Official MyGM / MyLEAGUE / MLO 2K17 Wish List

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  • Barncore
    Formerly known as Barnsey
    • Aug 2003
    • 1337

    #136
    Re: Official MyGM / MyLEAGUE / MLO 2K17 Wish List

    1. Smart CPU training schedule A.I. for the aspect of player progression that's based on training. (right now player progression of cpu players is too rounded. players get +2pts in all of the attributes, sort of thing). Training regimes should be based on player position + STAFF PREFERRED STYLES! (i.e. a SG playing for a coach who prefers "skill" over "defense" is obviously gonna get bumps in the shooting and handling and passing categories)

    2. Create a staff member (coaches, GM's, scouts, etc)

    3. EVERYTHING to do with the NBA landscape should be editable before starting the league, even for MyGM (staff & owners attributes, freelance offense, all the things that currently aren't)

    4. Coach preferred styles should be viewable in MyGM mode. They should editable in roster edit mode.

    5. Keep working on dat generated rookie A.I. Maybe come up with a few hundred "player types" and generated rookies are given ratings + tendencies based on the template that got randomly assigned to them.

    Comment

    • Barncore
      Formerly known as Barnsey
      • Aug 2003
      • 1337

      #137
      Re: Official MyGM / MyLEAGUE / MLO 2K17 Wish List

      GENERATED ROOKIE A.I.

      One of its flaws currently is that the tendencies lack connection to the attributes which lack connection to the badges etc. It's better than in years past, for sure, but it's still sorta random. Players lack a specific identity.

      The whole reason why people spend so much time creating fictional draft classes is because it means we can create players with a specific identities. Their values connect with their own values.

      I'm not sure how exactly you should tweak the generated rookie A.I, BUT i think it'd be good to think in terms of SYNERGY. Generate players whose attributes and tendencies etc are synergistic with each other. Guards shouldn't be performing dropsteps on people. Athletic defensive players shouldn't be attempting step back dribbles.

      The generated heights are fine, the generated positions are fine, the generated overall ratings are fine, the amount of badges generated is fine, the balance of good and bad players is fine, the way they look isn't perfect but it's fine (compared to years past), lots of things are fine. It's mostly good, but i'm so hungry for generated players to have specific identities that make sense. I don't wanna see that the 7 foot center i just drafted has a 78 rating for speed but a low rating for dunking but a nice 3pt but shot blocking badge shot etc etc. Some things just don't make sense together. Think about which kind of player abilities are synergistic with each other and tune the generated stuff a bit?

      E.g.
      I'm not sure how rookies are currently generated, but what you could do is have a "player DNA" set before he is "born" into the draft, so to speak.
      So, ok, this draft is gonna have an "aggressive scorer", and "faceup four", a "craft offensive guard", and an "interior defender", etc. And then after that, certain ranges should be in place for what attributes or tendencies make sense for that player. (the ranges can be loose, but their must be ranges) I'm not sure which should come first - the attributes or the tendencies - but the next step would be to generate one of the two within specific ranges, and then based the NEXT thing (whichever remains left after choosing one of attributes or tendencies to come first). Then, we have either tendencies that are based on attributes, or attributes that are based on tendencies (whichever creates better results). THEN, only certain signature animations should be avail for the type of body type, athletic ratings, and play style. Not tooooo limiting, but at least ignore big man animations for guards in the generation process.

      ^ I don't know if that helps at all. But at the end of the day, some sort of genius automation process must be come up with so that our generated players feel like actual unique and believable NBA prospects.

      But like i said, it is better in 2k16 than it ever has been. But i still feel it is necessary to edit generated players to death, which is really time consuming. And unless i create the class beforehand, i can't even edit players in MyGM mode

      Comment

      • Barncore
        Formerly known as Barnsey
        • Aug 2003
        • 1337

        #138
        Re: Official MyGM / MyLEAGUE / MLO 2K17 Wish List

        There will have to be a lot of "if" codes for generated prospects.

        Examples...

        - If a player has a 60 for vertical, then his range for speed is 40-75.
        (then lets imagine the computer generated a number of 70)
        - If a player has a 70 for speed, then his range for acceleration is 50-85-ish.
        - If a player has a weight of 211 lbs, then his range for strength is 48 - 65.
        - If a player has a height of 6'10", then his range for vertical is 25 - 90. And the cap goes up +2 with every inch of height he loses.
        Or maybe that's too strict.

        But you get the point.

