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Old 10-14-2012, 11:51 PM   #25
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Re: Final Scores Too High?

Quote:
Originally Posted by EccentricMeat
No. There really isn't anything to fix.

It's an offline "problem", and it can be solved in many ways that take very little effort. Whether you solve it by changing how you play, by playing shorter quarters, by slowing down the game and/or player speed, or by messing with sliders, it is easy to cater the game to play however you want it to.

If they tried to patch this, it would probably just lead to more problems (AI teams inept on offense, increasing the difficulty of draining jumpshots, AI boosts to create a false difficulty, etc).
Reducing the minutes is not a fix and I wouldn't even call it a workaround. The excessively high scoring is a problem that needs fixing and is rooted in many gameplay imbalances that if addressed, should remedy the issue.
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Old 10-15-2012, 01:11 AM   #26
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Re: Final Scores Too High?

Honestly this is the first time in the series that i wont be customizing the sliders. everything feels right in all star/sim.
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Old 10-15-2012, 03:32 AM   #27
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Re: Final Scores Too High?

most of my games are between 85-100 pts on pro 12 mins but the one thing i can't seem to get right is cpu FG Attempts (always between 100-110) which also raises the rebound count. this is because the cpu takes rushed shots after a def rebound.
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Old 10-15-2012, 05:39 AM   #28
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Re: Final Scores Too High?

Quote:
Originally Posted by dazzelle
most of my games are between 85-100 pts on pro 12 mins but the one thing i can't seem to get right is cpu FG Attempts (always between 100-110) which also raises the rebound count. this is because the cpu takes rushed shots after a def rebound.
You're in luck, as this is an easily fixed problem.

As I stated in my post at the top of this page, you need to go through the Coaching Profiles for every team, look at the "Run Plays" slider, and either flip it (change 75 to 25, 85 to 15, 65 to 35, 100 to 0, etc), or just set the slider to 0 for every team.

I chose to flip them so that each team keeps a little bit more of their identity (at least in theory, not so sure about in practice), but setting each team's Run Play slider to 0 will make the AI ease up on the fast break and instead call plays almost immediately after a defensive rebound, leading to a slower paced game and, therefore, fewer FGs attempted.
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Old 10-15-2012, 05:09 PM   #29
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Re: Final Scores Too High?

Untitled......

Last edited by FrankieOliver; 07-30-2017 at 03:16 AM.
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Old 10-15-2012, 05:24 PM   #30
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Re: Final Scores Too High?

I play on All Star with MK sliders and a few changes of my own. I set all CPU teams coach profile Run Plays to zero and turned consistency down to 25 for user and 35 for CPU. Also, in my opinion, it's imperative that you play with Real Shooting %. With those settings I've been getting decent results.
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Old 10-15-2012, 05:54 PM   #31
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Re: Final Scores Too High?

The reasons for high scores are simple:

- Tendency to do not call plays in most possesions for both HUM/CPU (mostly)

- Inaccurate Shooting Ratings/Sliders for both HUM/CPU (both on 2nd degree)
- Too many Offensive rebounds for both HUM/CPU

I would start by simply annalizing the first issue and then go onto the next one, as on default not many teams run plays nor do HUM tend to ... to have an idea, there should be a play run around 75% of the time with the exceptions on fastbrakes and when plays get disrupted and there are so few seconds that a new play cant be run ... if you/CPU is not doing that, then you get high scores as you have posted.
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Old 10-15-2012, 06:24 PM   #32
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Re: Final Scores Too High?

I just tried a game ... 12 min quarters. All Star/Sim. Nets (me) vs Bucks (CPU). i destroyed the Bucks 62-42 by half time. i quit because it was just way too easy.

i now do rematch, 12 minute quarters Superstar/Sim .... half time score was Bucks 68, Nets 60.

Monta Ellis is a scoring monster. i just don't know what to do to make the game have a lower score. i wish it had the pace of 2K11. i dont recall ever having high scoring games.
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