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NBA 2K17 News Post


Innovation. Authenticity. Engagement.

These are the three tenets that the franchise team has been working under for the last couple of years, and it has produced some truly unique content. We have another feature set this year that will both challenge the norm and continue to drive this portion of the sports gaming industry.

The people I am fortunate enough to work with on the MyGM/MyLEAGUE team are of a different ilk. Intense…is the word I would use to describe them. To Dave Z, Tim, Brad, Barry, Leftos, Yu, and Kefei, I salute you. For everyone else out there, let’s go learn what these fine folks have created for you this year!

I’m going to write this blog a little differently than I have in the past. We covered a lot of ground this year. I want to make sure you can understand the breadth of our scope this year, so I am going to write this in more of a list format so you can quickly consume what we have been up to. Without much further ado…

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

Game: NBA 2K17Reader Score: 7/10 - Vote Now
Platform: PC / PS3 / PS4 / Xbox 360 / Xbox OneVotes for game: 14 - View All
Member Comments
# 301 BluFu @ 09/12/16 07:30 PM
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
 
# 302 ronyell @ 09/12/16 07:33 PM
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.
 
# 303 LorenzoDC @ 09/12/16 07:35 PM
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.
Thanks so much for this response - and I know this community engagement stuff is not in your job description, we all really appreciate it.

As for the response and draft classes, I will be on the lookout for any examples to show and will make a video to share with you if I find anything this year.

On another front, I too have noticed many teams having empty shot chart data in long term MyLeague game save files in 2k16, like several years in to the game file. I haven't studied it closely though to figure out why it happens, and why only to some teams and not others.
 
# 304 Mikelopedia @ 09/12/16 07:49 PM
Leftos, I can't express enough my gratitude and respeck for you, Erick, Dave and the rest of the MyLeague/MyGM team.

As every year, I will be posting a detailed write up with my thoughts, analysis and requests for MyLeague in Davez's annual wishlist thread after I experiment with the game a bit. However there is one guilty pleasure type request I wanted to get your thoughts on.

Where is the team at on accessory color and player appearence customization? Player appearance of course being the ability to edit body types, hairstyles, tattoos etc.

In regards to accessories, what I end up doing every year is waiting until the right combination of accessory color assignments per team per jersey (socks, shoes, headbands, arm sleeves, headband removal/additions, etc) are achieved through Stauff's updates. Though I am very active in helping catch every change from night to night for Mike, that's just it, teams choose on a night to night basis what to wear. This just got more complicated last year as socks expanded to include the two extra team specific Stance socks.

The problem in MyLeague is once you start, that's what you're stuck with. If Detroit wore red headbands with their home jerseys, you'll never be able to wear white ones.

Like I said, I'll have a full write up including this and every other aspect of MyLeague which will include repeats of my suggestions in the Accessory Thread, but I'm pressed for time at the moment and just wanted to catch you while you were gracious enough to be taking questions today.

Thanks man, again. You and your team are real deal.

#FullCustomization
 
# 305 Jumpman14 @ 09/12/16 07:49 PM
Quote:
Originally Posted by Trackball
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.
Yeah I recall reading that too.
 
# 306 BluFu @ 09/12/16 07:55 PM
Good post ronyell, but I'm going to have to disagree on one thing which is the Free Throw Shooting. I've looked at a lot of player careers and the one thing that stays relatively consistent is free throw shooting. There are cases of players making a big jump in one or two consecutive seasons (Karl Malone, Blake Griffin).. More often than not though, you have guys like Kobe, LeBron, Durant, even Michael Jordan who hover around the same percentage their whole career.

(So what I'm proposing instead is that a player MAY earn a 1-5 boost in free throw shooting twice or a 6-10 boost once in their career)
 
# 307 CyberOps @ 09/12/16 07:55 PM
leftos can we now keep a player from retiring more then once ? We talked about it laat year and you said you would look into tuning the option so we could use it more then once per player.

