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Good Release vs Slightly Early/Late

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Old 10-08-2017, 12:34 PM   #25
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Re: Good Release vs Slightly Early/Late

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Originally Posted by Vni
Definately seems a little silly to look at the meter in myplayer type modes when you are always using the same guy.

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Originally Posted by Vni
Honestle I believe its harder to look at and fill a bar than using muscle memory to time your jumper. Not only that but the jumper animation itself is basically a meter with visual cues.

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I always thought Mike Wang reason for making the meter in the beginning was for users that we're either new to the game or you played with different teams to get their releases during the game instead of later.

But the flip side is this everyone running after the perfect release. It's like you said. After a few jumpers with a player in game. After the third shot. You probably already know the timing.

The worst part is users sitting here and trying to figure out the forumla for shooting so that they can get more green releases. Even though they have thinned the chances of a green. Users still want those green shots.

The funniest thing for me. I'd that shot meter was never in the game. For years, we didn't use meters. Shot meter is only 3-4 years old now. These threads suck the life out of the game lol

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Old 10-08-2017, 01:28 PM   #26
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Re: Good Release vs Slightly Early/Late

Think I just had a game where my meter was glitched. Wouldn’t green for nothing
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Old 10-08-2017, 02:28 PM   #27
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Re: Good Release vs Slightly Early/Late

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Originally Posted by Taku
In free throws good release has like 2% higher chance going in than slightly early/late attempts. I feel like it's pretty much the same in all shots.
Yeah. At the very least, I believe the shot success rates of good vs slightly early/late are much closer than folks want to believe. People see good pop up and want to believe it has a much higher reward than it truly has.

Greening a shot is the only truly rewarding action a user can make IMO. Everything else comes down to ratings and dice rolls. And that's why this is a sim game and not NBA Playgrounds.

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Last edited by bcruise; 10-08-2017 at 03:17 PM. Reason: Added on
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Old 10-08-2017, 06:17 PM   #28
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Re: Good Release vs Slightly Early/Late

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Originally Posted by bcruise
Yeah. At the very least, I believe the shot success rates of good vs slightly early/late are much closer than folks want to believe. People see good pop up and want to believe it has a much higher reward than it truly has.

Greening a shot is the only truly rewarding action a user can make IMO. Everything else comes down to ratings and dice rolls. And that's why this is a sim game and not NBA Playgrounds.

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It's easy to test in your court.
I shot 50 shots and 22 were "good" of those 22 only 6 were makes.
Overall I was 30 of 50.
"Good" releases ARE the least consistent release in the game.
Test it yourself!

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Old 10-08-2017, 06:33 PM   #29
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Re: Good Release vs Slightly Early/Late

Quote:
Originally Posted by awg811
It's easy to test in your court.
I shot 50 shots and 22 were "good" of those 22 only 6 were makes.
Overall I was 30 of 50.
"Good" releases ARE the least consistent release in the game.
Test it yourself!

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In practice mode? and with who?

Just curious.
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Old 10-08-2017, 06:36 PM   #30
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Re: Good Release vs Slightly Early/Late

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Originally Posted by The 24th Letter
In practice mode? and with who?

Just curious.
Sorry. In mycourt with your myplayer, I didn't try it with any NBA players.

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Old 10-08-2017, 06:53 PM   #31
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Re: Good Release vs Slightly Early/Late

Quote:
Originally Posted by awg811
It's easy to test in your court.
I shot 50 shots and 22 were "good" of those 22 only 6 were makes.
Overall I was 30 of 50.
"Good" releases ARE the least consistent release in the game.
Test it yourself!

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Well, testing it with my player would be a complete waste of time because he's a 68 OVR and will miss a ton of shots regardless of whether they're good, early, or late. There would be no way to tell whether my input was making a difference or not. Why not test it with someone in Freestyle 2KU that everyone can use?

I actually just finished doing this btw, with Steph on default SS. Need to watch the recording and run the numbers, but just on the eye test while I was playing there were a LOT of Good timing shots going down. Will report back.
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Old 10-08-2017, 08:20 PM   #32
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Re: Good Release vs Slightly Early/Late

Okay, so I let my PS4 recording run for 15 minutes as the baseline of this test rather than a certain number of shots (made sense since I had to go back and record all the makes/misses afterward). During that time I took 235 shots from approximately around this area:



Again, the player is Steph Curry on Default Superstar sim settings in Freestyle 2KU mode. I grouped Slightly Early and Late together because there's probably no difference in the shot % regarding which side you miss to (and because I only had like 3 slightly early's in the whole thing - if I'm missing, I'm usually holding too long)

Results:

Excellent: 31 (100%)
Good: 81/158 (51%)
Slightly: 20/46 (43%)

Total 132/235 (56%)

Do the Good timing %'s surprise you? I believe those shot percentages are supposed to most closely reflect what the player does in real life - and that means it's essentially a crapshoot and the benefit of a good timing shot is not nearly as high as people expect it to be. Greens can tip that balance in the user's favor, and you could almost consider getting an occasional one to be a requirement to realistic shooting %'s. Let's say I had no greens and split those as a half-and-half Good timing instead - 16/31. My overall percentage for this test drops below 50%. And this is Steph Curry we're talking about - those numbers start to look a little low for him on wide-open shooting.

I recorded the whole thing if anyone wants to see that process. I have slow upload though, so I'd rather not do it unless someone really wants to see it.

Last edited by bcruise; 10-08-2017 at 08:23 PM.
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