        There needs to be more synergistic identity within the individuals of a generated class

        Comment

        • Junior Moe
          MVP
          • Jul 2009
          • 3870

          #139
          Re: Official MyGM / MyLEAGUE / MLO 2K17 Wish List

          Originally posted by Barnsey
          There will have to be a lot of "if" codes for generated prospects.

          Examples...

          - If a player has a 60 for vertical, then his range for speed is 40-75.
          (then lets imagine the computer generated a number of 70)
          - If a player has a 70 for speed, then his range for acceleration is 50-85-ish.
          - If a player has a weight of 211 lbs, then his range for strength is 48 - 65.
          - If a player has a height of 6'10", then his range for vertical is 25 - 90. And the cap goes up +2 with every inch of height he loses.
          Or maybe that's too strict.

          But you get the point.

          There needs to be more synergistic identity within the individuals of a generated class
          I absolutely love this. Then maybe every so often there's a generational talent (like LeBron or young Shaq) that comes along and shatters the mold. But they have to be extremely rare as in real life.

          Comment

          • spoofrice11
            Pro
            • Mar 2004
            • 672

            #140
            Re: Official MyGM / MyLEAGUE / MLO 2K17 Wish List

            Add "Coach Mode" back into the game.

            I liked to get in with other teams to help stats. Say Durant is only averaging 22 a game. I could let the game play while i did other things and do some scoring with him (could even have defense back off to help him be open while the game plays itself).

            Comment

            • Smirkin Dirk
              All Star
              • Oct 2008
              • 5183

              #141
              Re: Official MyGM / MyLEAGUE / MLO 2K17 Wish List

              MyLeague needs to allow users to change which teams are user controlled at any point.
              2022 'Plug and play' sim roster (XBX)

              Comment

              • chadeo23
                Rookie
                • Apr 2010
                • 196

                #142
                Re: Official MyGM / MyLEAGUE / MLO 2K17 Wish List

                Am I correct in thinking if i start myleague today, I wont be able to get the Toronto allstar weekend? If they add it during my myleague will I get it?.. or have to start a new one? If I have to start a whole new one to get the actual 2016 allstar weekend then that is a problem and needs fixing

                Comment

                • Barncore
                  Formerly known as Barnsey
                  • Aug 2003
                  • 1337

                  #143
                  Re: Official MyGM / MyLEAGUE / MLO 2K17 Wish List

                  SMART PLAYER PROGRESSION A.I.

                  Player progression is better this year, but it still hasn't taken the leap that i've been hoping for for about 4 years now, and that is: player progression is too rounded / too spread out / not specialized enough. By that i mean, you mostly see +2 upgrades on most attributes (with the occasional +4 or +1 here and there). Certain ratings should grow at different rates, for different reasons, for different players, and this is not reflected in 2k yet.

                  Think of things this way: When NBA prospects first come into the league, they usually have an edge in 1 of 3 aspects: Skill, Will (mental), or Physical gifts (athleticism/height). I am generalizing things a lot here, but you get the point. If you think about it, each of those categories have very different growth realities. Not only that, but improvements of those categories come from different places. For example...
                  • Skill-based abilities are mostly developed in training/practice.
                  • Mental-based abilities are mostly developed from game experience.
                  • And Physical-gifts are mostly something that comes naturally. Even though athleticism can be developed (just look at Steph Curry), for the most part you are what you are. Incremental improvements only.


                  I would like certain skills to develop based on the player type that they are, their position, their age, and the coaching style of their training staff. I.e. you might see a "skilled shooter" SG who has a trainer who values "skills" more so than "defense", then he could improve his shooting and ball handling and passing accuracy by +5, but his rebounding and blocking should get neglected more than other things.
                  Did this guy get playing time as a rookie? If he was a starter, then his offensive and defensive consistency ratings should be the thing that grows the most. Say +10. If he didn't get any playing time, then it doesn't grow much at all. Say maybe +2. The main difference between young players and vets in 2k should be offensive and defensive consistency. That's the mark of experience.
                  If the guy is over the age of say 23, i don't want to see his athleticism ratings increase at all for the rest of his career. Once a player hits 23 yrs old and onwards then he hits his athletic prime (in terms of speed and vert), until 29 or 30 or so, athletically speaking. Though Strength can still be developed up until his late 20's.

                  So, here's how i would lay it out...