Also can we edit legend players their age again this year ?
 
# 308 bigmike0077 @ 09/12/16 08:08 PM
Quote:
Originally Posted by Leftos
The expansion team is added to the league in one offseason. They do the expansion draft and grow their roster to 13 players, then get the option to add 2 more through the draft for a total of 15, and participate in the subsequent regular season. So if you do "start from offseason" you're getting the end of finals roster and all the other adjustments we've made to starting at that point, but the expansion team participates in all the offseason stuff. It doesn't wait a year.
Got It, so if we chose and expansion team and start at the beginning of the season ( not in offseason) is it the same process. I believe earlier in this thread you said it would be expansion, and no entry draft if you start at beginning of season
 
# 309 Leftos @ 09/12/16 08:12 PM
Quote:
Originally Posted by bigmike0077
Got It, so if we chose and expansion team and start at the beginning of the season ( not in offseason) is it the same process. I believe earlier in this thread you said it would be expansion, and no entry draft if you start at beginning of season
If you start at the beginning of the season with an expansion team there's the expansion draft but nothing else. If you start in the offseason or add an expansion team in a later offseason then there's the expansion draft, then the NBA draft, then free agency, and so on.
 
# 310 Becanes @ 09/12/16 08:12 PM
Quote:
Originally Posted by Leftos
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

- The rankings of the teams are based on the players' overall and their minutes and rotation spot, they're not editable, why would that matter though?

- You can't edit a staff member's name, but you can edit attributes, badges, and team style preferences.

- Hot Spots are editable as tendencies (e.g. Shot Close Left, Shot Mid-Range Left-Center, etc.) They're only used by the Simulator as far as I know to determine the probability of a shot coming from a certain part of the court.

- Looking into introducing more to the Roster Quick Edit, we're looking for feedback on how we can improve on it without making the interface unusable.

- You can't share entire leagues, only individual teams.

- You can't edit the default rivalry ratings. New/custom teams introduced to the league will have a 0 rivalry rating with everyone, and will build rivalries from there on out.

- I play the game for hundreds of hours once it comes out on PC, same as I did before working at 2K. Either MyGM or MyLEAGUE with the Pistons, all 82 games played, 12 minute quarters, trying to rebuild and take them to glory.

- Thank you for the feedback on how to give you the benefits of the D-League using separate minor features, I promise we'll look into your suggestions.

- Unfortunately I ran out of time and couldn't implement playoff game revert in MyLEAGUE Online in a way that I was confident won't lead to progression blockers/corrupted leagues. We did add an option though for the user that remains in the game asking whether they wish to forgive the quit and not have the game simulated as a win for them.

- SimCast Live is back, there's not any new Coach Mode implementation, but you can keep enjoying SimCast Live.

- Yes, any save that has more than 3 teams rebranded will have to be converted to an online-only save, same as MyCAREER.

- The offseason is structured the same way as in years prior, but we're discussing ways of refreshing for future iterations. It's a key part of the game that has worked the same way for far too long, and we know there's room for improvement.

- There's a new way to switch teams on pretty much most MyLEAGUE menus really quickly, by moving the Right-Stick left & right.

- Based on the multi-team MyLEAGUE Free Agency bug report we got relatively late in the 2K16 cycle we looked into other menus that also take user decisions from multiple user-controlled teams and we hope we have fixed all cases of such issues. Let me know if you notice any menu not working as intended when you're controlling more than one team.

- No way to keep the rights of a drafted player this year.

- Existing pick protections will be there if you choose to start with real-life draft pick trades; a small caveat, our pick protections are a limited subset (Top 3/5/10/Lottery), which means we've tried to approximate some protections to the closest one (e.g. we don't have Top 8, so we used whatever we felt was most appropriate to replicate that). Swaps are also represented when you start the mode.

