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Porzingod's In-Depth Sim Engine Analysis: Part I
This is a discussion on Porzingod's In-Depth Sim Engine Analysis: Part I within the NBA 2K Basketball forums.
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07-30-2015, 08:29 AM | #17 |
Pro
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Re: Porzingod's In-Depth Sim Engine Analysis: Part I
Great post, you can't imagine how much I have thought about these things myself. Will use these on my personal roster!
Porzingod likes this.
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07-30-2015, 08:41 AM | #18 | ||||||||||||||||||||||||
MVP
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Re: Porzingod's In-Depth Sim Engine Analysis: Part I
Independently of sliders, this should be the way to go, to have separate variables so we can address sim stat engine defficiencies with variables that dont affect/correlate the on court experience ... for the editors that do value sim stats, has been all about making compromises (less worthy road), wich can be avoided by retaking the approach that total sim control seemed to bring ... I remeber how much praise did the feature received back then and how hopefull the editors here were of the base/vision it set and its possible improvements. At least, in this sole thing (thus I love the new related features, albeit some need tweaking and more consistency in its function), I found the new system presented on new/current gen more restrictive than that of the prior gen. With such approach fully implemented, I believe we could even account for exceptions to the rule without any worries. Another thing I liked was the 1-100 approach on variables that you could set, talking more specifically about the variables that affect team stats, such as ppg & ppga, while the results were barely perceiveable from point to point it produced results a lot more broader than the very few that are currently achieveable, plus the correlation with the sim engine has now been reduced greatly, maybe to prevent the user from "braking" the on court experience as they are now more related than ever. Hopefully Leftos/Simballer and company can see value in this (having more options for the user) and can have the time (within all the great stuff they add) to alter it and implement this so the course is retaken (have variables that separatedly affect each, on court and sim stats) and we can enjoy the best of both worlds: gameplay & sim stats. Last edited by ffaacc03; 07-30-2015 at 12:29 PM. |
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07-30-2015, 09:59 AM | #19 | ||||||||||||||||||||||||||||||||||||||||||||||||
We Here
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Re: Porzingod's In-Depth Sim Engine Analysis: Part I
Sim sliders would also allow you to globally control the impact of rating changes accordingly. Think about the last update that 2k did dropping all shooting ratings by 8 points. Helped gameplay and gameplay stats but murdered simulation shooting percentages.
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07-30-2015, 12:00 PM | #20 |
Rookie
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Re: Porzingod's In-Depth Sim Engine Analysis: Part I
Great post. 2k needs to bring you on the team. Excellent research and deduction.
BONUS: Now if you google "Porzingod" this is the second result! Cool
Porzingod likes this.
Last edited by psyberkayos; 07-30-2015 at 12:05 PM. |
07-30-2015, 12:22 PM | #21 | ||||||||||||||||||||||||
MVP
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Re: Porzingod's In-Depth Sim Engine Analysis: Part I
Hassan Darkside and Porzingod like this.
Last edited by ffaacc03; 07-30-2015 at 12:26 PM. |
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07-30-2015, 05:47 PM | #22 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Rookie
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Re: Porzingod's In-Depth Sim Engine Analysis: Part I
It's possible to view a player's ORB% directly in the player scouting tab of MyLeague or MyGM, and with maxed ratings players seem to max out at around at an ORB% of around 10-11. With my scales in place Drummond gets an 11.6 ORB% , meaning that for the sim engine to get his ORB% right he would need a rating roughly in the 150's. Even in this weak era of offensive rebounding, at least a dozen players will be off the charts every season by that scale. With the official roster he gets around 9.4%, a bit over half his real life production. So as you can see when it comes to the sim engine it's not just guys like Drummond or Rodman that are scale breakers- it's also guys like Robin Lopez and Zaza Pachulia! As a result, for someone in my position of trying to get sim stats as close to realistic as possible, there are only the following imperfect solutions: 1. Give everyone the OREB rating they ought to get on a linear basis, with anyone with an ORB% of over 11 or so getting a 99. This will yield accurate numbers for most poor offensive rebounders (though the worst ones will still be too high since a 25 rating will always yield about 1.0 ORB%). The problem here is that there are a lot of 99's and no separation between a guy like Pachulia and Drummond, who is literally about 50% better at getting offensive rebounds in real life. This also has the effect of distorting team offensive rebounding strength a bit- teams without good offensive rebounders will overperform because the worst rebounders get more than they should, while teams with elite offensive rebounders will relatively underperform because their best rebounders will be much weaker than they should be. 2. Use a scale that tries to preserve the relative strength of rebounders at the top end. Because the top rebounders will still not be able to manage close to their real life numbers, this means that everyone below them will have to be deflated somewhat as well. This has the advantage of coming closer to making the best rebounders stand out more than they otherwise would, and coming closer to preserving the relative offensive rebounding strength of teams. I went with the second approach, imperfect though it is, but unfortunately the sim engine only leaves us imperfect options.
