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NBA 2K17 MyLEAGUE, MyLEAGUE Online & MyGM Blog With Erick Boenisch

Innovation.  Authenticity.  Engagement.

These are the three tenets that the franchise team has been working under for the last couple of years, and it has produced some truly unique content.  We have another feature set this year that will both challenge the norm and continue to drive this portion of the sports gaming industry.

The people I am fortunate enough to work with on the MyGM/MyLEAGUE team are of a different ilk.  Intense…is the word I would use to describe them.  To Dave Z, Tim, Brad, Barry, Leftos, Yu, and Kefei, I salute you.  For everyone else out there, let’s go learn what these fine folks have created for you this year!

I’m going to write this blog a little differently than I have in the past.  We covered a lot of ground this year.  I want to make sure you can understand the breadth of our scope this year, so I am going to write this in more of a list format so you can quickly consume what we have been up to.  Without much further ado…

League Expansion (League Expansion Blog)

Simply put, this feature is a ton of fun.  So much so that we led our information about NBA 2K17 this year with this very information.  A short while back, I wrote a very detailed blog explaining every aspect of this feature.  Rather than repeat that all here, I would encourage you to click the link above and give it a read!

Having nearly finished the game now, and reflecting on that blog, I am beyond confident that you will all love what we have done here.

MyLEAGUE Online

MyLEAGUE Online has seen a lot of improvements in NBA 2K17.  Last year, its first year, was all about delivering a rock solid mode that provided an exciting experience for you and your friends.  Personally, I think we hit that mark, and even exceeded it.  This year is all about taking the foundation we built in 2K16 and adding to it.  The vision for this year was to add future years to MLO and make it a continuous franchise experience.  I want to inject new draft classes.  To see the young kids grow into superstars.  And to see the superstars decline and eventually retire.  All of this, I wanted to do in a new and exciting way.  One that will keep you all on your toes.

MyLEAGUE Online does not revolve around money and contracts.  That is something we have limited to our offline experience.  Instead, we are adding a fantasy element (of sorts) to the mode this year.  That core fantasy element revolves around the concept of ‘Keepers’.  Every player in the league has a number of ‘keeper years’ attached to him.  At the end of every season, the GM of each team is able to keep a set number of players on their roster (this number is totally customizable by the Admin), so long as the players in question have at least 1 keeper year left.   Players who no longer have any keeper years left simply become a free agent.

The offseason is a fun and integral part of our new experience.  Players now age in MyLEAGUE Online.  This means you have player progression, as well as player regression.  The draft is the centerpiece of the offseason experience.  Prefacing the draft is the draft lottery where all of the teams that don’t make the playoffs get a chance for that coveted #1 pick (this works as you know it).  The draft itself is where things get REALLY interesting.  The player pool for the draft is a combination of the incoming rookie class coupled with all of the available free agents (e.g. players who weren’t protected and/or have expired keeper years).  This essentially means that with every pick in the draft, you are going to need to decide if you want to try and draft the next big star OR spend your draft picks on developed players.  If you are at the top of the draft, you may get lucky and land a marquee player like a Paul George or John Wall.  That will come at the expense of drafting and developing a young rookie, though.  I’ll be the first to admit, this is a unique way to do an offseason.  It’s a way though, that has provided the development team here with some really, really compelling drafts and leagues that were just downright fun to be a part of.  Through those personal experiences, I can’t wait for you to actually get your hands on it to see how it feels.

As this is a MyLEAGUE experience, complete customization is the paradigm we are sticking to.  New support includes:

- Admins can schedule and update the offseason draft time to one that works best for his/her league.

- Admins can import custom Draft Classes directly into MLO this year.  In fact, the draft classes can be imported right up to the start of the draft.  Additionally, we now allow for the editing or prospects after the class has been imported.  If your league members want changes to the incoming class, you have the tools to make the changes.

- As league members can play games in any order, the concept of ‘time’ is loosely based in this experience.  To combat this, we have now given Admins the ability to generate new Power Rankings, Big Boards, and Mock Drafts whenever they deem fit for their leagues.

- Admins can customize the number of Keepers teams are allowed to hold onto after each season, all the way from 0 players up to 15.  The default value is 5 players, which we have found keeps things interesting going from year-to-year.

- We understand that drafting a rookie entails waiting around for the player to blossom.  The last thing you want to do is invest time waiting for him to blossom, only to have him walk when his keeper years expire once he reaches his potential.  As such, we have added an Admin option that allows you to add additional Keeper Years to drafted rookies.  This encourages you to draft them, as you will have additional years to see them develop and take advantage of their newfound skills before they enter free agency. 

- Admins will now have access to the Edit Player feature of an already running MyLEAGUE Online.

- Injuries have been added to MLO for 2K17.  Injury duration is defined as number of games.  For those who prefer their players to all be healthy, there is an admin option to turn injuries off.

- Admins have been given the ability to manually unretired players that have decided to call it quits.

- Admins will have the ability to re-run the Draft Lottery in the event that the guy no one likes wins it (I kid, but the ability is there!).  Additionally, Admins will also have the ability to manually set the draft order for the offseason draft should your league come up with a custom way to order the draft.    These two options right here, I think these really show how serious we are about letting you build your league the EXACT way you want it.  Customization, all day!

Even with all of the above being added to the mode, maintaining complete reliability with an “it just works” experience was still our #1 goal for this year.  Beyond that, I genuinely think you are going to love what we have done to the mode this year.  I can’t wait to hear your feedback once you actually have the controller in your hands.

NEW MODE - Playoffs

Returning for the first time on the next gen consoles, is Playoffs mode.  For those users who don’t want to worry about the grind and time required to play a full regular season, you can now setup and customize your very own 16-team playoff tree.  Play with modern day NBA Teams.  Play with Classic NBA Teams.  Play with Euroleague Teams.  Just play, and make it your own.  The excitement and suspense of the Playoffs is now at your fingertips.

NBA 2K17 features two new game modes under the MyGM/MyLEAGUE experience this year: Start Today and Playoffs.

