouldn't start at 25. It should at least be 30. Something higher then a PG with a shorter wingspan, but again I should also suffer with handling against other, smaller guards. Either with long wing spans or who are quicker. So if I max my wingspan with a PG my Ball handling cap should be 85-90. Not to say I will lose the ball, or can't shake a guy, but so there would be a difference in how guards with longer arms handle the ball.

If I'm tall my speed cap should be a 70. Center should be 60 or whatever. The thing is there should be longer strides for bigger players.
Deandre Jordan and Joakim Noah aren't 'faster' than Lebron.
Lebron isn't faster than Isaiah Thomas. They also don't run the same.
But they all can get up the court in a good amount of time under the right circumstances. Jordan and Noah take waaay longer strides so a 60 speed wouldn't make them SLOW in transition it would make their strides longer. They shouldn't have the same run animation as John Wall.

So if my speed is 90 there would be quicker run animations. Like how it is, but different for each position. Multiple speeds. Change of speeds. No two players dribble the same. They have over 100 size ups, but no different dribble animations. The PG should have 30+ dribble animations and way more then the Center. Center pos should have 3-5 dribble packs that don't include step backs and spins. They should however have more post spin animations then the guards. They need to remove the auto step back or make it so Centers don't do it. Period. This rarely happens.

PFs can dribble. But should only have about 10 slow to mid speed crossovers like Blake Griffin, Paul Milsap, Pau Gasol type moves. That's it. 15/20 at max to create diversity or whatever, but they shouldn't be slower versions of the guard moves or include ridiculous step backs and in and outs. They should be and look like big men moves. They should also have a higher turnover rate vs guards with high steal ratings but not against other bigs because guards should be able to get to the live ball before it reaches the taller players hand again.

95 would mean different animations for example that fast break speed dribble. Personally I think each position needs different animations but that's just me.

If my Passing is only 60 my passes should have less zip and be less accurate. It shouldn't be a random turnover 1 out of every 6 passes or whatever the rating equates to, but if I pass into traffic when a guy is cutting, THEN it shouldn't make it. Not on a fastbreak and I bounce pass but because my rating is 60 it goes out of bounds. Yes, it has happened in real life but, not as often as a guy who can't pass trying a pass into traffic.

If it's 90 I should be able to flashy pass, bounce pass between legs, lob over defender into traffic. The problem is the ball isn't live so if it's lobbed you can't touch it at all, but if they made it live passing, situation and rating would matter.

Anyway the same should be for Outside scoring. Inside Scoring etc.
Have skill points to upgrade each attribute in those fields.

If they want to keep VC, please don't use it for attributes.
Use it for gear. Training material. Food (for Diet & weight).

Gym workouts that if you finish you get better animations for what you worked on. If you want a shooting form in real life you don't buy it. You get a shooting coach and work on your shot until it's consistent. The coach you get would depend on the VC you spend and the more it costs the more difficult it is to get. This creates a challenge. Easier/custom forms should still exist but you should still have to do shooting drills and perform well in game to increase your ratings. You could still have shooting forms to buy or whatever, but these forms wouldn't be the same as the ones you buy. Same with dribble packages, dunks, layups. Players do contact drills and etc and that changes what they do in game. We should be able to do that in myCareer. You pick which animations you're going for and then attempt the mini game and if you do well, you unlock it or a pack or whatever.

The better your material, the higher my upgrades. If I don't balance training and playing I should get progressively worse in myCareer.

The better my diet, the better my weight, but the trainer would cost more. So would the food etc. Which would make you think about how you spend VC. It would also mean people would still buy it so 2k doesn't lose whatever they feel they'll lose if they take it off of attributes. I could chose to eat fastfood for cheap but then get the best trainer in the gym to work off whatever negative I did.

It would be cool to add other stuff like cars, cribs, custom stuff which VC could be used for. But it will never make sense to spend 'virtual curreny' on skill upgrades. Especially when you can buy it.

