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Sim-World Roster Project Sliders - CPU/CPU and Player Lock

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Old 01-15-2012, 08:26 PM   #33
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Re: Sim-World Roster Project Sliders - CPU/CPU and Player Lock

Quote:
Originally Posted by chrisbosh4
Yak, what would you recommend for injuries... I'm getting almost 2 players injured every game??
Yeh had the same problem too many injuries. Just tune down the injury frequency to 49/50. Worked good for me.
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Old 01-15-2012, 08:51 PM   #34
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Re: Sim-World Roster Project Sliders - CPU/CPU and Player Lock

Quote:
Originally Posted by hurdinator
OK. Ive been on an all nighter testing these sliders on coach mode.

Basically I am still seeing a consistent disadvantage in shooting % in my Nuggets v Nuggets games. (0ut of 9 Den v Den games my coach mode team has won just once).

Also, the scores themselves are sometimes blowouts of 15-25 points. All the other stats seem to match up pretty well. I have thought about the obvious like more FGA or disproportionate rebounds that may cause the score difference but they match up fairly closely as well. I'm particularly pleased with the fouls for both teams since upping a couple of the foul catagories as suggested. The odd player will realistically foul out from time to time.

I'm starting to think I am jinxed here. Especially after reading the last few posts.

Interestingly, I played a few coach mode games using yellz' sliders and found the shooting % very close between both teams. They were great games with constant lead changes. Good movement and close finishes. Some of the defensive sliders favour the user team. Perhaps the programming does treat coach mode control team like a user? I also notice clutch shooting is included. Could make a difference?

Finally, are you guys having a problem needing to go into coach settings and changing coach mode to "on" every game? I have it saved in the settings but it always resets. irritating.
can be set when going into the settings area. it'll ask for coaching settings & set there & then save your settings.
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Old 01-15-2012, 09:04 PM   #35
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Re: Sim-World Roster Project Sliders - CPU/CPU and Player Lock

New Jersey Nets at Portland Trailblazers
Jan 1, 1ST2ND3RD4THSCORE
New Jersey (24-58)2524222394
Portland (48-34)29302925112
New Jersey Nets
STARTERSMINFGM-A3PM-AFTM-AREBASTSTLBLKTOPTS
Deron Williams385-141-24-64911315
Anthony Morrow295-121-51-12311012
MarShon Brooks275-121-33-32301114
Kris Humphries383-90-01-4820007
Mehmet Okur295-81-10-05220011
BENCHMINFGM-A3PM-AFTM-AREBASTSTLBLKTOPTS
Damion James223-40-01-1510117
DeShawn Stevenson162-71-62-2120007
Shelden Williams152-20-00-0200004
Johan Petro113-30-00-0400106
Jordan Farmar112-50-20-0210024
Sundiata Gaines51-30-00-0001002
Shawne Williams52-21-10-0200005
TEAM TOTALS38-816-2012-17372355794
Portland Trailblazers
STARTERSMINFGM-A3PM-AFTM-AREBASTSTLBLKTOPTS
Raymond Felton324-91-10-0093019
Wesley Matthews81-40-10-0010002
Gerald Wallace3210-181-14-411110125
LaMarcus Aldridge278-140-06-712301122
Marcus Camby284-80-01-2911209
BENCHMINFGM-A3PM-AFTM-AREBASTSTLBLKTOPTS
Jamal Crawford275-192-92-32100014
Kurt Thomas254-60-00-01001108
Nolan Smith211-10-02-2311014
Craig Smith132-30-00-0300004
Amir Johnson133-51-11-2210038
Chris Johnson110-10-00-0110000
Nicolas Batum83-51-20-0400007
TEAM TOTALS45-936-1516-205719747112


Nico Batum and Wesley Matthews got hurt.
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Old 01-15-2012, 09:30 PM   #36
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Re: Sim-World Roster Project Sliders - CPU/CPU and Player Lock

Just got owned by the Mavs

Suns (me) / Mavs
Pts 84 / 114
FG 35/94 (37%) / 48/93 (51%)
3P 6/22 (27%) / 8/26 (30%)
FT 11/14 (78%) / 10/16 (62%)
Reb 39 / 61
Ast 23 / 23
TOs 4 / 6
Stls 4 / 3
Blks 4 / 6
Fouls 13 / 11

Top Performers
Suns
Brown 23 pts, 5 reb, 5 ast
Hill 14 pts, 4 reb, 1 blk
Nash, 6 pts, 3 reb, 12 ast

Mavs
Marion 21 pts, 12 reb, 1 ast, 1 blk
Terry 21 pts, 5 reb, 3 ast, 1 st
Arenas (they signed him) 16 pts, 3 reb, 1 ast, 1 stl

Summary
We were only down 3 at half time, then we got lit up in the 2nd half. Seems to be a trend with my team... 3rd quarters have been especially tough for some reason. Not much of a contest in the 4th quarter. Marion lit up his old team, he had several dunks and put backs like the Marion of old

Impressions
I raised Blocking, Reaching, and Shooting fouls, but didn't see much of an increase. Seems that low fouls and low TOs have been the trend with these rosters/sliders, at least playing with the Suns
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Old 01-16-2012, 01:11 AM   #37
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Re: Sim-World Roster Project Sliders - CPU/CPU and Player Lock

ATTENTION: I know it's tempting to post your slider modifications in the thread, but please don't for the purposes of keeping everyone on the same playing field. It becomes impossible to use your boxscores or game results if you're not on the same base and eventually everyone ends up confused as to which sliders to actually use.