                  1) TRAINING: Attributes that are developed mostly from practice (Main age window of improvement: 18 - 27ish)
                  - all of the shooting ratings (moving, standing, FT)
                  - ball control
                  - passing accuracy
                  - strength! (note: not in the physical/natural section, as it is something you can build yourself)
                  - stamina
                  - post hook, post fade, post control.
                  - standing layup.
                  - hands
                  - low post defense
                  - on-ball defense

                  2) EXPERIENCE: Attributes that are developed mostly from NBA game experience (Main age window of improvement 18 - 27ish)
                  - offensive consistency! (wide growth margins)
                  - defensive consistency! (wide growth margins)
                  - shot IQ
                  - pass perception


                  3) NATURAL: Physical Attributes that come naturally and are tougher to develop (Main age window of improvement 18 - 22 or 23ish)
                  - speed
                  - acceleration
                  - lateral quickness
                  - vertical
                  - driving dunk
                  - standing dunk
                  - hustle

                  4) Combo of Training and Game experience
                  - passing IQ
                  - pick and roll defense
                  - help defense
                  - box out
                  - fouling less tendency

                  5) Combo of Game Experience and Natural
                  - passing vision
                  - stealing
                  - reaction time
                  - contact dunk

                  6) Combo of Natural and Training
                  - driving layup (partly natural because layups are half about body balance/control/coordination)
                  - defensive and offensive rebounding
                  - blocking


                  7) Combo of all three
                  - shot contest
                  - draw foul

                  ^ All of this should vary slightly depending on the player type, position, coaches, peaks, and whatever else. And some things should have narrower/wider growth margins than others. But this is great start imo.

                  Tendencies should also be put into these categories also, AS THEY ARE JUST AS IMPORTANT AS ATTRIBUTES IN THIS GAME, let's face it.

                  And as for regression, there should be a simple rule of thumb: THE ATTRIBUTES IN THE NATURAL/PHYSICAL SECTION ARE THE FIRST TO GO. And they should have a sharper decline than the other ratings. The last to go is the atrributes in the EXPERIENCE/MENTAL section. And it shouldn't actually go down very much at all, if at all! Player's don't lose their mental traits, they lose their body ability, and all of the skills that stem from their body's capacities.

                  *deep inhale*

                  Comment

                  • Junior Moe
                    MVP
                    • Jul 2009
                    • 3870

                    #144
                    Re: Official MyGM / MyLEAGUE / MLO 2K17 Wish List

                    Originally posted by Barnsey
                    SMART PLAYER PROGRESSION A.I.

                    Player progression is better this year, but it still hasn't taken the leap that i've been hoping for for about 4 years now, and that is: player progression is too rounded / too spread out / not specialized enough. By that i mean, you mostly see +2 upgrades on most attributes (with the occasional +4 or +1 here and there). Certain ratings should grow at different rates, for different reasons, for different players, and this is not reflected in 2k yet.

                    Think of things this way: When NBA prospects first come into the league, they usually have an edge in 1 of 3 aspects: Skill, Will (mental), or Physical gifts (athleticism/height). I am generalizing things a lot here, but you get the point. If you think about it, each of those categories have very different growth realities. Not only that, but improvements of those categories come from different places. For example...
                    • Skill-based abilities are mostly developed in training/practice.
                    • Mental-based abilities are mostly developed from game experience.
                    • And Physical-gifts are mostly something that comes naturally. Even though athleticism can be developed (just look at Steph Curry), for the most part you are what you are. Incremental improvements only.


                    I would like certain skills to develop based on the player type that they are, their position, their age, and the coaching style of their training staff. I.e. you might see a "skilled shooter" SG who has a trainer who values "skills" more so than "defense", then he could improve his shooting and ball handling and passing accuracy by +5, but his rebounding and blocking should get neglected more than other things.
                    Did this guy get playing time as a rookie? If he was a starter, then his offensive and defensive consistency ratings should be the thing that grows the most. Say +10. If he didn't get any playing time, then it doesn't grow much at all. Say maybe +2. The main difference between young players and vets in 2k should be offensive and defensive consistency. That's the mark of experience.
                    If the guy is over the age of say 23, i don't want to see his athleticism ratings increase at all for the rest of his career. Once a player hits 23 yrs old and onwards then he hits his athletic prime (in terms of speed and vert), until 29 or 30 or so, athletically speaking. Though Strength can still be developed up until his late 20's.

                    So, here's how i would lay it out...