Keep the badges how they are, but make rookie harder to get them
And make bronze, silver, gold and add platinum with an algorithm that upgrades them based on how efficient you are. Like how many steals you attempt vs reach in fouls you get would determine if you get and upgradge pick pocket. If you start fouling alot in myCareer you lose the badge. Same with deadeye, if I'm playing I should have to hold a certain percentage. If I'm going 50 50 90 like Kyle Korver for a season. I should at least get Deadeye Silver. Depending on attempts/etc.

Thats all for now...lol
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Old 02-13-2015, 02:34 PM   #34
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Re: Randomized MyPlayer skill caps in 2k16?

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Originally Posted by kiev123
They should separate attributes for offline and online MyPlayers. Offline you can max you stats to 99 in every category. But online you can only be highly specialised in certain category. For example if you want to be a 3 point specialist then you're not gonna be dunking over everyone aswell.
You can be able to be a jack of all trades player if you want but your attributes should be capped to 80 or 85 if you want to go down that route. Offline you should be able to do whatever you want to do but online needs to be balanced.
This. I don't like that I can't make the guy I want to make offline, just because online play needs to be balanced. I don't play online often, and when I do, I barely touch the ball because most people don't try to play realistically. I've been trying to go online with my PF, but posting up is nonexistent online, and the input lag makes it incredibly hard to time blocks at the rim.
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Old 02-13-2015, 08:52 PM   #35
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Re: Randomized MyPlayer skill caps in 2k16?

No thanks.

I think each position should have a certain "ideal" height at which you can be great at almost everything relative to the position. So let's say pg - 6'4, sg - 6'6, sf - 6'8, pf - 6'10, c - 7'0.

I say almost everything relative to position because every player has a weakness, no matter how good they are. Jordan and lebron for example are average at best 3pt shooters. Hakeem didn't have shaq's brute strength and shaq didn't have hakeem's post moves. Nash didn't have payton's defense and payton wasn't as good a shooter as nash. You get the idea.

Basically if you're a pg, you'd have to choose the 3 categories you want to excel in out of scoring, playmaking, perimeter defense and athleticism. Obviously attributes within these categories will need to be divided a little better than in 2k15. You'll get the maximum height/position cap for the attributes within your 3 chosen categories, the 4th category would be 10-15 points below what would've been the max cap. Now, once you start playing you can increase attributes individually. The categories are only meant to help determine your individual attribute caps when starting your career.

If you go under or over those heights certain attribute caps gradually change. For example the "ideal" 6'4 pg can have 90 speed/quickness.

- For every inch you go down in height the attribute cap goes up a point all the way to 99 at 5'7. Obviously there would be a downside as well to going down in height, most notably on ball defense would go down. That would max out at let's say 95 for the 6'4 pg and go down to 86 at 5'7.

- For every inch you go over 6'4 the speed cap reduces by 1 and quickness as well as on ball defense by 2. All the way to 6'9 (like magic) at which point you'd have 85 speed and 80 quickness. The positive for going up in height would be an increase in things like rebounding, strength and inside off/def. Let's say those attributes max out at 50 for the 6'4 pg, they'd go up 5 points for every inch topping out at 75 for the 6'9 pg. Shooting would reduce dramatically as well, maybe 4 points per inch which would give you 70 max at 6'9. Which makes sense since big pg's (penny, ron harper, magic) have never been especially good shooters. So don't think you can just create a 6'9 pg with the intent of playing him as a souped up stretch four.

This is just one example, i'm not going to write down every attribute cap for every position and height. Basically it's just an explanation of how i see attribute caps based on position AND height.

Last but not least, IF they decide to do something like this it would be nice to know the attribute caps BEFORE starting your mycareer. Just put a message saying "press square (or whatever) to view position/height specific attribute caps" in a bright noticeable box somewhere on the screen when we're creating our player.

Edit: i forgot about badges. Obviously they need to be realistic in regards to attributes and position. I don't want any centers with "ankle breaker" or anything ridiculous like that.

Last edited by Lord Bonium; 02-13-2015 at 08:58 PM.
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Old 02-14-2015, 04:12 AM   #36
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Re: Randomized MyPlayer skill caps in 2k16?

this wouldn't be a fair system for online. maybe for offline.
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Old 02-14-2015, 10:44 AM   #37
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Re: Randomized MyPlayer skill caps in 2k16?

