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Originally Posted by -CoL- |
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I actually check synergy data for individual players all the time for free, what I don't get is access to their videos and stuff (assume the paid version also shows better rankings, sortable tables or I dunno tho).
But anyway, regarding the inconsistencies on simulated stats, Of course I had injuries disabled and no trades and 40 minutes for Love, but I finally found out what was it, it's a problem with the way 2ksports handles the stats in sims, now I don't know if I can link another website but townknave made a great post titled "Comprehensive Simulated Stats Mechanics Guide" in NLSC, it explains how every stat relates to real life results, and how some stats have absolutely no input on simulated stats. I recommend checking it, it could come handy for the future.
For example 99 block rating would only amount to a 4.9% block rating, so no matter what I do, I wouldn't get more than that; and rebounding itself for a player affects the distribution of rebounds for a team, he had the same problem with Love and by reducing the rebound rating for his teammates (mostly beasly and darko), Love's rebounds went up, worked for me too, again Seriously recommend reading that post to understand how the simulated games work in 2k12.
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I have absolutely no problems getting accurate numbers across the board during simultation except FG% and Blocks (14-15 RPB, 10-12 APG, 2-3 SPG, accurate metric stats, etc.) and have posted the data to prove it in this thread and others. I understand how the sim-engine works. What confuses me is why you can't get the same stats I do. I consistently get accurate stats and minutes (when the rotations are set properly) with how the roster is currently rated. By accuracy, I mean compared to last-years numbers. Remember, this roster hasn't been updated in accordance with this year's stats yet because I want more of a sample size before doing that kind of an update. I plan on doing one major rating/tendency update around the all-star break, then leaving that part of the roster alone. If you are comparing the sim-stats to this year's actual stats, they will be at least slightly to moderately off, but should still be in a range considered "realistic".
I know the block % tops out at around 5-6% in the sim-engine. I knew this going in to rating the roster but based my block ratings on a 10% scale due to my intention of at some time having all classic rosters re-rated to the same scales as current players and wanting there to be clear separation between players. For example, Howard has a block% of around 5-6, but players historically have had a block% between 7-10. That's why I talked before about possibly having a second roster only to factor in the players in the league today, particularly in regards to the block rating.
Thanks for letting me know you can see stats for free on synergy. I didn't know you can do that. I will definitely use that info in future releases of the roster.