NEW MODE - MyLEAGUE Start Today

Once the NBA season starts, a new mode will open up in NBA 2K17.  Start Today is a season/franchise mode that takes all of the stats/standings/injuries/etc. from the REAL NBA and applies them right into your game.  For example, if you start a new Start Today experience on Christmas day, the standings and all player statistics will match exactly what they are in real life.  Your job from that point will be to finish out the season and guide your team to victory (you can keep on playing for a total of 80 years!).  No matter what day (in real life) you begin your Start Today experience, we will have it up-to-date to that very moment in the NBA season.  This is a feature we attempted a number of years back (to moderate success) that kind of fell by the wayside as we transitioned to the next gen consoles.  This year, we went full bore with the feature, and I’m extremely proud to say that the experience is more feature rich than we ever expected it could be.

Start in Offseason

Starting a new franchise mode has been the same, more or less, in every game, since the beginning of time.  In NBA 2K17, when you start a new MyGM/MyLEAGUE, you now have the choice of starting at the beginning of the regular season (as it has always been) OR by starting at the beginning of the previous offseason.  Did your team miss out on Ben Simmons?  Maybe you didn’t like who your team took with their first round pick.  Maybe you feel like the free agency period was a missed opportunity for your team.  This year, we are giving you the power to re-write your team’s offseason, and potentially, their championship hopes.  We really think you are going to love this addition…

New to NBA 2K17 is the ability to start your MyGM/MyLEAGUE at the beginning of the 2016 offseason, thus allowing you to re-write history by drafting different players and signing different free agents.  Ben Simmons and Brandon Ingram can be yours…

Beautiful New Setup Flow

With features like League Expansion and Start in Offseason going in to the MyGM/MyLEAGUE modes in NBA 2K17, it became clear that we needed to create a new, elegant way for you to create your new league.  This year, we will walk you through each feature step-by-step in order to ensure that you get the exact league setup that you want.

Dynamic Uniform Updates

All NBA season long, the team here at Visual Concepts is constantly pumping out new content to keep us up-to-date with the real NBA.  This might be new/updated court floors, new/updated uniforms, arenas, and more.  If you ever wanted to take advantage of the newly released uniforms (for example, the All-Star uniforms for the current season), you would have to do a complete restart of your MyGM/MyLEAGUE.  No one wants to do that!  In NBA 2K17, we have written a new backend that seamlessly integrates new uniform releases right into your existing save files.  You don’t have to do a thing, they will just be there waiting for you to enjoy!

Dynamic Rule Changes

As time passes, the NBA changes.  We’ve seen many rules that have changed the way the game is played, including shot clock changes, the addition of the 3-point shot, defensive 3-in-the-key, the hand-check, and so, so much more.  NBA 2K17 introduces the concept of rules changes.  As the years pass in your league, new rules will be proposed by the Competition Committee.  Not all will be approved of course. In fact, very few will.  You might see changes to how goaltending is called, zone defenses, the shot clock, playoff seedings, the draft lottery format, and much more.  As new CBAs come into play, you might see rule changes on that end as well, including modifications to the trade rules, the salary cap, team relocation fee changes (MyGM), trading deadline changes, and more.  And for the purists out there, worry not.  You can disable rule changes in future years if it’s not your cup of tea.  Total customization is the name of the game here at 2K.  Play the game how you like.

As time passes in your MyGM/MyLEAGUE, the Competition Committee will propose new rule changes that can have either small or sweeping changes to the league. 

Team Rebranding Sharing

This is a feature I mentioned in the League Expansion blog, but I want to include here in case you missed it…because I like it that much.  Last year, we introduced the concept of rebranding your team by creating a new team logo, uniforms, court floor, stadium, etc.  It was a lot of work for you, but with our robust tools, it was worth the effort.  In NBA 2K17, you now have the ability to share your creations with the world.  This means, you can simply browse complete team packages built by other users and download them right into your save files with a single button press.  Don’t worry about trying to make the perfect Seattle Supersonics rebrand; it’s likely someone has already done the work.  Search for ‘Sonics’, find the one you want, and add them to your league.  Simple as that!

Draft Pick Protections

For the first time, you can now place Protections on draft picks that you trade away.  Want to add a safeguard to your team in case things go wrong?  Put a Top 5/Top 10/Lottery protection on the pick.  Of course, the CPU will use this to their advantage as well.  If they are a rebuilding team who is trying to get their fans to “trust the process”, they will likely insist on protections for any picks they trade in the upcoming years.  This adds a new layer of authenticity to the trading game, one that you will no doubt enjoy.

Pick Swaps

Protections not enough for you?  Try adding a Pick Swap to the trade.  For the first time, you can now offer pick swaps as part of any trade offer you make.  A team with Pick Swap Rights has the opportunity to choose between their own draft pick or the pick of the team they are trading with (once the lottery order is finalized).  Think of it as insurance where you get the better of the two picks.  Note that CPU teams will be cautious to add this to any trade if their team’s pick has a chance to go lotto.  You really need to make it worth their while!

Advanced Rotations

For those of you who really want to take charge of your on-court units, we are introducing a new feature called Advanced Rotations that allows you to control exactly who is on the court for each minute of the game.  Devise gameplans that detail exactly how long you want your starting five on the floor to start the game, when the second unit should come in, and what position each player plays as different units sub in and out over the course of the game.  The sheer amount of control you now have here is unparalleled in sports gaming.

With the Advanced Rotations menu, users will have complete control over who is on the court (and who is on the court with them!) right down to the minute.  In this case, I’m running with the starters for the entirety of the 4th quarter.

Jersey Retirements

Teams will now retire jersey numbers of players (post-retirement) who were instrumental in their success over a period of many seasons.  The logic is actually pretty sophisticated for this.  If LeBron ends up on a team, plays one great season, then moves on, it is highly unlikely (read: not going to happen) that team will retire his jersey once he calls it a career.  His contributions simply weren’t meaningful enough…big picture.  Sounds simple, but I’m a big stats guy, and this provides a warming sense of history to your league.

Offseason Trading

Offseason trades are now allowed at any point during the offseason (following the Draft Lottery).  In previous games, we had limitations on when trades could be made in the offseason.  In order to not make this exploitable during a period such as Free Agency, we now enforce the rule that prohibits trading newly signed players for a period of three months or December 15th (whichever is later).

