How should progression work?

Collapse

Recommended Videos

Collapse
X
 
  • Time
  • Show
Clear All
new posts
  • freekbird
    Rookie
    • Nov 2009
    • 53

    #1

    How should progression work?

    I have been playing sports games for many years now and have always drawn the most enjoyment out of the franchise modes, like many on OS. One of the nice things about modern games vs the older ones is that they tend to be less linear which is excellent, a great example being how injuries can derail a career in NBA2k. That being said, they still have a long way to go to reflect how seemingly random the NBA season can be.

    Things like hidden ratings, letter grades based on hired scouts evaluations, coaches and scheme having a much larger impact...I have many ideas on how I, personally, would like the franchise modes to be laid out, but this thread is going to focus mostly on player progression. I personally feel that the "Potential" rating is very limiting and needs to go. While I understand that a player who has an 80 potential is certainly not guaranteed to reach that number, if a player has a potential of 70 there is no way he will hit 80.

    In the real NBA players with physical gifts are considered high potential players because they have the "tools" to be great. In reality pretty much any player could develop skills like shooting ability, bball IQ, passing ability and even strength. The only things MOSTLY set in stone are their size and speed/jumping ability. In real life pretty much any player has the potential to reach great heights (which is why some physically gifted players receive chance after chance to prove themselves) but in the game this is not so.

    I personally feel every player should have the theoretical potential to be an all-star caliber player but that potential should be tempered by variables such as coaching staff, coaching system, player attitude and work ethic, teammates leadership and teaching abilities and of course injuries. After all, this is why teams take chances on young players, because you just never know what they could turn into.

    In the game, for example, a player like Frank Kaminsky is extremely limited in his potential...he will never be more than a role player. In real life, while that is certainly his possible cap, he could become anything. As a young player with a proven track record of improvement (look at his freshman - senior seasons in college) whos to say he couldnt become a great player with the right combination of teaching, coaching, training, teammates and health. This is true with any young player. For the first few seasons of his career Cody Zeller looked to be a kind of crappy PF that looked lost on the court, and the game started treating him as such. Late last season he was moved to center and has absolutely blossomed in his new role and is one of the most important players on the Hornets roster. (Obviously Im a Hornets fan, I just use their players as examples because I know them) Kemba Walker could never have improved as much as he has the last 2 years under the current progression system. MKG has the work ethic and physical tools to because a superstar at the age of 23 if his shot got fixed, but in the game he will never be more than a low 80's overall rating.

    Im sorry about the rambling post I just kinda want to get my ideas out there at least as I think it would improve the way progression works. I would also like to see certain players put in the right position (or wrong) make fairly large jumps (or drops) in ratings ala Jimmy Butler a couple years ago.

    How do you think progression should work? Are you happy with the relative linearity of it now or, like me, do you just want something more? Thanks for letting me vent my thoughts...I have many more about unimportant things like sports video games : )
  • Champion8877
    MVP
    • Apr 2011
    • 1518

    #2
    Re: How should progression work?

    One of the things I liked in this years Madden was the dynamic development trait. Winning player of the week or a season award gave your player a chance of getting his development bumped up a notch. I think a few bad weeks would also give the chance of lowering the rating. I think 2k could implement something like this for the potential and make it work even better than it does in Madden


    Sent from my iPhone using Tapatalk

    Comment

    • turty11
      All Star
      • Apr 2013
      • 8923

      #3
      Re: How should progression work?

      im not a fan of how 2k development works this year, last year you could target individual areas of game and really develop a player in it, but this year putting that many of the training points in 1 area heavily penalizes the rest of them and you just get massive decreases to things.

      i would love for 2k to add in drills - we used to have these right? where we could take a player into a drill and develop an area of his game while not penalizing the rest of his ratings..not to mention if i turn a guy from a 50 3pt rating to an 80 over the course of his career it would be nice to see his 3pt tendency steadily rise as he becomes a better shooter.
      NBA 2k19 Roster and Draft project for PS4

      Comment

      • FSanchez12
        Rookie
        • Jun 2007
        • 469

        #4
        Re: How should progression work?

        Oddly enough, I was thinking about this in the shower last night. Why not integrate the 2K brand into the game itself. You get tweets in MyLeague and MyGM about new mock drafts and player rankings. Why not little blurbs about players getting adjusted for overall in 2K on roster updates that coincide with the player's actual development?


        Sent from my iPhone using Tapatalk

        Comment

        • freekbird
          Rookie
          • Nov 2009
          • 53

          #5
          Re: How should progression work?

          The dynamic trait thing is interesting...I'm usually not a fan of performance raising ratings instead of the other way around but if done right it could work I think.

          For me personally the XP earning would kill the game for me. I know a lot of people are into that kind of thing which is why Madden uses it, but I havent played more than a season of a Madden franchise since they started doing it. I get the whole "earn XP while having fun" but to me it feels less like a sports sim and more like an RPG and it sucks the fun right out.

