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An In-Depth Look at the Changes to the NBA 2K16 Ratings System

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Old 08-22-2015, 08:21 PM   #153
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Re: An In-Depth Look at the Changes to the NBA 2K16 Ratings System

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Originally Posted by Scramz718
They redid physical attributes ratings midway through 2k15, they used data from the draft combine to come up with speed, quickness and vertical ratings.

Not always a fan of that because many people play differently than what their combine results suggest.
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Old 08-22-2015, 08:34 PM   #154
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An In-Depth Look at the Changes to the NBA 2K16 Ratings System

You don't pick the conference you play in, just like the Warriors didn't get to choose that every team they faced starting PG be injured....but that's how it happened.....think it's silly to try to discredit LBJs performance or the Warriors accomplishments because of either of those things....


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Old 08-22-2015, 08:36 PM   #155
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Re: An In-Depth Look at the Changes to the NBA 2K16 Ratings System

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Originally Posted by DC
Not always a fan of that because many people play differently than what their combine results suggest.
Yea, plus the vertical rating meant guys were tipping or grabbing rebounds out of superior players hands quite frequently.
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Old 08-22-2015, 08:36 PM   #156
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Re: An In-Depth Look at the Changes to the NBA 2K16 Ratings System

All of this sounds great as far as the user is concerned. I just hope it takes away "cheese" from the CPU on HOF/SIM as well. I say every year that as difficulty increases, the intelligence and basketball strategy of the CPU should increase and not just have it be difficult because of "cheese" or overpowered skills. And I hope post fade away success has been addressed.
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Old 08-22-2015, 08:49 PM   #157
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Re: An In-Depth Look at the Changes to the NBA 2K16 Ratings System

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Originally Posted by Kese86
All of this sounds great as far as the user is concerned. I just hope it takes away "cheese" from the CPU on HOF/SIM as well. I say every year that as difficulty increases, the intelligence and basketball strategy of the CPU should increase and not just have it be difficult because of "cheese" or overpowered skills. And I hope post fade away success has been addressed.
Every year, 2K explains that the game is tuned at a lower level. Last year it was at the Super-star level. It is true, that was not as successful as they wanted but anything higher (eg HOF) was meant to have "cheese" elements or overpowering skills influencing the outcomes.

Hopefully, these changes means fewer people will find the need to play at the HoF setting and the experience at the 'intended" level (whatever that is this year) will be challenging for more people.
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Old 08-22-2015, 09:02 PM   #158
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Re: An In-Depth Look at the Changes to the NBA 2K16 Ratings System

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Originally Posted by Taer
Every year, 2K explains that the game is tuned at a lower level. Last year it was at the Super-star level. It is true, that was not as successful as they wanted but anything higher (eg HOF) was meant to have "cheese" elements or overpowering skills influencing the outcomes.

Hopefully, these changes means fewer people will find the need to play at the HoF setting and the experience at the 'intended" level (whatever that is this year) will be challenging for more people.
I totally understand the tuning thing but this is a sports simulation which means higher difficulty should require the most close to real life basketball strategy and skills to be successful for the user and CPU. Cheese at higher difficulties makes sense for fantasy games and shooters that aren't based on reality, like no shields or special powers for the user on the hardest difficulty. There are no special powers in basketball so the CPU shouldn't play as if they received them in HOF/SIM because this game is based on reality. And yes I know there are sliders but out of the box we should get a real basketball simulation experience.
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Old 08-22-2015, 09:09 PM   #159
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Re: An In-Depth Look at the Changes to the NBA 2K16 Ratings System

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Originally Posted by Kese86
I totally understand the tuning thing but this is a sports simulation which means higher difficulty should require the most close to real life basketball strategy and skills to be successful for the user and CPU. Cheese at higher difficulties makes sense for fantasy games and shooters that aren't based on reality, like no shields or special powers for the user on the hardest difficulty. There are no special powers in basketball so the CPU shouldn't play as if they received them in HOF/SIM because this game is based on reality. And yes I know there are sliders but out of the box we should get a real basketball simulation experience.
And everything you just typed demonstrates to me that you do not understand the tuning thing.

Out-of-the-box vanilla 2k16 will be tuned to play the most realistic at a given level. Last year this was "Super-Star". Prior years it was "All-Star".

Whatever level(s) are beyond that are designed to bring more fantastical elements into play. You graduate from NBA basketball to Space Jams on the HOF level.

The real simulation experience will be "tuned" for whatever specific level Da_Czar chooses this year. Hopefully, the tuning will be better than last year, which Da_Czar admitted fell short of his goal.
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Old 08-22-2015, 09:18 PM   #160
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An In-Depth Look at the Changes to the NBA 2K16 Ratings System

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Originally Posted by DC
Not always a fan of that because many people play differently than what their combine results suggest.

That's the best way to come up
with speed, quickness and vertical ratings.
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