Offseason Trade Logic Improvements

Supporting offseason trading was much more complex than just adding the option during Free Agency, for example.  We wrote new offseason trade logic that takes into consideration the players on a team’s roster, who the team wants/expects to get in the draft (and what positional need that fills), the team’s current Bird Rights free agents and how likely the team is to re-sign them (e.g. the cpu now has the ability to look at a trade offer in the offseason with the thought of, “I don’t like your offer of Kyrie Irving, as I have CP3 (even though he is not on my roster RIGHT NOW) who we fully expect to re-sign in free agency thanks to the extra max year we can offer over other teams.”).  Additionally, we also spent a lot of time re-writing our trade logic for Draft Day trades.  In hindsight, it felt a little loose, often resulting in unbalanced offers.  Those should be a thing of the past in NBA 2K17.

Easier Roster Editing

Roster editors are going to love this one.  In both MyLEAGUE as well as the Roster Creator, you can now toggle an edit mode that allows you to edit all player ratings directly from the team roster pages.  No more highlighting a guy, selecting Edit Player, waiting for it to load, making the changes, backing out, and repeating with the next player.  It is an infinitely faster experience now.

Easier MyLEAGUE Team Swapping

For those who like to play with multiple teams at once in MyLEAGUE, we have made it significantly easier to change which team you are currently controlling.  From anywhere in the mode, you can now flick the right stick left/right to toggle through the teams under your control.

New MyLEAGUE Team Control Options

In MyLEAGUE, teams can now be toggled as User Controlled/CPU Controlled even after the mode has started.  For example, if you start a mode with the both the Lakers and Clippers as user-controlled teams and later decide you only want to play as the Lakers, you now have the option to set the Clippers back to cpu-controlled.

Team Rivals

We have a new Team Rivals feature in the game this year that does a really great job of selling the drama of playing a game against a rival.  When playing in such a game, the atmosphere will look and feel different compared to a game against a non-rival.  As it should!  You want to FEEL the energy when Cleveland comes to the Oracle.  Driving this system is an all-new backend that is constantly changing the rival score between teams.  For example, if you are playing a game with playoff implications that results in a lot of physical play (technicals), you can expect such a game to ratchet up the temperature with respect to the rival score.  In total, there are over 20 factors that we are constantly looking at, constantly evaluating, to determine the appropriate rival level one team should have with another.

The new Team Rivals feature allows you to build and grow new rivalries based on the actions that take place within your league.  Rival games feature a ramped-up and more intense atmosphere, to help portray the significance of the game.

Improved Record Tracking

At the NBA level, we now track the top 100 all-time leaders for 21 different stats across career records, season records, single game records, and single game playoff records.  As you play through your league, you will see players rise through the ranks.  It’s pretty cool to see how this looks after simulating 50 seasons.  At the Team level, we now track the 5 all-time leaders across 10 different stats, for every team.  I’m a bit of a stats junkie, so this is pure stat candy for me.  I hope it will be for your as well!

Draft Class Improvements

Draft Classes can now be imported and edited at ANY point (read: editing can happen AFTER importing while the season is ongoing).  Additionally, Draft Classes created in-mode can be saved to their own files as well.

New Automated Scouting Logic

Your scouts are now much, much smarter when you enable automated prospect scouting.  They will look at your assortment of picks and scout players appropriate for your expected draft position.  They are also significantly better at sticking to your guidelines for searches (e.g. when searching for ‘Best Available’, ‘Sleepers’, etc.).

Improved Trade Rumors

Trade Rumor posts in Social Media have been greatly improved, and are much more in line with actual talks that teams are having behind the scenes.  But, can you believe everything you read?

Veteran’s Minimum Contract Rule Added

Not all minimum contracts are created equal, but they kind of are.  This year, we have added support for veteran’s minimum contracts.  This CBA rule allocates the minimum amount of money that a team must pay a player based on his years of service in the league.  The interesting part is, regardless of the amount that the team is required to pay for the player (based on his years of service), the actual cap hit for this player will likely be significantly less.  As an example, Chris Andersen signed with the Cavaliers on a 1 year minimum this offseason.  Based on his years of service, this means the Cavs will pay him $1,551,659.  The actual amount that counts against the cap is $980,431.  One bonus to this change is that it will be easier to sign aging veterans who may think they are worth a little more than the absolute league minimum.  All in the name of authenticity!

‘Derrick Rose Rule’ Added

We’ve added the “5th Year 30% Max Criteria” contract signing rule (you will know this as the ‘Derrick Rose Rule’), which allows a player finishing his rookie contract to make 30 percent of a team’s salary cap when he meets the appropriate criteria.

Proper Re-Trading Rule Added

Added support for the rule that does not allow recently traded players to be re-dealt in a package (by a team over the cap) with other players (via aggregation of salary) for a period of 60 days.  The team is still free to trade the player immediately, either by himself or without aggregating his salary with other salaries.  In short, another step toward full sim, baby.

Trade Approval Rule Added

Added support for the rule that requires player trade approval for a player playing under a one-year contract who will have Bird rights at the end of the season.  The player will only waive this provision if the destination team is a better fit for him and his career.  So make it worthwhile!

Staff Editing in the Roster Creator

Staff editing is now available outside of MyGM/MyLEAGUE in the Roster Creator.  This allows for shared rosters to now include edited/custom staff as part of the roster itself.

Hot Zone Customization

Hot Zones are now customizable when editing players.  Edit any player in the league to your specification, or more likely, take total control when creating/using a custom created draft class.

NBA 2K17’s new League Expansion feature allows you to create your league in a number of ways.  One such way is the ‘Custom League’ option which allows for a combination of Expansion Teams, Classic Teams, Euroleague Teams, and more.

Team Standings Logic Updated

Team Standings calculation code has been redone and now reflects all of the NBA’s latest rules and tiebreakers, including multi-team ties.

Statistical Minimums Updated

Statistical minimums have been updated to exactly replicate what the NBA uses for League Leaders qualification in a given stat (http://stats.nba.com/help/statistical_minimums.html).

New League Leader/Player Stat Filtering

League Leader Stats and Player Stats can now be filtered by Current Season, Home Games, Away Games, Wins, Losses, As a Starter, and Off The Bench.  Seeing the various splits is really interesting and gives new insight into players and how they play.