FTA/game is not a good measure here because Westbrook mostly has a healthy Durant all year in a 2k15 simmed seasons, lowering his usage, so I use FTA/FGA. Westbrook, last season IRL: .445 FTA/FGA Westbrook, official roster: 0.370 FTA/FGA Westbrook, Porzingod's: .416 FTA/FGA (8.5 FTA/game) Note that I haven't tweaked anyone's Draw Foul tendency yet, so bringing Westbrook from his current 92 to 100 might just get his FT rate all the way there. On a side note, shouldn't Draw Foul be a rating? It has a huge effect on how good/efficient a player is, not just on his style of play. All of this, however, has no effect on shot blocking numbers. Even with the entire league's shot location tendencies edited so that the distribution of inside shots vs. jumpers is correct, shot blocking numbers remain far too low. I think the explanation for this is that the sim engine isn't as robust as you would think, and it doesn't try to simulate which individual shots were blocked or anything like that- I think it just fudges in a certain (unrealistically low) number of blocks and calls it a day. Over 10 years of a franchise with my shot tendency edits in place for the entire league, the league leader has never averaged more than 2.5. The scale just simply does not go high enough.
10.2 Chris Paul 5.2 Blake Griffin 4.9 Lance Stephenson 3.5 Josh Smith 2.8 Paul Pierce As you can see, everyone gets their numbers and Griffin is virtually the same. If there is any deflationary effect happening here it is extremely slight. With 73/77, Griffin will underperform by about 33% relative to last season's assist numbers in the sim engine, regardless of who his teammates are. I assume you went with that rating in your roster because you find it preferable for gameplay purposes, or perhaps because it seems wrong intuitively for Griffin to have similar passing ratings to CP3, but of course that is your prerogative. If what you meant by your reference to Griffin's numbers dropping is that they are likely to drop in real life, then you may be right, but I'd suspect that it's more likely Stephenson and Smith will see most of the dropoff in real life and Griffin will stay pretty similar, since he probably won't be on the court with them too much. Pierce joining the starting lineup shouldn't be too significant, as he has done much less playmaking as he's aged (only 2.7 AST/36 last year).
-Because of the way the block scale works a lot of them will see an increase there. Blocks have a pretty high weight in the overall formula. -Just about every non-guard had their pass ratings go way up, while many PGs were way overrated and had theirs go down (see Patrick Beverly) -My edits to shot ratings to produce accurate results in the sim engine generally hit guards a lot harder than bigs- most guards are significantly overrated in Close and Medium shots. Great shooters IRL also stand out a lot more from poor ones now, so stretch bigs don't do too terribly. I would say the overall results leave guards and bigs more balanced than in the stock roster. If you're curious, here are overalls for the top 5 at each position. Bear and mind that I have only touched ratings that affect the sim engine, so shots ratings (both standing and moving) for Close/Med/3pt, Layups, Pass Accuracy/Pass Vision, Steal, Block, and both rebound ratings. Centers 87 Jordan 86 M.Gasol 86 Duncan 85 Cousins 85 Howard Power Forwards 91 Davis 87 Griffin 87 Aldridge 85 P.Gasol 84 Nowitzki Small Forwards 95 James 93 Durant 87 Leonard 87 Anthony 85 George Shooting Guards Harden seems low but drawing a million fouls is worth no rating points in 2k. His Close, Mid range, and at-rim FG% IRL is fairly poor, and stock Harden is overrated as a passer (usually puts up 8-9 APG). Jimmy Butler, another big FTA guy, suffers from this too. 89 Harden 87 Thompson 87 Wade 85 Bryant 82 Butler/DeRozan Point Guards CP3 seems high but his shooting stats by location IRL are amazing 93 Paul 92 Curry 90 Westbrook 88 Wall 83 Lillard/Lowry/Teague/Conley
I've known you for a long time (remember the Tactics Ogre forum on GameFAQs about 10-15 years ago?), so I know how difficult any Rashidi praise is to come by. I'm glad you appreciate this stuff, and I'm sure you'll be interested in my findings on how the sim engine handles shot ratings and tendencies when I get around to posting Part II. For what it's worth, if I had a console I would definitely use your roster as a base (though applying my scales to prioritize accurate sim stats). You seem to be more informed about the scales the roster makers use than I am. I do think that a truly complete guide would contained detailed information on both the sim engine stat scales and the ones used in the official rosters. Would you be interested in sharing your information on those scales, or in posting something similar to this describing them for posterity? Last edited by Porzingod; 07-30-2015 at 06:43 PM. |
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07-30-2015, 05:56 PM | #23 | ||||||||||||||||||||||||
Rookie
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Re: Porzingod's In-Depth Sim Engine Analysis: Part I
Likewise, how often in the stock roster have you seen a center like Marc Gasol or Cousins or Noah affect games with his passing? From what I've seen they don't seem to be noticeably better playmakers than guys like Mozgov. It's not like Gasol will put up 10 APG in played games if you use my scales. If anything he still seems to struggle to get to 4-5.
psyberkayos likes this.
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07-30-2015, 05:58 PM | #24 | ||||||||||||||||||||||||
Rookie
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Re: Porzingod's In-Depth Sim Engine Analysis: Part I
psyberkayos likes this.
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