Hey all! Tomba here
I've been able to find out a something very cool in regards to how the game works with all the editing abilities we have for tailoring gameplay to our liking. Everyone knows by now what we can tweak, edit and eliminate, but I'll do an overview of what's there:
1)Player Attributes - Which has player ratings,abilites(which is boosting
)player tendencies,player hotspots and player signature moves
2)Gameplay Sliders
3)Coaching Profiles
Now all of these combined undoubtingly are suposed to work together. My friends...
THEY DO NOT. The simple truth is that with so many things being able to be edited you'd THINK that the game would play without falter...
In playing the game, making sliders for the game I've been able to see how this game actually handles all the ratings, tendencies and gameplay settings at default and then from personal adjustment.
Now, I was asked by Paul Pierce to aid him with his roster. He had two specific things he needed help with. One. Coaching profiles and TWO. Player Hotspots. Hotspots I admittingly I didn't want to do, so I got him to let me do SIG Moves! (Yay
). I mention this, because if it was for this I would have never been put on to the coaching profiles and my findings within the coaching profile area.
First things first. Player ratings, abilities, tendencies and hot spots are already a TON of data for the computer to be trying to implement well. When we then add Gameplay Sliders and Coaching Profiles it adds even more that the computer has to end up rendering into accurate animations and results.
So... If we have all this rating information trying to be dealth with there is bound to be errors, hiccups and in general herky jerky gameplay. Pretty much making what we think to be perfect... IMPERFECT.
I have a bit of a solution and something that I've now spent tons of playtesting with to finally feel confident with that I feel the community should be filled in on...
If ratings are dealth with to the finest of even/odd numbers 54's,65's,72's 83's or 91's(number that are freely given to players ratings etc) then Gameplay sliders and coaching profiles CAN NOT have these given to them and need to have solid,easier numbers for the computer to generate better results with what is there for the players individual ratings.
This means that for Coaching profiles SPECIFICALLY the numbering should be nothing but these...
Coaching profiles with numbering like this
0,25,50,75,100
meaning no 3's,14's 27's,34's,49's.51's etc etc
EVEN numbers for Coaching profiles make it smoother. Anything with an odd number screw up the mix between player ratings player tendencies etc.
Call me crazy but it's pretty amazing right now. I always felt that 2k12 was good out of the box even all the player speed stuff I did on 2k9 and 2k10 didn't have to be done this year or last that much aside from the centers moving very sluggishly.
I'd like it if you guys can try this out for yourselves. These will be in Paul Pierces vtcrb rated roster
completely done so that you will have them for use right off the bat. I will release the actual numbers for reg users who feel they'd like to use them individually as well, but remember coaching profiles ADD speed they add additional boosts etc so having them te way I have them set up allows for better working sliders etc (um esp mine lol)
Below are just the numbers for the Sixers and Bobcats that you'd have to enter in for their coaching profiles top to bottom.
Sixers
100,50,50,100,25,75,0,0,50,50,50,50,50,50,50,50,50 50,50,50,50
Bobcats
25,50,50,25,50,100,0,0,25,50,50,50,25,50,75,50,25, 75,50,50,50,
So with that...