New Team Stat Filtering

Team Stats can now be filtered by Current Season, Last 5 Games, and Last 30 Days.  As the makeup of a given team changes over the course of a season via trades and injuries, these new toggles are great at giving you the most up-to-date information about your team or your next opponent.

New Playoff Stats Filtering

During the Playoffs, Playoff Stats can be broken down by 1st Round games, Conference Semifinals, Conference Finals, NBA Finals, and Entire Playoffs.  I’ve found this tool to be useful when game planning for a team in the playoffs.  It’s interesting to review the matchups series-by-series and hunt for the weaknesses.

Improved Alternate Uniform Selection

You will notice improved logic for random alternate uniform selection.  The results are now more realistic with home teams being the ones wearing alternates more often, as well as teams wearing throwback historic uniforms on occasion.

‘Dead Money’ Support Added

- We now track ‘dead money’ (this article might help to explain it for you: http://bleacherreport.com/articles/2591387-counting-the-nbas-dead-money) in the game, meaning teams in our game are on-the-hook for their pre-existing real world player waives and buyouts.  Sim baby, all the way!  These numbers can be viewed for each team on the Player Contracts menu.

Salary Cap Projections

Salary cap projections (for all teams) are now shown for all upcoming years in the Player Contracts screen.  This should help you with your forward-looking team building.

Offseason Injuries

Injuries have been added to the Summer League period of the offseason.  While very rare, injuries that carry over into the regular season can now occur.

Player Sorting Improvements

Sorting by position or age now sorts by overall as well, so you can easily check your team’s depth chart or find the best 21 year-old free agent.  My sincerest apologies for not putting this in the game about 10 years ago.  You will love it, as simple as it is.

And there you have it.  Innovation.  Authenticity.  Engagement.

Here at Visual Concepts, we believe strongly in the franchise experience.  Some of our truest and most hardcore fans live exclusively in these modes, and it’s important to me that you feel we respect your purchase (because we do!).  So many games in sports simply ignore their franchise mode, or they will often give you the one pity feature each year to show a heartbeat.  I don’t understand that.  At all.  Each year I try and find a feature that pushes the envelope, something that no other game has tried or gotten right yet.  The franchise genre has grown a lot in the last ten years, and it still has a lot of room for growth in my opinion.  You better believe this team will be right there, continuing to push that envelope year after year after year.

Until next time folks.  Enjoy your time with NBA 2K17!

Erick Boenisch
aka SimBaller


Member Comments
# 301 BluFu @ 09/12/16 07:30 PM
Quote:
Originally Posted by Leftos

- There has been work put into tuning and tweaking draft class generation, as far as attributes and tendencies go. We do a tuning pass every year, looking at new and old attributes and how they relate to others and whether they need to be generated via code or a formula or whether a range is fine based on the position/archetype/quality trifecta. That said, I fully appreciate the details people like LorenzoDC are able to figure out and the feedback they generate. Unfortunately, a lot of it gets drowned in the noise of "generated tendencies SUCK, did you fix them?" I welcome and invite anyone to do a detailed write-up and put it up on OS or pastebin or wherever and send me a link or put a link in this thread. The more detailed the issues you report (and any suggested solutions are welcome too), the easier it will be for me/us to drill down and try to generate players in a better way. We don't ignore this section of the game though, and that needs to be said. Just last year I sat down with the roster guys to discuss how we can better dress up players in accessories that make sense and aren't just random. We looked at percentages of each accessory used, we talked about probabilities that a particular accessory will be matched with another accessory, we zeroed in on the colors that should be used. We care about generated players, and we want to keep improving on this, so *detailed* feedback is welcome.


- Barnsey also posted some feedback saying "A lot of the players have attributes/tendencies/badges that don't match up with their own identity. All the players' factors need to be synergistic with each other when getting generated. I'm sick of my suspension of disbelief getting ruined by generated players making absolutely no sense as a player." See, I totally agree with you, but that doesn't help me at all. It expresses a goal you and I have in common, but I need more details as to individual problems you're seeing so I can zero in on parts of the generation that are problematic. It's not like we're generating players by rolling the dice on every attribute. The core is the position, the player type (two-way, all-around, rebounding, defensive, etc.) and the quality we want the player to have. And then attributes and tendencies are generated in all sorts of ways. Please, if you care to elaborate on specific problematic examples, I'd love to hear you out. Words like "synergistic" are the goal, but don't really help. A lot of attributes are already synergistic. Which ones are you not satisfied with?
Here are some that I can remember off the top of my head:

-Bad shooters with relatively high mid range and 3 point attempt tendencies (I think the aim should be to develop a ratio among shot tendencies.. inside, close, mid, three)

-Frequently when generating classes, a player's moving shot ability was much higher than their standing. This isn't impossible per se but it's not as common as seen

-Guards who sometimes develop the Screen Outlet badge

-An example of "synergistic" tendencies would be.. the Contested Jumper tendency. Quite common to see players who were "pass first" or just generally didn't have high shooting tendencies have a high value in that department

-Dish To Open Man Tendency (https://www.youtube.com/watch?v=tNX8nJEqBDw). Pretty much didn't matter what the player's passing ratings were. All that mattered was whether they played Point Guard. If you look at that video, the only players who could get more than a 50 in this tendency (which simulated Assists Per Game are enormously dependent on) were PGs.

-Speaking of passing, there were way too many pass-first shooting guards, and point forwards being generated. Big men had decent variety as I saw some jump shooting bigs, some rebounding, and some defensive in the post-lottery section of the draft. Shooting guards and Small Forwards however all had players who couldn't shoot and had high pass ratings.

-Another example of "synergy": free throw shooting. There are very very few examples (if any) of players who couldn't hit mid range/3pt jumpshots who could hit free throws at a high rate. I see a lot of big men with like a 50 in their mid range rating but an 80 in their free throw.

-Lastly (this has nothing to do with draft classes), but the simulated steals per game were wonky. 2K15 they were fine, but 2K16 something went wrong. The only players that could generate more than 2 steals a game were Point Guards and their rating didn't matter. Someone rated in the 50s could get 2.4 steals a game while someone with a 90 might wind up with 1.3 . I tried all year to play around with steal ratings and tendencies but it's something going on under the hood.

