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Reducing green releases + increasing non-green makes

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Old 03-23-2022, 05:23 AM   #1
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Reducing green releases + increasing non-green makes

Hello dear experienced roster makers. With 2k22 we have one very big problem in our league that makes it hard to balance out the sliders.:
We are playing on standard superstar sliders. Good teams that know how to time shots hit way too good (league leader hits 65 %, his best shooter percentagewise, Dejounte Murray, hits 87 %), while bad teams that are not good at timing their shots hit nothing (worst team hits 26 % from deep). -> see screenshot from our teamstats list.





With 65 % from deep that means this team scores 1.95 points per shot, which equals to 98 % for 2 point shots. So basically every 3 pointer that he takes is better than any wide open layup.



Is there any way to make it harder for good teams to hit (increasing the difficulty of greens, making them less probable) while simultaneously increasing the amount of shots going in that are not green? or achieve our goal in any other way, that good teams hit better or at least not worse than now while decresing how good the good teams shoot?
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Old 03-24-2022, 12:23 PM   #2
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Re: Reducing green releases + increasing non-green makes

Just turn green releases off and the sound fx off too.
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Old 03-25-2022, 09:07 AM   #3
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Re: Reducing green releases + increasing non-green makes

you are aware that you cannot turn green releases (the mechanic itself!) off? you can just turn off the feedback. does not change the fact that there is a big discrepancy between good and bad shot timers just because of that. have you taken a look at our leagues teamstats? average percentages way above 50 % are not rare. simultaneously others shoot below 30 %. thats the problem! not that there is green light when taking a shot......
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Old 03-28-2022, 01:45 PM   #4
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Re: Reducing green releases + increasing non-green makes

Quick fixes. Try changing shot timing impact to 1. It allows players to hit greens but there's a lot more parity. I like it for User v User.

Here's the full slider set that we're using in our league.
https://forums.operationsports.com/f...ne-tested.html


Beyond that. It's hard to tell without knowing how people are getting their shots off. If SAS user just gets the most open looks, this may need more defense/movement/passing/handling slider adjustments testing.
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Old 03-29-2022, 04:51 AM   #5
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Re: Reducing green releases + increasing non-green makes

Quote:
Originally Posted by duce
Quick fixes. Try changing shot timing impact to 1. It allows players to hit greens but there's a lot more parity. I like it for User v User.

Here's the full slider set that we're using in our league.
https://forums.operationsports.com/f...ne-tested.html


Beyond that. It's hard to tell without knowing how people are getting their shots off. If SAS user just gets the most open looks, this may need more defense/movement/passing/handling slider adjustments testing.

Thanks for the Feedback. Doesn't reducing shot timing impact to 1 make it super easy to hit greens? I think I once tested this and nearly every shot was a green then. Especially as you even increased the 3pt slider to 53 in your sliderset.
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Old 03-29-2022, 09:46 AM   #6
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Re: Reducing green releases + increasing non-green makes

I believe it works both ways, making it easier to hit whites. Of course, this group uses the full slider set, so there may be other aspects that need to be changed. But I would start there to get a more even playing field for the worst shooters in the league.
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