                    1) TRAINING: Attributes that are developed mostly from practice (Main age window of improvement: 18 - 27ish)
                    - all of the shooting ratings (moving, standing, FT)
                    - ball control
                    - passing accuracy
                    - strength! (note: not in the physical/natural section, as it is something you can build yourself)
                    - stamina
                    - post hook, post fade, post control.
                    - standing layup.
                    - hands
                    - low post defense
                    - on-ball defense

                    2) EXPERIENCE: Attributes that are developed mostly from NBA game experience (Main age window of improvement 18 - 27ish)
                    - offensive consistency! (wide growth margins)
                    - defensive consistency! (wide growth margins)
                    - shot IQ
                    - pass perception


                    3) NATURAL: Physical Attributes that come naturally and are tougher to develop (Main age window of improvement 18 - 22 or 23ish)
                    - speed
                    - acceleration
                    - lateral quickness
                    - vertical
                    - driving dunk
                    - standing dunk
                    - hustle

                    4) Combo of Training and Game experience
                    - passing IQ
                    - pick and roll defense
                    - help defense
                    - box out
                    - fouling less tendency

                    5) Combo of Game Experience and Natural
                    - passing vision
                    - stealing
                    - reaction time
                    - contact dunk

                    6) Combo of Natural and Training
                    - driving layup (partly natural because layups are half about body balance/control/coordination)
                    - defensive and offensive rebounding
                    - blocking


                    7) Combo of all three
                    - shot contest
                    - draw foul

                    ^ All of this should vary slightly depending on the player type, position, coaches, peaks, and whatever else. And some things should have narrower/wider growth margins than others. But this is great start imo.

                    Tendencies should also be put into these categories also, AS THEY ARE JUST AS IMPORTANT AS ATTRIBUTES IN THIS GAME, let's face it.

                    And as for regression, there should be a simple rule of thumb: THE ATTRIBUTES IN THE NATURAL/PHYSICAL SECTION ARE THE FIRST TO GO. And they should have a sharper decline than the other ratings. The last to go is the atrributes in the EXPERIENCE/MENTAL section. And it shouldn't actually go down very much at all, if at all! Player's don't lose their mental traits, they lose their body ability, and all of the skills that stem from their body's capacities.

                    *deep inhale*
                    I think part of it too is just that it's so much easier to have an overall rating to quantitate value. Like a guys potential is an "83". Ok. Well, what attribute increases lead him to that and do they make sense? I think a simple way to do it while still keeping it fairly simple is to have each attribute have a "cap". Say player A's 3 pt shooting cap is 71. If he does all the training in the world and has the high work ethic badge that's as high as it'll get. He will never be a Ray Allen. Now badges and things could make him more effective. But that's the jist.

                    At the same time player B could have low initial ratings, but have near max potential in a variety of attributes. He could be something special. But, he doesn't get the playing time or is injured. The game will still value him because he has so much potential. But he will be paid at a value commiserate to his actual skills/production. Maybe have his potential cap start to decline each year if he isn't producing. Then, at whatever his decline age is everything falls off a cliff.

                    Comment

                    • Sitew33
                      Rookie
                      • Sep 2012
                      • 443

                      #145
                      Re: Official MyGM / MyLEAGUE / MLO 2K17 Wish List

                      Concerning relocation/re-branding Uniforms

                      1. Add the ability to also create warm ups also
                      2. Give us the ability to add a alternate jersey to a team's existing current jerseys. Someone may not want to do a whole re-brand but just wants to add another alternate jersey to a team.
                      3. Get together with stance and maybe add "Create/Design" socks.

                      These things might be possible but it would add to the customization aspects of the game.

                      Comment

                      • BluFu
                        MVP
                        • May 2012
                        • 3596

                        #146
                        Re: Official MyGM / MyLEAGUE / MLO 2K17 Wish List

                        Originally posted by Barnsey
                        SMART PLAYER PROGRESSION A.I.

                        ...

                        1) TRAINING: Attributes that are developed mostly from practice (Main age window of improvement: 18 - 27ish)
                        - all of the shooting ratings (moving, standing, FT)

                        ...

                        2) EXPERIENCE: Attributes that are developed mostly from NBA game experience (Main age window of improvement 18 - 27ish)
                        - offensive consistency! (wide growth margins)
                        - defensive consistency! (wide growth margins)
                        - shot IQ
                        - pass perception
                        Good post. I have a couple of things to add. (Little all over the place haha)

                        Free throw shooting: should be rare to see large and continuous growth in this area. Majority of players are steady free throw shooters for their entire career. Sometimes you have the occasional jump early in their career (Blake Griffin, Chris Webber) but then it steadies off afterwards.