There are definitely more examples but these are some of the big ones I can think of right now
 
# 302 ronyell @ 09/12/16 07:33 PM
Sooooo I posted this quite some time ago (2k13 to be exact) & I just felt that it is STILL an extremely relevant guide to how progression could/should work in installments of NBA2K.

There are some "MUSTS" to this science of progression/regression that only make sense in my opinion & the majority of them evolve around the concept that physical attributes should have a margin ability to improve (for only a particular amount of youthful years) and that they should rapidly decline (in a particular group of elder years). This premise also applies to the progression of NON-physical attributes & tendencies. NON-physical attributes & tendencies can have a larger growth during particular years & there is a somewhat natural order of how this plays out in real life. Minor examples: if a player is non-athletic upon arrival in the NBA... he will for the most part remain that way (athleticism doesn't necessarily progress) - IF a player progresses in the IQ & ability department it is usually in the earlier stages of his career (RARELY after) - player shooting & awareness progress & a much more rapid rate in the middle/prime of their careers as their athletic abilities rapidly decline after their prime - & so on & so on & so on, thus I feel that progression & regression should be grouped to specific age ranges & capped in those ranges as well as overall.

Here is my layout of natural rating/tendency progression/regression in chronological order & the words "MAY" & "WILL" are used expressly for a purpose:

18 to 23 years old:
inside & layup shot ratings - MAY progress 1-2 point yearly (10 point total maximum increase)
mid shot rating - MAY progress 1 - 2 points yearly (10 point total maximum increase)
3 point shot rating - MAY progress 1 point yearly (5 point total maximum increase)
free throw shot rating - MAY progress 1 point yearly (5 point total maximum increase)
on-ball defense/lateral quickness rating - MAY progress 1 - 2 points yearly (10 point total maximum increase)
IQ ratings - WILL progress 1 - 4 points yearly (20 point total maximum increase)
strength rating - MAY progress 1 - 2 points yearly (10 point total maximum increase)
post offense & defense ratings - MAY progress 1 - 2 points yearly (10 point total maximum increase)
rebounding rating (forwards & centers only) - MAY progress 1 - 2 points yearly (10 point total maximum increase)
consistency rating - MAY progress 1 - 2 points yearly (10 point total maximum increase)

24 to 29 years old:
3 point shot rating - WILL progress 1 point yearly (5 point total maximum increase)
free throw shot rating - MAY progress 1 point yearly (5 point total maximum increase)
offensive & defensive awareness ratings - MAY progress 1 - 2 points yearly (10 point total maximum increase)
IQ ratings - MAY progress 1 - 2 points yearly (10 point total maximum increase)
consistency rating - MAY progress 1 - 4 points yearly (20 point total maximum increase)
post shot ratings - MAY progress 1 - 2 points yearly (10 point total maximum increase)

30 to 33 years old:
3 point shot rating - MAY progress 1 point yearly (5 point total maximum increase)
free throw shot rating - MAY progress 1 point yearly (5 point total maximum increase)
IQ ratings - MAY progress 1 point yearly (3 point total maximum increase)
post shot ratings - MAY progress 1 - 2 points yearly (10 point total maximum increase)
on-ball defense/lateral quickness rating - WILL regress 1 - 3 points yearly (9 point total maximum decrease)
dunk & standing dunk rating - WILL regress 1 - 4 points yearly (12 point total maximum decrease)
stamina rating - MAY regress 1 - 4 points yearly (12 point total maximum decrease)
speed rating - MAY regress 1 - 3 points yearly (9 point total maximum decrease)
quickness rating - WILL regress 1 - 3 points yearly (9 point total maximum decrease)
vertical rating - WILL regress 1 - 5 points yearly (15 point total maximum decrease)
mid shooting & spot-up tendencies - WILL progress 1 - 2 points yearly (10 point total maximum increase)
drive-the-lane, dunk & touches tendencies - WILL regress 1 - 3 points yearly (12 point total maximum decrease)
MAY DEVELOP "SHOOTING" sig skills

34 years old & up:
on-ball defense/lateral quickness rating - WILL regress 1 - 3 points yearly (9 point total maximum decrease)
dunk & standing dunk rating - WILL regress 1 - 4 points yearly (12 point total maximum decrease)
stamina rating - WILL regress 1 - 4 points yearly (12 point total maximum decrease)
speed rating - WILL regress 1 - 2 points yearly (6 point total maximum decrease)
quickness rating - WILL regress 1 - 2 points yearly (6 point total maximum decrease)
vertical rating - WILL regress 1 - 2 points yearly (6 point total maximum decrease)
drive-the-lane, dunk & touches tendencies - WILL regress 1 - 2 points yearly (10 point total maximum decrease)

I believe that these are THE ONLY ratings that should EVER change & the ONLY time frames in which they should change once a player is drafted into the NBA. Are there occasional exceptions in real life?... of course; but this is the way for 2k to emulate progression & decline in my opinion. Don't you HATE seeing players still hammering home highlight dunks at the age of 34 well into my association & seeing other players not make the natural progressions that most players make in the NBA. Although I do NOT think that ALL players should undergo the same EXACT progression/regression BUT these are some guidelines for what should & shouldn't change & these are the time frames that most players undergo these changes. If this was a system in place it would be relatively easy to code.


I do strongly believe that tendencies should evolve based on that players' current roster &/or coach but that is a whole different monster & probably far more complicated to implement; yet the tendencies that I posted above should progress & digress regardless.

Do we have anything like this occurring for progression this year or can it be put in the works.
 
# 303 LorenzoDC @ 09/12/16 07:35 PM
Quote:
Originally Posted by Leftos
- There has been work put into tuning and tweaking draft class generation, as far as attributes and tendencies go. We do a tuning pass every year, looking at new and old attributes and how they relate to others and whether they need to be generated via code or a formula or whether a range is fine based on the position/archetype/quality trifecta. That said, I fully appreciate the details people like LorenzoDC are able to figure out and the feedback they generate. Unfortunately, a lot of it gets drowned in the noise of "generated tendencies SUCK, did you fix them?" I welcome and invite anyone to do a detailed write-up and put it up on OS or pastebin or wherever and send me a link or put a link in this thread. The more detailed the issues you report (and any suggested solutions are welcome too), the easier it will be for me/us to drill down and try to generate players in a better way. We don't ignore this section of the game though, and that needs to be said. Just last year I sat down with the roster guys to discuss how we can better dress up players in accessories that make sense and aren't just random. We looked at percentages of each accessory used, we talked about probabilities that a particular accessory will be matched with another accessory, we zeroed in on the colors that should be used. We care about generated players, and we want to keep improving on this, so *detailed* feedback is welcome.
Thanks so much for this response - and I know this community engagement stuff is not in your job description, we all really appreciate it.

