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NBA 2K10 Draft Combine: 2K's DLC Gamble (Gamespot)

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Old 08-04-2009, 05:58 PM   #57
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Re: NBA 2K10 Draft Combine: 2K's DLC Gamble (Gamespot)

Synergy gives Live a huge advantage.

The ratings will be right on since every single piece of data is categorized. All Live has to do is make the animations and make the player follow suit to what they are good at. The DNA system can make AI that much better than a guy deciding "ok Artest shot x amount of 3's and made x amount of 3's, and based on watching him, he's a pretty good 3 point shooter, so I'm going to give him an 89" that is completely flawed, since our opinions are all different, subjective, and biased.
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Old 08-04-2009, 06:36 PM   #58
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Re: NBA 2K10 Draft Combine: 2K's DLC Gamble (Gamespot)

Quote:
Originally Posted by HeavenlyTouch
Synergy gives Live a huge advantage.

The ratings will be right on since every single piece of data is categorized. All Live has to do is make the animations and make the player follow suit to what they are good at. The DNA system can make AI that much better than a guy deciding "ok Artest shot x amount of 3's and made x amount of 3's, and based on watching him, he's a pretty good 3 point shooter, so I'm going to give him an 89" that is completely flawed, since our opinions are all different, subjective, and biased.
I agree. I think that if they looked at your 3pt analogy and applied a rating based on % (ex: 45%= 90) and not just some random "I think he is a great shooter" rating, people may be a little more accepting of the ratings in 2k.

I personally think these games need to go the APF route and stop using a number ratings system. There is nothing funnier to me than hearing people argue that so in so should be a 86 overall, not a 89..Do you think players really evaluate themselves like that. Lebron on Kobe: "Man kobe is one of the toughest to defend in the game. With his 91 handle, 73 pass, 97 midrange, and 92 dunk he is a threat from everywhere on the floor."

Outside of shooting percentages and tendencies, no numbers should exist. Break all the other categories down into labels such as horrible,below average, average, above average, superior or something along those lines.
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Old 08-04-2009, 06:46 PM   #59
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Re: NBA 2K10 Draft Combine: 2K's DLC Gamble (Gamespot)

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Originally Posted by NINJAK2
Outside of shooting percentages and tendencies, no numbers should exist. Break all the other categories down into labels such as horrible,below average, average, above average, superior or something along those lines.
Actually you already got something like this in 2k9
I mean the secondary rating system (A+, A, B, etc.)
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Old 08-04-2009, 06:49 PM   #60
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Re: NBA 2K10 Draft Combine: 2K's DLC Gamble (Gamespot)

Except that's just there for association mode to make scouting have a point... otherwise it's just correlated to the number ratings underneath those ratings, which are actually driving the game...
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Old 08-04-2009, 07:33 PM   #61
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Re: NBA 2K10 Draft Combine: 2K's DLC Gamble (Gamespot)

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Originally Posted by NINJAK2
Outside of shooting percentages and tendencies, no numbers should exist. Break all the other categories down into labels such as horrible,below average, average, above average, superior or something along those lines.
Choosing from a set of labels is no different than using a number, except you have dramatically reduced the number of possible values, which would make it harder to differentiate players. I don't see how that would be an improvement.
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Old 08-04-2009, 07:55 PM   #62
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Re: NBA 2K10 Draft Combine: 2K's DLC Gamble (Gamespot)

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Originally Posted by blacksun
Choosing from a set of labels is no different than using a number, except you have dramatically reduced the number of possible values, which would make it harder to differentiate players. I don't see how that would be an improvement.
Is there really a difference between a guy with a 73 handle and a guy with a 71? The only real difference you see between players is when you start dealing with 10-20+ point differentials anyway. I just hate the whole whining over ratings that starts once they are finally released in any sports game. APF simple approach did a great job imo of seperating players without a massive scale imo. When you see experts or scouts breaking down skill sets of players in hoop or football they use terms like great hands or below average post game anyway not numbers. I don't hate the numbers system I just dislike the issues they can raise with people in the forums.

I'm getting off topic in this thread so please respond with a pm if you need to. peace.
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Last edited by NINJAK2; 08-04-2009 at 08:03 PM.
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Old 08-04-2009, 08:04 PM   #63
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Re: NBA 2K10 Draft Combine: 2K's DLC Gamble (Gamespot)

I just hope all the screenshots reflect the new CAP system and not just this DLC...Maybe I'm but I've been waiting so many years for a decent CAP and finally think we might have one...
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Old 08-04-2009, 11:10 PM   #64
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Re: NBA 2K10 Draft Combine: 2K's DLC Gamble (Gamespot)

Quote:
Originally Posted by NINJAK2
Is there really a difference between a guy with a 73 handle and a guy with a 71? The only real difference you see between players is when you start dealing with 10-20+ point differentials anyway. I just hate the whole whining over ratings that starts once they are finally released in any sports game. APF simple approach did a great job imo of seperating players without a massive scale imo. When you see experts or scouts breaking down skill sets of players in hoop or football they use terms like great hands or below average post game anyway not numbers. I don't hate the numbers system I just dislike the issues they can raise with people in the forums.

I'm getting off topic in this thread so please respond with a pm if you need to. peace.
APF had a numerical rating system, it was just hardcoded into the game so you couldn't see it.

As far as numerical ratings, they DO have a huge effect, but the range for which these ratings could play out was just too small. 50-99 is a 49 point scale, so it's hard to differentiate an average guards ballhandling(like in the example you posted; around a 74) from a good guard ballhandling(anywhere from 80-85). The differential in points was just too small for it to matter and translate onto the court.

Thankfully, this year we are working with a 74 point scale(25-99), that will allow us roster makers to make even more of a difference between the players.

There should literally be no need of tiers and classes and abilities if the players attributes are done right and accurately reflect the players ability so that the creme of the crop plays different than a role player.

I know in my game most role players will be 60-70, with the very good role players being 70-76. Then, I'll have the all stars and superstars. That gives me a full 23 overall points(should I need it) to differentiate the stars, and, with MY average players being in the 65 area, there will be tons of difference between them and the very few 90's, 85's, or 80's in the league..

It's really, really huge that the ratings are being expanded this year... and I think people are going to enjoy it a lot.
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