If you feel the need to change before the next slider release this week, then keep that information to yourself or just post which sliders you think need to be adjusted and some evidence to why this is the case.

Believe me, I'm not blind to any issues that need to be fixed but I don't believe in releasing anything until it's been tested numerous times.

Thanks for the feedback guys and appreciate it if you can work with me on this one.
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Old 01-16-2012, 01:12 AM   #38
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Re: Sim-World Roster Project Sliders - CPU/CPU and Player Lock

Quote:
Originally Posted by chrisbosh4
Yak, what would you recommend for injuries... I'm getting almost 2 players injured every game??
I'm adjusting these for the next release. Still choosing between two values and need to sync it with the Injury Severity slider to make sure the right kinds of injuries are happening.

I wasn't seeing 2 per game, but definitely an average of 1 which is a bit too much.
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Old 01-16-2012, 01:26 AM   #39
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Re: Sim-World Roster Project Sliders - CPU/CPU and Player Lock

OK. I think I can see why I was consistently behind on FG% in my previous coach mode tests. I was not calling enough offensive plays and letting auto do a terrible job of situational play calls.

I agree that you have to use the quick play menu in coach mode a lot more in order to make sure you dont fall too far behind. Just like in real games you have to slow the game down and get in the paint at times. especially with bench players on the court.

The nuggets and Suns are similar in thier offensive mindset but often auto choose to play breaknet Bball in the wrong situation. This can lead to falling a long way behind unless you start calling more high%, control plays.

As a result I have been getting much closer games with the Nuggets with more hands on playcalls.

A shame the cpu autos man D for every defensive play and end of game clock rundowns...******* programming.
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Old 01-16-2012, 01:51 AM   #40
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Re: Sim-World Roster Project Sliders - CPU/CPU and Player Lock

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Originally Posted by hurdinator
OK. I think I can see why I was consistently behind on FG% in my previous coach mode tests. I was not calling enough offensive plays and letting auto do a terrible job of situational play calls.

I agree that you have to use the quick play menu in coach mode a lot more in order to make sure you dont fall too far behind. Just like in real games you have to slow the game down and get in the paint at times. especially with bench players on the court.

The nuggets and Suns are similar in thier offensive mindset but often auto choose to play breaknet Bball in the wrong situation. This can lead to falling a long way behind unless you start calling more high%, control plays.

As a result I have been getting much closer games with the Nuggets with more hands on playcalls.

A shame the cpu autos man D for every defensive play and end of game clock rundowns...******* programming.
I think you hit the nail on the head, especially with uptempo teams. This game comes down to tempo, tempo, tempo whether it's Coach Mode or User/CPU games.

I make sure to check down to Run Best Play often while in the backcourt to control pace. The Freelance tendencies have all been modified for every player, but set plays are designed to be more effective scoring plays than freelancing. There are some scenarios where you want to run and others where you want a good look at the basket. With the massive playbook changes we made, you have to trust the playbook sometimes which is the opposite of what I'd recommend with default rosters.

As for defensive plays, we actually can call any defense we want in Coach Mode. That's one of the few positives, but we can't control what kind of defense the CPU runs (aside from the Zone Defense in Coach Profiles) which is a bit of a downer as you mention.

The more data I look at from Coach Mode though it does appear that Difficulty changes the User/CPU slider balance. I'll try to adjust for this in the v2 sliders.

A few of the changes that will absolutely make it into the next sliders:

1. Increase in Foul frequency. This is a relatively easy change since I've tested from 0-100 on most of these foul sliders in the past. Targeting 18-20 fouls per game without making driving to the basket too foul happy.

2. VERY minor decrease in Passing related sliders. Every point increase/decrease in the Pass Accuracy slider has a drastic effect on how accurate passes are. NBA players can make simple chest and bounce passes with relative accuracy so we need to stay within a certain range to go along with the Pass ratings in the roster to make sure it's realistic.

3. User and CPU Offensive Rebounding. Just like in User games, the CPU has an offensive rebounding advantage. This is another relatively simple change since we can use a similar spread that exists in the Player Lock sliders.

4. Passing lane steal attempts need to be more frequent and that's another simple change as well. Should help result in more steals and turnovers overall without having the silly reaching fouls and reach attempts all over the place.

5. Injury Frequency and Severity. More testing needed to find new levels, but expect change here for the better.
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