As for the response and draft classes, I will be on the lookout for any examples to show and will make a video to share with you if I find anything this year.

On another front, I too have noticed many teams having empty shot chart data in long term MyLeague game save files in 2k16, like several years in to the game file. I haven't studied it closely though to figure out why it happens, and why only to some teams and not others.
 
# 304 Mikelopedia @ 09/12/16 07:49 PM
Leftos, I can't express enough my gratitude and respeck for you, Erick, Dave and the rest of the MyLeague/MyGM team.

As every year, I will be posting a detailed write up with my thoughts, analysis and requests for MyLeague in Davez's annual wishlist thread after I experiment with the game a bit. However there is one guilty pleasure type request I wanted to get your thoughts on.

Where is the team at on accessory color and player appearence customization? Player appearance of course being the ability to edit body types, hairstyles, tattoos etc.

In regards to accessories, what I end up doing every year is waiting until the right combination of accessory color assignments per team per jersey (socks, shoes, headbands, arm sleeves, headband removal/additions, etc) are achieved through Stauff's updates. Though I am very active in helping catch every change from night to night for Mike, that's just it, teams choose on a night to night basis what to wear. This just got more complicated last year as socks expanded to include the two extra team specific Stance socks.

The problem in MyLeague is once you start, that's what you're stuck with. If Detroit wore red headbands with their home jerseys, you'll never be able to wear white ones.

Like I said, I'll have a full write up including this and every other aspect of MyLeague which will include repeats of my suggestions in the Accessory Thread, but I'm pressed for time at the moment and just wanted to catch you while you were gracious enough to be taking questions today.

Thanks man, again. You and your team are real deal.

#FullCustomization
 
# 305 Jumpman14 @ 09/12/16 07:49 PM
Quote:
Originally Posted by Trackball
I don't understand. You said in one of the other blogs that the All-Star Game would be going to different NBA cities every year now.

Or did "new host" mean something else? Got a feeling I'm missing something.
Yeah I recall reading that too.
 
# 306 BluFu @ 09/12/16 07:55 PM
Good post ronyell, but I'm going to have to disagree on one thing which is the Free Throw Shooting. I've looked at a lot of player careers and the one thing that stays relatively consistent is free throw shooting. There are cases of players making a big jump in one or two consecutive seasons (Karl Malone, Blake Griffin).. More often than not though, you have guys like Kobe, LeBron, Durant, even Michael Jordan who hover around the same percentage their whole career.

(So what I'm proposing instead is that a player MAY earn a 1-5 boost in free throw shooting twice or a 6-10 boost once in their career)
 
# 307 CyberOps @ 09/12/16 07:55 PM
leftos can we now keep a player from retiring more then once ? We talked about it laat year and you said you would look into tuning the option so we could use it more then once per player.

Also can we edit legend players their age again this year ?
 
# 308 bigmike0077 @ 09/12/16 08:08 PM
Quote:
Originally Posted by Leftos
The expansion team is added to the league in one offseason. They do the expansion draft and grow their roster to 13 players, then get the option to add 2 more through the draft for a total of 15, and participate in the subsequent regular season. So if you do "start from offseason" you're getting the end of finals roster and all the other adjustments we've made to starting at that point, but the expansion team participates in all the offseason stuff. It doesn't wait a year.
Got It, so if we chose and expansion team and start at the beginning of the season ( not in offseason) is it the same process. I believe earlier in this thread you said it would be expansion, and no entry draft if you start at beginning of season
 
# 309 Leftos @ 09/12/16 08:12 PM
Quote:
Originally Posted by bigmike0077
Got It, so if we chose and expansion team and start at the beginning of the season ( not in offseason) is it the same process. I believe earlier in this thread you said it would be expansion, and no entry draft if you start at beginning of season
If you start at the beginning of the season with an expansion team there's the expansion draft but nothing else. If you start in the offseason or add an expansion team in a later offseason then there's the expansion draft, then the NBA draft, then free agency, and so on.
 
# 310 Becanes @ 09/12/16 08:12 PM
Quote:
Originally Posted by Leftos
Quickfire answers:

- Not sure, but I don't think Playbooks were added to the live updates system. Ask Da Czar?

- No, chemistry isn't editable.

- No, team state (contending/rebuilding/buying/selling) can't be overriden, but it's something we can discuss for future MyLEAGUE iterations.

- Only 5 players per list (e.g. untouchables) per team, but I can look into expanding that for 2K18

- The rankings of the teams are based on the players' overall and their minutes and rotation spot, they're not editable, why would that matter though?

- You can't edit a staff member's name, but you can edit attributes, badges, and team style preferences.

- Hot Spots are editable as tendencies (e.g. Shot Close Left, Shot Mid-Range Left-Center, etc.) They're only used by the Simulator as far as I know to determine the probability of a shot coming from a certain part of the court.

- Looking into introducing more to the Roster Quick Edit, we're looking for feedback on how we can improve on it without making the interface unusable.

- You can't share entire leagues, only individual teams.

- You can't edit the default rivalry ratings. New/custom teams introduced to the league will have a 0 rivalry rating with everyone, and will build rivalries from there on out.

- I play the game for hundreds of hours once it comes out on PC, same as I did before working at 2K. Either MyGM or MyLEAGUE with the Pistons, all 82 games played, 12 minute quarters, trying to rebuild and take them to glory.

- Thank you for the feedback on how to give you the benefits of the D-League using separate minor features, I promise we'll look into your suggestions.

- Unfortunately I ran out of time and couldn't implement playoff game revert in MyLEAGUE Online in a way that I was confident won't lead to progression blockers/corrupted leagues. We did add an option though for the user that remains in the game asking whether they wish to forgive the quit and not have the game simulated as a win for them.