          Its a fine balance for sure...it needs to be part random, part player potential and part a bunch of other factors, without players going up too much or going down too much season to season...not to mention in season trainings. Definitely not an easy balance to strike but I just feel there is so much more potential there.

          Ive always thought going to more broad letter grade ratings based on your scouts skills instead of showing the actual number ratings would make things a lot easier for the masses to see and lead to a larger variety of players being used. That way you arent forced to look at an overall rating (even if you know it means nothing in the grand scheme). Youd actually have to play with the players/watch games to select who to play/sign.

          Comment

          • turty11
            All Star
            • Apr 2013
            • 8923

            #6
            Re: How should progression work?

            actually i think there is a far simpler "fix" to progression.

            take the potential rating and break it down into categories.

            Offense Potential:
            Shooting, Finishing, Playmaking, Rebounding, Footwork

            Defense Potential:
            Perimeter, Paint, Help, Rebounding, Footwork

            Body Potential: -- yes, nba players grow and gain weight..in 2k they dont
            Height, Weight

            Athleticism: - general potential for speed/quickness/vert
            NBA 2k19 Roster and Draft project for PS4

            Comment

            • freekbird
              Rookie
              • Nov 2009
              • 53

              #7
              Re: How should progression work?

              While I do think thats better than what we have, and I would love if a player got fat and has his athleticism drop (Diaw anyone?) its still a pretty linear system.

              Who's to say what a player is capable of, thats why there needs to be many variables and randomness attached. Noone expected Jimmy Butler or Kawhi Leonard to learn how to shoot, much less as fast as they did? There have been many defensive specialists who learned to knock down a corner 3 later in their careers who couldnt hit the broad side of a barn 2 years prior.

              Using another player Im very familiar with, MKG would have a very low jump shot/3 point potential rating, because his shot is broken. What if he gets a shooting guru and completely revamps his form (he was actually doing this under Mark Price till his shoulder injuries) and became a good shooter? Is it likely? No...is it possible? Sure, happens fairly often with varying degrees of success.

              Theres a lot to it but I think the less linear it is the better...Every play-through should be different. In one franchise Anthony Bennett should be able to find the right situation to become a 20/10 player, the next 2 franchises he could become a decent role player and the next 3 he's out of the league in 2 years.

              Comment

              • Junior Moe
                MVP
                • Jul 2009
                • 3870

                #8
                Re: How should progression work?

                Simply put, think that every single rating attribute should have a potential rating. The players overall potential would be derived from that. There should be some variable as Some outperform their grades but by and large a player is what he is. There are badges to accentuate skills wher players excel. MKG came out rated as a poor shooter and he's improved some but he'll never be a great shooter. Then you have guys who are rated well out the box, say like MCW, but he's not gonna grow much because he's at or near his potential in everything outside of mental attributes.

                Comment

                • DocHolliday
                  Farewell and 'ado
                  • Oct 2002
                  • 4698

                  #9
                  Re: How should progression work?

                  I always thought a "curve"'system would be cool to help with some variability. Not everyone has the same curve in the NBA.

                  Some guys spike early than fall fast. Some guys spike late in their career. Some guys go up and down through their career.

                  It would be fun to sign a FA that had a great year only to see that he dropped a bunch in ratings. Maybe he goes back up? Maybe he doesn't.

                  Same with signing a guy that had A off year and to see a spike in his abilities.

                  It's way to predictable at the moment and I think we all can agree with that.


                  Sent from my iPhone using Operation Sports
                  GT: Event Horizon 0

                  Comment

                  • Juve
                    Pro
                    • Dec 2008
                    • 649

                    #10
                    Re: How should progression work?

                    Originally posted by DocHolliday
                    I always thought a "curve"'system would be cool to help with some variability. Not everyone has the same curve in the NBA.

                    Some guys spike early than fall fast. Some guys spike late in their career. Some guys go up and down through their career.

                    It would be fun to sign a FA that had a great year only to see that he dropped a bunch in ratings. Maybe he goes back up? Maybe he doesn't.

                    Same with signing a guy that had A off year and to see a spike in his abilities.

                    It's way to predictable at the moment and I think we all can agree with that.


                    Sent from my iPhone using Operation Sports
                    Well said

                    Sent from my SAMSUNG-SM-G920A using Tapatalk

                    Comment

                    • SonicMage
                      NBA Ratings Wizard
                      • Oct 2002
                      • 3544

                      #11
                      Re: How should progression work?

                      Originally posted by DocHolliday
                      I always thought a "curve"'system would be cool to help with some variability. Not everyone has the same curve in the NBA.

