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

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Old 09-12-2016, 07:04 PM   #305
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Re: NBA 2K17 MyLEAGUE, MyLEAGUE Online & MyGM Blog With Erick Boenisch

For the record I don't enjoy SimCast Live I just enjoy that I can save out of it and load the save and actually watch the game. Sounds like letting me watch it from jump street would be easy since doing this I essentually get it just all the commentary and audio other than court chatter bugs out.

Watching a bunch of player counters bounce into each other is ZERO fun.
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Old 09-12-2016, 07:06 PM   #306
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Re: NBA 2K17 MyLEAGUE, MyLEAGUE Online & MyGM Blog With Erick Boenisch

Quote:
Originally Posted by haloofduty
Has the "dish to open man" tendency been fixed? All non point guard dish the open man tendency were to low in nba2k16. No one other than PG averaged over 2 assist. You had to edit basically the entire draft class.
I am not sure. I believe this was a concession we made to get the assist leaders to look good. We've done another pass on tuning the simulator to get the league numbers to look good, but I'm not sure whether this was also changed in the process. I'll make a note of looking into if/how we can balance this to get both the assist leaders to look good and non point guard positions to have decent numbers, but no promises.
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Old 09-12-2016, 07:12 PM   #307
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Re: NBA 2K17 MyLEAGUE, MyLEAGUE Online & MyGM Blog With Erick Boenisch

Quote:
Originally Posted by Barnsey
Yeah, if a full D-League is too much work for such a little feature then i can understand that. A workaround would definitely be welcome, like having 3 minor league slots on your roster that are dedicated to sending/calling players to/from the D-League. I don't need much more than that, personally. There should be some characteristics of having this option that mirrors real life D-League interaction. Like maybe your player makes the D-League all-star team, or leads the D-League in points... or maybe at LEAST there could be a "top 25 prospects of the D-League" ranking, that you could refer to, like this: http://dleague.nba.com/prospect-watch/

There would probably have to be some sort of statistical simulation of the D-League though. The feature might be entirely redundant without simulated stats. Part of the appeal of D-League is seeing which NBA eligible players would rise to the top in a lower level competition.
The other appeal is having a tool to develop your young scrubs that aren't good enough to get minutes on your NBA team.
^ So if both of those elements are somehow possible without using too much resources to create then that'd be satisfying enough.
This is something I've been wanting since the D-league was dropped. Somewhere to place my second rounder's and now even summer league standout's that can't crack my rotation. I want to be able to keep a tab on them even if its just text based feedback. It would need all the stat's and even an awards section for minor league MVP and all-stars. From the main MyLeague screen, with the click of the analog stick id like it to switch to my minor league affiliates schedule and tabs where i can see all the stats. I don't need to be able to play, just feel like it's really my teams affiliate instead of a single tab in my main NBA MyLeague that just shows stats.

Also.

Minor league player's/Free agents should sign contracts in the Euro League with the many teams licensed in the game. Again keep it text based, but this info is probably better suited in your scouting section of your MyLeague. I alway's add young Euro League talent to my roster free agent list before starting my MyLeague so i can get better rookies essentially and mimic what happens in the NBA. If possible if you could get young "draft elgible" Euro Leaguers to join the generated draft classes that would be...fantastic.


I know this has been probably discussed in your meetings leftos, I'm not writing this to give new ideas but to argue that there needs to be more done with the Euro League and creating synergy with all the leagues in MyLeague. Euro League is awesome but it can't be stand alone.

So in conclusion id like:
  • Text based minor league
  • Euro League - draft elgible players to enter your MyLeague draft
  • Free Agency - swapping of players signing Euro League and NBA contracts

As for this year, LOVE all the new contract stuff. Can't wait to start my MyLeague.
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Old 09-12-2016, 07:17 PM   #308
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Re: NBA 2K17 MyLEAGUE, MyLEAGUE Online & MyGM Blog With Erick Boenisch

[quote=Leftos;2048421278]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


I have a question about rebranding in MyGM. In 2k16 if I simply wanted to change just the arena of the Knicks I would have to go through the entire circuit of relocation. Although picking the same city would technically mean rebranding, it was treated as a relocation and would remove the entire identity of the Knicks because I'd have to change the logo and uniforms as well . all I want to do is edit the arena to put "Madison Square Garden" on the floor and keep the current arena sounds etc. is that fixed in 2k17?




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Old 09-12-2016, 07:27 PM   #309
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Re: NBA 2K17 MyLEAGUE, MyLEAGUE Online & MyGM Blog With Erick Boenisch

Quote:
Originally Posted by Leftos
I am not sure. I believe this was a concession we made to get the assist leaders to look good. We've done another pass on tuning the simulator to get the league numbers to look good, but I'm not sure whether this was also changed in the process. I'll make a note of looking into if/how we can balance this to get both the assist leaders to look good and non point guard positions to have decent numbers, but no promises.
Thanks for the response. Im sorry I left something out. I was talking about the generated draft classes. The roster is fine. Generated classes had non point guards dish to open man tendency below 10. So many players had 0. It messed up assist totals in future myleague years. Sorry I wasn't clear the first time.
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Old 09-12-2016, 07:30 PM   #310
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Re: NBA 2K17 MyLEAGUE, MyLEAGUE Online & MyGM Blog With Erick Boenisch

Quote:
Originally Posted by Leftos
No, not this year unfortunately.
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.
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Old 09-12-2016, 07:30 PM   #311
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Re: NBA 2K17 MyLEAGUE, MyLEAGUE Online & MyGM Blog With Erick Boenisch

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
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Old 09-12-2016, 07:33 PM   #312
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Re: NBA 2K17 MyLEAGUE, MyLEAGUE Online & MyGM Blog With Erick Boenisch

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.
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