- SimCast Live is back, there's not any new Coach Mode implementation, but you can keep enjoying SimCast Live.

- Yes, any save that has more than 3 teams rebranded will have to be converted to an online-only save, same as MyCAREER.

- The offseason is structured the same way as in years prior, but we're discussing ways of refreshing for future iterations. It's a key part of the game that has worked the same way for far too long, and we know there's room for improvement.

- There's a new way to switch teams on pretty much most MyLEAGUE menus really quickly, by moving the Right-Stick left & right.

- Based on the multi-team MyLEAGUE Free Agency bug report we got relatively late in the 2K16 cycle we looked into other menus that also take user decisions from multiple user-controlled teams and we hope we have fixed all cases of such issues. Let me know if you notice any menu not working as intended when you're controlling more than one team.

- No way to keep the rights of a drafted player this year.

- Existing pick protections will be there if you choose to start with real-life draft pick trades; a small caveat, our pick protections are a limited subset (Top 3/5/10/Lottery), which means we've tried to approximate some protections to the closest one (e.g. we don't have Top 8, so we used whatever we felt was most appropriate to replicate that). Swaps are also represented when you start the mode.

- Non-generated players (tech limitation) can become coaches, and the way we determine that is by looking at what we call their "Hall of Fame" rating in the backend. The most singificant candidates for the hall of fame have the biggest likelihood of becoming coaches. We can look into making that a user option during player retirement for future iterations of the game.

- I'm not aware of any bug with not visible shot charts, care to elaborate?

- Fatigue effects on minutes and training are things we can tune after the fact based on concrete feedback. That said, the gameplay team has completely revamped the way fatigue works this year and even introduced a wear and tear system which adds a whole new level of complexity to the game of trying to keep your players healthy and at 100% performance.

- We cut players out of the free agency pool to try to maintain a balance of 50 free agent players per position. Our algorithm for who stays and who goes takes into account overall rating, number of games played the last 2 years, and age. It's not a naive "if you didn't play for 3 years you're out".

- The idea of online quick-fire tournaments is one we have been considering as well for the future, we think it's a great way to get together with your friends and compete in an organized manner without having to have 30 users and a whole season ahead of you. No promises, but we really like the idea for what it's worth.

- Wear and Tear accumulates both short term and long term. You won't be able to play players extreme minutes again and again without repercussions, and you won't be able to keep throwing them into collisions and forcing them into horrible falls without risking injury. It's a much more organic system this year, and I'm excited to finally play with it.

- You can only contract expansion teams, down to a number of 30. The league won't automatically contract on its own, it will randomly expand by 1 or 2 teams though, something you can override during the league meetings or through the expansion menu. The players of contracted teams are released into free agency.

- There has been work put into tuning and tweaking draft class generation, as far as attributes and tendencies go. We do a tuning pass every year, looking at new and old attributes and how they relate to others and whether they need to be generated via code or a formula or whether a range is fine based on the position/archetype/quality trifecta. That said, I fully appreciate the details people like LorenzoDC are able to figure out and the feedback they generate. Unfortunately, a lot of it gets drowned in the noise of "generated tendencies SUCK, did you fix them?" I welcome and invite anyone to do a detailed write-up and put it up on OS or pastebin or wherever and send me a link or put a link in this thread. The more detailed the issues you report (and any suggested solutions are welcome too), the easier it will be for me/us to drill down and try to generate players in a better way. We don't ignore this section of the game though, and that needs to be said. Just last year I sat down with the roster guys to discuss how we can better dress up players in accessories that make sense and aren't just random. We looked at percentages of each accessory used, we talked about probabilities that a particular accessory will be matched with another accessory, we zeroed in on the colors that should be used. We care about generated players, and we want to keep improving on this, so *detailed* feedback is welcome.

- Barnsey's post on how different attributes should progress and regress on different curves based on whether they're mental/tactical, physical-based or basketball fundamentals is exactly how the game has worked the last few years. There's different peaks for different kinds of attributes. The Peak Age and Peak End are merely the base for each of the different curves.

- Barnsey also posted some feedback saying "A lot of the players have attributes/tendencies/badges that don't match up with their own identity. All the players' factors need to be synergistic with each other when getting generated. I'm sick of my suspension of disbelief getting ruined by generated players making absolutely no sense as a player." See, I totally agree with you, but that doesn't help me at all. It expresses a goal you and I have in common, but I need more details as to individual problems you're seeing so I can zero in on parts of the generation that are problematic. It's not like we're generating players by rolling the dice on every attribute. The core is the position, the player type (two-way, all-around, rebounding, defensive, etc.) and the quality we want the player to have. And then attributes and tendencies are generated in all sorts of ways. Please, if you care to elaborate on specific problematic examples, I'd love to hear you out. Words like "synergistic" are the goal, but don't really help. A lot of attributes are already synergistic. Which ones are you not satisfied with?

- We've done another pass on tuning badge progression this year, we're hoping you'll see badges being divied out much better year to year.

- Becanes, happy now? [emoji14] There was a lot of stuff to reply to man, and answering questions on the forums is not normally on my job description. I'm a software engineer, I just had the immense privilege of being discovered because of my presence and work in the NLSC and OS communities, so this is my way of keeping my ear to the ground and giving back to the people that helped me get my dream job. Have ye a little faith, alright?
Thanks Leftos. Sorry if I seemed impatient. I just assumed since it was basically the end of the day that we wouldn't hear anything from you. My bad for assuming. Thanks for the great info like always. Looking forward to playing.

Sent from my SM-N930P using Tapatalk
 
# 311 Leftos @ 09/12/16 08:22 PM
The end of the day on which coast? Visual Concepts is based out of Novato, in California. :P I responded shortly after 1PM here.
 
# 312 amedawg00 @ 09/12/16 08:38 PM
Quote:
Originally Posted by Leftos
The end of the day on which coast? Visual Concepts is based out of Novato, in California. [emoji14] I responded shortly after 1PM here.
Leftos...does myleague online have a variable schedule and calendar from year to year or do we have to play the same league schedule? If not please look into making the schedule variable in terms of the order in which teams are played on the calendar to keep it fresh from season to season.

Also, thanks for the playoff reset work around. It is much appreciated and should suffice pending a final solution in future iterations.
 
