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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, 06:07 PM | #25 | ||||||||||||||||||||||||
Rookie
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Re: Porzingod's In-Depth Sim Engine Analysis: Part I
The same goes for roster ratings. While it's nice that I can edit my roster to yield realistic sim stats in most areas, I'd really prefer if it didn't require hours and hours of work to achieve that outcome. Whoever does the ratings either does not give any consideration to how the sim engine will apply those ratings, or does not know. Changing that, in my view, is the easiest path to better sim results. 2k15 is so close to true greatness, and other aspects of the game do make significant strides every year. It's tantalizing to see this aspect mostly at a virtual standstill- as I said, the issue with blocks has been there since at least 2k12.
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07-31-2015, 12:53 AM | #26 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
MVP
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Re: Porzingod's In-Depth Sim Engine Analysis: Part I
ORB% Leaders 2015: Andre Drummond (18.3) 2014: Andre Drummond (17.5) 2013: Reggie Evans (15.5) 2012: Nikola Pekovic (15.8) 2011: DeJuan Blair (14.8) 2010: Kevin Love (14.5) 2009: Kevin Love (15.1) 2008: Jeff Foster (14.9) 2007: Jeff Foster (16.5) 2006: Erick Dampier (17.3) Over the last 10 years the scale hasn't really been an issue. Understanding how statistics are generated is paramount. The reason INDIVIDUAL ORB% is spiking when TEAM ORB% is at an all-time low is teams are going smaller at PF which is creating more rebound opportunities for centers. It should not be lost that DeAndre's career rebound marks on both ends came in tandem with Blake Griffin easily posting the worst rebounding marks of his career. Rather than adjusting scales (a band-aid) I think what 2K needs to do to EVOLVE the sim engine is expand upon the game's understanding of a possession and how the other players on the court affect that. 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.
As with blocks, I suspect the sim engine doesn't try to figure out which shots were assisted, but instead just fudges in assist numbers for players based on their passing ratings. I have two rosters using my scales- one for the end of last season, and one incorporating this offseason's player movement. All the other results from my scale that I've posted are using the former roster, to ensure that comparisons to actual numbers from last season's NBA are valid. Here are the assist per 36 minutes numbers for next season's Clippers, in descending order: 10.2 Chris Paul 5.2 Blake Griffin 4.9 Lance Stephenson 3.5 Josh Smith 2.8 Paul Pierce
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07-31-2015, 01:40 AM | #27 | ||||||||||||||||||||||||||||||||||||||||
MVP
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Re: Porzingod's In-Depth Sim Engine Analysis: Part I
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.
Our top fives are relatively similar, however I've been disappointed by the tiers lower than that. There isn't much separation between an All-Star like Paul Millsap and a journeyman rebound specialist like Thomas Robinson.
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07-31-2015, 01:57 AM | #28 | ||||||||||||||||||||||||
MVP
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Re: Porzingod's In-Depth Sim Engine Analysis: Part I
For BPG, could lowering the inside shot/layup ratings across the board be a possible/temporary solution? That might be the only thing I haven't quite extensively tested yet in regards to that stat.
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07-31-2015, 03:39 PM | #29 |
Pro
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Re: Porzingod's In-Depth Sim Engine Analysis: Part I
When will you release Part II? I can't wait till I can use them with these
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07-31-2015, 04:57 PM | #30 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Rookie
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Re: Porzingod's In-Depth Sim Engine Analysis: Part I
What I've been saying is that the scale the sim engine uses, or rather, the way the sim engine applies the ratings to generate stats, needs significant work, and it seems like you agree with me on that basic premise.
I, too, wish that the sim engine would be evolved so as to become both more complex and more accurate. I suspect that the previous assist model, where elite PG's struggled to reach 7 APG, was actually significantly more complex, and did try to figure out which shots were assisted in some depth. It also had the disadvantage of being woefully inaccurate/unrealistic. Personally, I would rather have a simpler engine that produces realistic stats rather than a more complex one that fails completely at that. Given the small amount of dev time/attention that seems to go into the sim engine (we're going on year five of the blocks issue!), I suspect those are the only options we're going to have. The most appealing thing 2k could do for me as a customer is say, "Ok guys, next year we're going to have no big new features and pour all our attention and time into getting these little things like the sim engine right and perfecting what is already there, and/or bringing back great stuff we used to have like Create-a-Team!" I recognize, however, that on that front I am a tiny minority of the market and will not be catered to.
This team (let's call them the Suxers) averaged 45.5 PPG, shot 12.8% from the field, make 937 FG's and had 689 assists. All the starters averaged about 2 APG. I suspect the sim engine has a sanity check preventing you from having more than a certain percentage of team shots assisted. Tried a similar test with the Clippers- made all the starters PG's with 99 PASS, but kept shot ratings the same. They all put up around 5.5 AST/36. It looks like the sim engine will produce assists in line with the numbers I posted, but starts scaling players' numbers back evenly so that you can't have more than 70-75% of your made field goals assisted. For actual NBA teams this shouldn't really ever be an issue though, and this effect can only be seen at weird extremes like this.
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07-31-2015, 09:31 PM | #31 | ||||||||||||||||||||||||||||||||||||||||||||||||
Rookie
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Re: Porzingod's In-Depth Sim Engine Analysis: Part I
What was your take on the remake, just out of curiosity? Last edited by Porzingod; 07-31-2015 at 09:37 PM. |
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08-01-2015, 01:27 AM | #32 |
Rookie
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Re: Porzingod's In-Depth Sim Engine Analysis: Part I
is this roster on 2kshare?
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