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Old 03-21-2011, 11:45 PM   #81
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Re: OS Collaboration Roster Project with major editions

Again, as said above. We have our own opinions and preferences. My experience with those 2 is enough for me to choose which one suits me. Well again (FOR ME), shot stick is easier, real% is real%. ^_^
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Old 03-21-2011, 11:52 PM   #82
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Re: OS Collaboration Roster Project with major editions

Quote:
Originally Posted by wonderBOi
Again, as said above. We have our own opinions and preferences. My experience with those 2 is enough for me to choose which one suits me. Well again (FOR ME), shot stick is easier, real% is real%. ^_^
Hey is all good. If that is what is good for you then is all good.

Last edited by Giants4Natic; 03-22-2011 at 01:05 AM.
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Old 03-22-2011, 03:16 AM   #83
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Re: OS Collaboration Roster Project with major editions

Giants, that's not quite right. There is no difference between real % and shot timing bar the users release is accounted for using shot timing. All this scripted talk is nonsense as you can say shot timing is scripted as well knowing that you get a slight boost for good time and a slight drop for bad timing, etc. It's still based on ratings and situations.

http://www.operationsports.com/forum...post2041660043

That being said, I use stick timing as well and not because there is anything wrong with real %. I use it because I actually find my timing works with the situation. Throwing up a last second shot to beat the clock and I let it slip early under pressure. It works for me and no one way is right or wrong but if real % is scripted, shot timing is just as scripted. You know a good release takes into account ratings, situation and you get a slight boost for that good release. That's just as scripted as not accounting for a release.

Back on topic. Not a big fan of edits just to make overalls 'better'. I'll be controlling all 30 teams so I'm going to edit those back as I don't care about overalls. I prefer the right ratings.

Last edited by donkey33; 03-22-2011 at 03:20 AM.
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Old 03-22-2011, 08:57 AM   #84
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Re: OS Collaboration Roster Project with major editions

Quote:
Originally Posted by donkey33
Giants, that's not quite right. There is no difference between real % and shot timing bar the users release is accounted for using shot timing. All this scripted talk is nonsense as you can say shot timing is scripted as well knowing that you get a slight boost for good time and a slight drop for bad timing, etc. It's still based on ratings and situations.

http://www.operationsports.com/forum...post2041660043

That being said, I use stick timing as well and not because there is anything wrong with real %. I use it because I actually find my timing works with the situation. Throwing up a last second shot to beat the clock and I let it slip early under pressure. It works for me and no one way is right or wrong but if real % is scripted, shot timing is just as scripted. You know a good release takes into account ratings, situation and you get a slight boost for that good release. That's just as scripted as not accounting for a release.

Back on topic. Not a big fan of edits just to make overalls 'better'. I'll be controlling all 30 teams so I'm going to edit those back as I don't care about overalls. I prefer the right ratings.

Anything that you can control is not scripted. If you can get the timing down then the ratings of said player takes into affect the chance that you have for that shot to go in or out. So if you take a 3 pointer with shaq and you are excellent at releasing the timing, he is not hitting that 3.

In real %, if you do not have any input on weather the shot can be good or not because it is based just on the percentage that player shoots then that is called SCRIPTED.

I tested this by putting my sliders at 0 for all sliders on offense and using real % and was still able to hit 39-43% shooting.

That will never happen with shot stick timming.


Is like The SHow, if you use classic pitching where there is no meter then you are just throwing the ball with no regard to the outcome and it is all based on the type of pitcher you have.

If I use meter, then that means that my skill set in getting a good release would be good for a good pitcher and will struggle if I have a bad pitcher regardless if I am good at using the timing.

I hate when people use the word stick skill to say to the user that he is not sim. No the reality is that the person who wants realistic % should not bother to play because you are not winning or lossing the outcome is scripted based on percentages
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Old 03-22-2011, 09:20 AM   #85
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Re: OS Collaboration Roster Project with major editions

when you get a great release with shot stick timing, you get a scripted boost for the shot to go in..

see below.

Quote:
Originally Posted by JSapida
Hopefully this clears everything up:

Shot Stick Timing
With this option turned ON, as the name implies, your timing release will be factored in to your shot %. It's layered on top of the player's Shot Rating, type of shot taken (jumper, drifter, leaner, etc), defense impact, etc. Being really late or really early on your release will have negative impact, and being perfect on your release will give you an added boost in making the shot.
a scripted boost.. from a 2k dev..
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Old 03-22-2011, 10:16 AM   #86
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Re: OS Collaboration Roster Project with major editions

Pretty much what I was trying to say if you read my post properly Giants.

Quote:
Originally Posted by donkey33
you can say shot timing is scripted as well knowing that you get a slight boost for good time and a slight drop for bad timing, etc. It's still based on ratings and situations.
I'm not against accounting for timing. I also use shot stick timing. As I said, I find I get affected in different situations and it's conveyed onto the stick. It suits me. It's not for everyone but it suits me.

The scripted argument though just isn't right. Then you may as well say the dunk button is scripted to perform a dunk. Press left on the control stick and it's scripted to go left. Use the shot stick, make perfect timing and get the slight boost and it's scripted.

Both methods work because they take into account a number of variables. Go and use real player % and shoot open, with a hand in your face, in different situations and you'll get different outcomes every time. Same with the shot stick. It's exactly the same argument that you have an affect on the shot because of shot stick timing as another guy has an effect on the shot because he works to find an open shot. He still worked to make that open shot. You add another variable in with the shot stick but that doesn't make real player % scripted.

Anyway, enough of this and back onto the topic which is rosters and specifically this one which you worked on an is appreciated by me and many others I assume.

Thanks
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Old 03-22-2011, 10:17 AM   #87
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Re: OS Collaboration Roster Project with major editions

Quote:
Originally Posted by Fiddy
when you get a great release with shot stick timing, you get a scripted boost for the shot to go in..

see below.



a scripted boost.. from a 2k dev..
No such thing as a scripted boost. There is a boost for getting your timing right but that does not mean you are going to hit 3's with Shaq regardless of the boost. % means that what you do is predetermined already based on percentages. How do you explain me putting sliders at 0 and still hitting 38 to 42% But I digress

All I know is that I want to be part of the game and not have scripted % based the results of games.

But that is just me...


We move on

Last edited by Giants4Natic; 03-22-2011 at 10:20 AM.
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Old 03-22-2011, 10:22 AM   #88
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Re: OS Collaboration Roster Project with major editions

is there a final version of this roster available?

if not what is the latest?

Thanks
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