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NBA 2K17 MyLEAGUE/MyGM: What's Hot and What's Not

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Old 09-15-2016, 05:11 PM   #9
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Re: NBA 2K17 MyLEAGUE/MyGM: What's Hot and What's Not

I read the article and felt confused at the end. The title made me think there would be some mention of things left out of the game that the author would have liked included.

I like all the things the article mentions. As for what's left out, for me, these are the biggest items:

Revamped Market Based Free Agent AI:

Right now, on the player side, asking prices are calculated through a formula based on a combination of player age, player overall rating and player potential, with modifiers based on player preferences (play for winner, financial security, loyalty). They take no account of the actual free agent market at their respective positions. This leads to situations where some players sign for too little and other players hold out for too much and don't get signed at all. It also means that many unproven rookies and even veterans won't sign for league minimum, even if the choice is not playing at all. A new AI system that creates market based awareness during a given free agent year for free agent players would give the mode a lot more life, variation and realistic league simulation.

Updated and Expanded Create a Player (CAP) Tools

CAP has remained untouched for many years now, and compared to other sports games or even user character model creating RPG's like Mass Effect, it's very dated and limited. The lack of quality and variety in body types, faces and hair have all been well documented and thoroughly discussed here at OS. For MyGM/MyLeague, improved CAP makes the mode far more engaging and interesting for multi-year game files. The mode supports 80 years in the league, but if you get 10 years in, players begin to look alike and look, well, barely human in a lot of instances. Lack of quality player feature editing tools make it hard to use the mode to make unique looking players who seem individual and interesting. Improved CAP would give roster makers and editors far more tools to create and share interesting and unique players, vastly enhancing engagement in the mode.

Focus on Generated Draft Class Quality

This is an area the development team devotes some resources to each cycle, but it's not a high priority area of focus. Right now, CPU generated draft classes do an incomplete and haphazard job of creating individual players with coherent, believable combinations of attributes, tendencies, signature animations, hot zones and badges for their positional archetypes. As a result, in an extreme example, you may draft high potential, low defending perimeter shooting SG with high outside shooting attributes whose perimeter zones are all blue, who has a low tendencies for touches or even taking shots, a tendency to roll more than fade, and whose shooting form is a high school or old school set shot type of animation. Oh, and he has tear dropper and pick pocket badges, but no perimeter shooting related badges. That's an extreme illustration, not an actual generated player, but it makes the point. The modes would improve if 2k could really focus on and test these model algorithms to improve their consistency and quality.

Last edited by LorenzoDC; 09-15-2016 at 05:15 PM.
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Old 09-15-2016, 05:13 PM   #10
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Can't wait for tomorrow when i get off work,I'm about to start a GM with my pistons and one with the sixers
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Old 09-15-2016, 07:19 PM   #11
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Originally Posted by trekfan
Thing still missing:
1. Alternate Uniforms -- expanded/rebranded teams can still only do two uniforms (home/away) and that's a major bummer considering how many alternate uniforms NBA teams have in this day and age. The alternate uniform allows for some crazy ideas and the lack of one for expanded teams especially seems to suck some of the realism out of their existence.
I honestly think the alternate jerseys have to do with space. That was the limitation on expansions on the consoles last year (PC didn't have the limitation) and I think it's still the issue. It's not an issue for PC users but their primary user base is the console crowd and space/power has been the reason a lot of things get diminished or cut.

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Old 09-15-2016, 07:25 PM   #12
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Re: NBA 2K17 MyLEAGUE/MyGM: What's Hot and What's Not

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Originally Posted by Rip4ever
Starting MyGM with an expansion team sounds cool.

Advanced rotation is YUGE!
YUP, doing this on day 1!
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Old 09-15-2016, 08:10 PM   #13
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Re: NBA 2K17 MyLEAGUE/MyGM: What's Hot and What's Not

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Originally Posted by MMChrisS
Just hours away from NBA 2K17’s early launch, any details 2K releases about its newest game are met with a lot of excitement. Such is the case with last week’s blog on the improvements made to the MyGM/MyLeague modes this year. When you compare what was added to 2K16 vs. 2K17, it’s quite obvious that the folks over at 2K spent a significant portion of their time on the franchise modes.

Given that I spend the majority of my 2K time with these modes, I am ecstatic about all of the improvements that were announced. But I wouldn’t be a video game fan if I wasn’t also disappointed in a few omissions as well. Let’s take a closer look into what was announced and why we should be, first and foremost, excited.

Read More - NBA 2K17 MyLEAGUE/MyGM: What's Hot and What's Not


Definitely a lot to be excited for, but the big omission looks like they once again have paid no attention to sim stats, which for anyone who is a MyLeague/GM player or for that matter even you MyPlayer career the stats wont be accurate for this simmed games of the teams you dont play. Antydog has been testing and with them doing away with POE for coaches its really messing with the sim stats bad this yr.

IM must have read the blog wrong, as I thought contraction was actually available too. Maybe next yr, but this expansion probably wont be something I get that much into, unless I get deep into my Association and decide to go a more fantasy rout, but I alwasy follow the real life stuff that 1st season, and with sim stats being such a mess I havent gotten deep into a Association in years, and looks like once again I probably wont unless I loose my OCD about sim stats, which I highly doubt that happens.
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Old 09-15-2016, 08:31 PM   #14
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Re: NBA 2K17 MyLEAGUE/MyGM: What's Hot and What's Not

Too bad we can't use the Dream Team
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Old 09-15-2016, 08:38 PM   #15
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Re: NBA 2K17 MyLEAGUE/MyGM: What's Hot and What's Not

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Originally Posted by rakitic4
So just to be clear, we can now download draft classes at any point of the season? Meaning I can start a myleague tonight and upload a draft class two months from now when they are ready?
That is correct. You can also edit the class at any time during the season as well
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Old 09-15-2016, 09:47 PM   #16
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Geez KDs body looks terrible in that screenshot lol!
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