Quote:
Originally Posted by El_Poopador
This. I don't like that I can't make the guy I want to make offline, just because online play needs to be balanced. I don't play online often, and when I do, I barely touch the ball because most people don't try to play realistically. I've been trying to go online with my PF, but posting up is nonexistent online, and the input lag makes it incredibly hard to time blocks at the rim.
I agree, offline you should be able to create a monster and terrorize the league if you choose.
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Old 06-17-2015, 02:27 PM   #38
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Re: Randomized MyPlayer skill caps in 2k16?

With the comp basically announcing they're having a mypark/player spin-off. I went back to thinking of alternatives to the system in place and kept coming back to this solution.

What i would change is that if there no hard caps. Things should get very, very, expensive to upgrade if they are your weakness.
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Old 06-17-2015, 04:13 PM   #39
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Re: Randomized MyPlayer skill caps in 2k16?

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Originally Posted by StrictlyForBuckets
It's pretty simple if you ask me. Make it hard to be a 99 but don't take away the ability to do so, that's just dumb. Make it take awhile with a lot of dedication and skill to the game mode to be able to get to 99.

Separate the MyCareer ratings from the MP ratings if everyone is so worried about that. Make it so you have to progress and earn attributes by playing MyPark.
This is how it should be done. I NEVER play online, but for some reason I can't make my guy how I want offline due to the online side of the game that I never touch.

Make it so you have to put in work on the Park to get your guy leveled up. Have a smart matchmaking system you can use where you're put with players with similar overalls, so the guy just starting out isn't going against 6'9", 99 overall SFs.

If they absolutely MUST attach MC to MP, then they need to have a more focused creation system than just "Athletic SF" and 6 bars to fill up. Who isn't going to pick that if they play on MP? They need to look at a system where you have to level up each offensive/defensive attributes separately. To start, you pick 4 or 5 attributes that you can Max to 99. Then pick 4 or 5 to only max out at 80. The rest get capped at a certain level, like 85-90. That way you can still make your Magic Johnson type guy and still get to a 99 overall, but you're not amazing in everything and still have weaknesses.
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Old 06-17-2015, 04:59 PM   #40
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Re: Randomized MyPlayer skill caps in 2k16?

I think they need to separate both worlds, online and offline.

Both player upgrades based on your oncourt action in such world.


For online, I would use the official rosters (latest update) to dictate the caps for each position as well as some exceptions. How ?

1.
Take away all the players within the 3 highest overalls per position

2.
Now Evaluate what is the remaining player (s) (current, euro or retired) that has the highest rating on a given attribute and you are capped at that rating for such attribute ... so, if among all remaining Cs in the game the highest speed rating is 70, you "cant" make your player faster than that, period. The same with PGs, if their passing is 90 and their rebound is 50, you "cant" surpass it.

3.
Height and weight should have a stronger say on physical, dribblingand defending attributes.

4.
Now this is when play styles kick in, if you are an athletic, you "can" surpass the cap only on the attributes that weight the most for that play style, but by your on court actions, the same with badges. Make it more harder to earn that edge, maybe even relate it to teammate grades (as currently instituted, made by the game) plus teammate feedback (use 2k last gen user feedback options but leaned toward the oncourt feel that a player portrayed to his teammates: cheeser, ball hogger, inefficient scorer, low IQ, high IQ, high motor, efficient scorer, pass first, defender, has potential) and the results (win, lose or quit). The better you are graded on this fronts the more vc and faster upgrades you get, thus you cant go over the cap for non important play style attributes.


So, you would still get distinction by play styles, players somewhat within the realm of the irl association, with weaknesses and strengths and some room for elite. Now, couple that with having balanced gameplay (less lag, less efficiency on zig zag or hitting moving shots, less impact of movement momentum when on D, etc).

Then again, you cant totaly prevent people from replicating what works best, just make it harder and more in line with the reality in terms of what we have seen so far.

Sounds complex, might be complex ... or maybe not.

Last edited by ffaacc03; 06-17-2015 at 05:06 PM.
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