# 313 CaseIH @ 09/12/16 08:42 PM
Quote:
Originally Posted by Steve_OS

Innovation. Authenticity. Engagement.

These are the three tenets that the franchise team has been working under for the last couple of years, and it has produced some truly unique content. We have another feature set this year that will both challenge the norm and continue to drive this portion of the sports gaming industry.

The people I am fortunate enough to work with on the MyGM/MyLEAGUE team are of a different ilk. Intense…is the word I would use to describe them. To Dave Z, Tim, Brad, Barry, Leftos, Yu, and Kefei, I salute you. For everyone else out there, let’s go learn what these fine folks have created for you this year!

I’m going to write this blog a little differently than I have in the past. We covered a lot of ground this year. I want to make sure you can understand the breadth of our scope this year, so I am going to write this in more of a list format so you can quickly consume what we have been up to. Without much further ado…

Read More - NBA 2K17 MyLEAGUE, MyLEAGUE Online & MyGM Blog With Erick Boenisch

Erick love all the improvements and additions. Sounds like your a Stat junkie like myself, and while I love all the stuff that was added in way of stats, my ? is have Simulated Stats been tweaked and fixed. Last yr I thought they were better, but still needed work, some roster editors were able to get those simmed games in the Association very close to accurate, but we shouldnt have to spend 100's of hours editing and testing to fix it, or try to fix it, as Im sure you understand this, its much more fun playing than editing,lol.

If all this new stuff works as intended, and sims stats are accurate this will be by far the best franchise of any sports games that might be unmatched by any other sports game, because Association in NBA2k has always been more detailed than others sports games, it just some things just werent right like sim stats.

Looking forward to Sept 16, except for the hours of sleep I will miss out on.
 
# 314 gkjg90 @ 09/12/16 09:01 PM
Will it be possible to rename the conferences and divisions? For example, could I have North and South Conferences instead of East and West?
 
# 315 Becanes @ 09/12/16 09:14 PM
Quote:
Originally Posted by Leftos
The end of the day on which coast? Visual Concepts is based out of Novato, in California. [emoji14] I responded shortly after 1PM here.
Ok ok. Keep pounding me into submission. I was being selfish and thinking about the end of my day. do you accept my apology?

Sent from my SM-N930P using Tapatalk
 
# 316 sniapeko @ 09/12/16 09:58 PM
Thank you for the lenghty answer Leftos.
If you care about any more details about the shot charts bug, I can confirm that in various 2K16 30-team MyLeague saves I have never ever seen a proper shot chart in the dedicated player details tab, for any player, since day 1 of the first season.
So maybe it has something to do with controlling multiple teams? I wish I reported this sooner so it could be fixed for 2K17.
 
# 317 Baebae32 @ 09/12/16 10:14 PM
Quote:
Originally Posted by sniapeko
Thank you for the lenghty answer Leftos.
If you care about any more details about the shot charts bug, I can confirm that in various 2K16 30-team MyLeague saves I have never ever seen a proper shot chart in the dedicated player details tab, for any player, since day 1 of the first season.
So maybe it has something to do with controlling multiple teams? I wish I reported this sooner so it could be fixed for 2K17.
I had the same problem but i chalked it up to using a custom roster.
 
# 318 Mikelopedia @ 09/12/16 10:25 PM
Leftos, to follow up to my posted question about accessory colors (and player appearence for that matter) back on page 40, here's the link to the thread page where I went in better detail about the current system's limitations in regards to accessory color customization and it's affect on immersion in MyLeague.

http://www.operationsports.com/forum...ishlist-2.html

It is post #10. I'm not sure how to link to individual posts.
 
# 319 DC @ 09/12/16 10:38 PM
Leftos,

When people say that the shot charts don't work, this is what they are talking about

This is from my Franchise. Year 2 with OKC. But they never worked from the jump





 
# 320 Barncore @ 09/12/16 10:44 PM
Quote:
Originally Posted by dom5552
I think this is a really interesting concept and to maybe add on to that, have a few individual categories for potential like shooting potential, athletic potential, defensive potential, mental potential, and playmaking potential. That would make things really interesting because you could argue that some players get much better at shooting the older they get and the only thing that really declines is the athleticism which tires them out faster making their shot later in the game (if getting a bunch of minutes) be what is really effected.
Absolutely love this.
Perhaps playmaking would fall into mental a bit though. And there could be a "hand skill" category that takes into account ball handling, hands, pass accuracy.
Quote:
Originally Posted by Leftos
- Barnsey also posted some feedback saying "A lot of the players have attributes/tendencies/badges that don't match up with their own identity. All the players' factors need to be synergistic with each other when getting generated. I'm sick of my suspension of disbelief getting ruined by generated players making absolutely no sense as a player." See, I totally agree with you, but that doesn't help me at all. It expresses a goal you and I have in common, but I need more details as to individual problems you're seeing so I can zero in on parts of the generation that are problematic. It's not like we're generating players by rolling the dice on every attribute. The core is the position, the player type (two-way, all-around, rebounding, defensive, etc.) and the quality we want the player to have. And then attributes and tendencies are generated in all sorts of ways. Please, if you care to elaborate on specific problematic examples, I'd love to hear you out. Words like "synergistic" are the goal, but don't really help. A lot of attributes are already synergistic. Which ones are you not satisfied with?
Fair enough. Ok, i will give more specific feedback once i've played ML for long enough to notice trends emerge. Is there an ideal way to get the feedback to you? OS post? Twitter? Email? Some other way? I absolutely love MyLeague (it's the only game i play across the entire gaming sphere) and would be happy to be a lil' feedback sidekick.

For the time being, to be more specific, the things i'm talking about are how the attributes/tendencies/badges relate together. Not just the attributes by themselves. In 2k16, the tendencies can lack connection to the attributes which lack connection to the badges. I can't remember specific examples right now, but things like: Guards shouldn't be performing dropsteps on people. Athletic defensive players with poor shooting ratings shouldn't have a dead-eye badge. The generated heights are fine, the generated positions are fine, the generated overall ratings are good, the amount of badges generated is fine, the balance of good and bad players is good. I'll come up with specific examples of silly identities if they exist in 2k17. Although it is hard to give good suggestions for improvement without knowing the algorithms.
 


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