                        (On your prospect generation 'synergy' post earlier on) : Free throw shooting should also be somewhat tied to mid range or 3 point shooting ability most of the time. Not often do you have excellent free throw shooting big men that can't hit a mid range jumper. Same with the post fade! I see a lot of this in 2K.

                        Also on free throws: there needs to be a way to practice them with your team, hands on.

                        And, the attributes you placed under 'experience', I'd like to see somewhat tied into coaching prowess as well. A good offensive coach positively increases shot IQ for example.

                        Apologies for the jumbled up post, I'm in a rush lol

                        Comment

                        • Barncore
                          Formerly known as Barnsey
                          • Aug 2003
                          • 1337

                          #147
                          Re: Official MyGM / MyLEAGUE / MLO 2K17 Wish List

                          Originally posted by Junior Moe
                          I think part of it too is just that it's so much easier to have an overall rating to quantitate value. Like a guys potential is an "83". Ok. Well, what attribute increases lead him to that and do they make sense? I think a simple way to do it while still keeping it fairly simple is to have each attribute have a "cap". Say player A's 3 pt shooting cap is 71. If he does all the training in the world and has the high work ethic badge that's as high as it'll get. He will never be a Ray Allen. Now badges and things could make him more effective. But that's the jist.
                          That would be cool, but it might be a little fiddly to have a potential rating for each attribute. Maybe a potential rating for each "grade" (i.e. you know how there's an A-F grading for inside scoring, outside scoring, rebounding, etc). Maybe that could work. But that solution may not be needed if player progression is smart by itself.

                          Originally posted by Junior Moe
                          At the same time player B could have low initial ratings, but have near max potential in a variety of attributes. He could be something special. But, he doesn't get the playing time or is injured. The game will still value him because he has so much potential. But he will be paid at a value commiserate to his actual skills/production. Maybe have his potential cap start to decline each year if he isn't producing. Then, at whatever his decline age is everything falls off a cliff.
                          I'm pretty sure the game already brings a guy's potential cap down if they get injured. And i know they've said that play time does factor in to player progression too in 2k16, but i don't know how heavily it's weighted. It must be tiny.

                          Comment

                          • Barncore
                            Formerly known as Barnsey
                            • Aug 2003
                            • 1337

                            #148
                            Re: Official MyGM / MyLEAGUE / MLO 2K17 Wish List

                            More quick thoughts on generated players...

                            It could be cool generate players based on what's already in the league. I.e. so the game reads how many faceup fours there are over 70 overall, how many over 80 overall, etc, and then it reads how many "crafty offensive point guards", etc etc etc. And it makes decisions based on that. So, say the overall league is in the middle of a drought for quality SG's, then the game will start to compensate and generate star SG's. And so on. Then that means the game takes into account the overall balance of the league.

                            Also, the game's initial seed of generating should come from what i talked about above. It's first question should be: which type of edge does this player have...
                            1) Skill based (skill specialty)
                            2) Will based (mental and/or intangibles)
                            3) Physical gift based (really tall or athletic)
                            The game should then further generate its players based on the answer to the question of which edge this player has. Then it goes on to generate the attributes, tendencies, badges, etc.

                            And the top prospect(s) of a class can have more than one edge-base

                            Comment

                            • BluFu
                              MVP
                              • May 2012
                              • 3596

                              #149
                              Re: Official MyGM / MyLEAGUE / MLO 2K17 Wish List

                              Another thing about development; players' tendencies should coincide with them. If a big man works on his 3 point shot over the summer, he should be taking more threes as a result (Horford, Cousins, Anthony Davis this season). As far as I know, shot tendencies stay the same even after development.

                              Also shot attempt locations should be able to be influenced by the coaches' preferences. Right now, it seems like the coach's style only dictates who is targeted and not necessarily how they play. (Hilliard for example is a really good shooter with very low 3 point tendencies. A coach who wants 'everything outside' will target him for the roster but not have him take any more threes then he would have with another team)

                              Speaking of coaching styles, there should be some coaching defensive styles: paint protection, mobility, length, IQ, etc.

                              Comment

                              • Barncore
                                Formerly known as Barnsey
                                • Aug 2003
                                • 1337

                                #150
                                Re: Official MyGM / MyLEAGUE / MLO 2K17 Wish List

                                Dear devs,

                                There are some very good observations and tuning suggestions in this thread: http://www.operationsports.com/forum...-fix-list.html

                                Comment

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