                      Some guys spike early than fall fast. Some guys spike late in their career.
                      Isn't that just Peak Start and Peak End, which already exist?
                      NBA 2K18 ratings for several seasons generated from advanced analytics using the SportsCrunch system:

                      Sonicmage NBA 2K18 Ratings 2017-18 season
                      Link to Ratings 1996-2017
                      Link to Ratings 1973-1996
                      Link to Ratings All-time

                      Discussion found here

                      Comment

                      • DocHolliday
                        Farewell and 'ado
                        • Oct 2002
                        • 4698

                        #12
                        Re: How should progression work?

                        Originally posted by SonicMage
                        Isn't that just Peak Start and Peak End, which already exist?


                        That system only allows for one type of Curve. It would be cool have multiple paths for a career to follow.


                        Sent from my iPhone using Operation Sports
                        GT: Event Horizon 0

                        Comment

                        • turty11
                          All Star
                          • Apr 2013
                          • 8923

                          #13
                          Re: How should progression work?

                          i wish coaches/trainers on teams had a bigger impact on play development, say i had a coach and trainer with a C or lower for training/development i wouldnt be gaurunteed that all of my players progress and regression would be quicker. obviously this would have to come with massive changes to the amount of "free agent staff" with high grades (which is absurd, but a different topic)
                          NBA 2k19 Roster and Draft project for PS4

                          Comment

                          • Master Yoda
                            Rookie
                            • Oct 2016
                            • 14

                            #14
                            Re: How should progression work?

                            The best by far player progression system is implemented in the football manager series (which I definitely recommend to you OP, even if you don't know anything about soccer). Very complex and deep, but I'll try to sum up the basics.

                            Every player is assigned two numbers from 1 to 200, that reflect his current ability (CA) and his (PA). CA can never exceed PA (unlike in 2k).
                            How these numbers are evaluated, is a function of many things, such as how many positions a player can play, how skilled and athletic he is, his IQ etc.

                            Whether a player is going to reach his PA is determined by these factors.

                            1. Age. Fastest growth during young ages, especially for mental attributes. If a player reaches the age of 26-27 and is still far away from his PA, chances are he's never going to reach it.

                            2. Playing time. More = better. Too much = bad. Too much would be the equivalent of the AI teams in Philly.

                            3. Coaches and training facilities. Self explanatory I believe.

                            4. Injuries and medical staff. Also, easy to understand. Injury prone players generally don't reach their peaks.

                            5. And most important of all, Personality Attributes.

                            There are many in the game, but the only relevant to this model are Determination, Work Rate, Natural Fitness, Professionalism and Ambition. The first three are visible to the player, but the last two are hidden and you can only estimate approximate values by clues throughout the seasons.

                            The most important of all is arguably Professionalism, because aside from the speed and likelihood of growth, it influences the duration of the peak.

                            These attributes are not static, but are not trainable either. They can only be changed at a young age (<22), through tutoring by older players.

                            Tutoring is an integral part of the series, and is a process that generally takes time. Also the players have to be compatible as personalities, for instance don't expect prime Timmy (a professional, calm player) to want to tutor a young DMC (an unprofessional hothead at the time).

                            Also interesting is how these games handle peak duration.

                            A player's physical attributes usually stop improving once he reaches 27ish, start declining by 30ish and start freefalling at 34-35. Exceptions to the rule are players without injuries, high natural fitness and top determination and professionalism. In general the Lebrons of this world.

                            However, despite the physical decline, a player's CA can remain at near PA levels for a long time, through the continuous increase of mental and skill attributes. Much like how CP3 is still a top 5 player despite not being as speedy as in his NOP days.

                            Generally, most player progression/decline curves can be approximated by this system.

                            Iverson, very determined/ambitious reached his peak, but his heavy playtime cought up to him, and his unprofessional behavior and lack of work ethic kicked him out of the league. Gilbert Arenas comes to mind also.

                            Timmy, freak of nature in terms of fitness, driven, professional, enjoyed lasting peak and minor decline in overall value as a player in his later years. Jordan, Kobe, Stockton, Andre Miller are other player in that mold.

                            AD, good player so far, determined, has battled injuries and has had up and down seasons due to them (fluctuations in CA). Many players who came back succesfully from injuries, Robinson, Embiid also recently etc.

                            Antony Bennett, unprofessional, unmotivated, low natural fitness (asthma). Never even came close to what he could have been.

                            If the 2k franchise could draw some inspiration from that system, that would be ideal. Hell, even a straight-up copy of it would make me happy.

                            Comment

                            • turty11
                              All Star
                              • Apr 2013
                              • 8923

                              #15
                              Re: How should progression work?

                              on the note of tutoring, bring back the mentor personality badge and have it so a player with the mentor badge will give a slight boost to progression for players on the team with either his similar playstyle or position.
                              NBA 2k19 Roster and Draft project for PS4

                              Comment

                              Working...