- Non-generated players (tech limitation) can become coaches, and the way we determine that is by looking at what we call their "Hall of Fame" rating in the backend. The most singificant candidates for the hall of fame have the biggest likelihood of becoming coaches. We can look into making that a user option during player retirement for future iterations of the game.

- I'm not aware of any bug with not visible shot charts, care to elaborate?

- Fatigue effects on minutes and training are things we can tune after the fact based on concrete feedback. That said, the gameplay team has completely revamped the way fatigue works this year and even introduced a wear and tear system which adds a whole new level of complexity to the game of trying to keep your players healthy and at 100% performance.

- We cut players out of the free agency pool to try to maintain a balance of 50 free agent players per position. Our algorithm for who stays and who goes takes into account overall rating, number of games played the last 2 years, and age. It's not a naive "if you didn't play for 3 years you're out".

- The idea of online quick-fire tournaments is one we have been considering as well for the future, we think it's a great way to get together with your friends and compete in an organized manner without having to have 30 users and a whole season ahead of you. No promises, but we really like the idea for what it's worth.

- Wear and Tear accumulates both short term and long term. You won't be able to play players extreme minutes again and again without repercussions, and you won't be able to keep throwing them into collisions and forcing them into horrible falls without risking injury. It's a much more organic system this year, and I'm excited to finally play with it.

- You can only contract expansion teams, down to a number of 30. The league won't automatically contract on its own, it will randomly expand by 1 or 2 teams though, something you can override during the league meetings or through the expansion menu. The players of contracted teams are released into free agency.

- 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's post on how different attributes should progress and regress on different curves based on whether they're mental/tactical, physical-based or basketball fundamentals is exactly how the game has worked the last few years. There's different peaks for different kinds of attributes. The Peak Age and Peak End are merely the base for each of the different curves.

- 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?

- We've done another pass on tuning badge progression this year, we're hoping you'll see badges being divied out much better year to year.

- Becanes, happy now? [emoji14] There was a lot of stuff to reply to man, and answering questions on the forums is not normally on my job description. I'm a software engineer, I just had the immense privilege of being discovered because of my presence and work in the NLSC and OS communities, so this is my way of keeping my ear to the ground and giving back to the people that helped me get my dream job. Have ye a little faith, alright?
Thanks Leftos. Sorry if I seemed impatient. I just assumed since it was basically the end of the day that we wouldn't hear anything from you. My bad for assuming. Thanks for the great info like always. Looking forward to playing.

Sent from my SM-N930P using Tapatalk
 
# 311 Leftos @ 09/12/16 08:22 PM
The end of the day on which coast? Visual Concepts is based out of Novato, in California. :P I responded shortly after 1PM here.
 
# 312 amedawg00 @ 09/12/16 08:38 PM
Quote:
Originally Posted by Leftos
The end of the day on which coast? Visual Concepts is based out of Novato, in California. [emoji14] I responded shortly after 1PM here.
Leftos...does myleague online have a variable schedule and calendar from year to year or do we have to play the same league schedule? If not please look into making the schedule variable in terms of the order in which teams are played on the calendar to keep it fresh from season to season.

Also, thanks for the playoff reset work around. It is much appreciated and should suffice pending a final solution in future iterations.
 
# 313 CaseIH @ 09/12/16 08:42 PM
Quote:
Originally Posted by Steve_OS

Innovation. Authenticity. Engagement.

These are the three tenets that the franchise team has been working under for the last couple of years, and it has produced some truly unique content. We have another feature set this year that will both challenge the norm and continue to drive this portion of the sports gaming industry.

The people I am fortunate enough to work with on the MyGM/MyLEAGUE team are of a different ilk. Intense…is the word I would use to describe them. To Dave Z, Tim, Brad, Barry, Leftos, Yu, and Kefei, I salute you. For everyone else out there, let’s go learn what these fine folks have created for you this year!

I’m going to write this blog a little differently than I have in the past. We covered a lot of ground this year. I want to make sure you can understand the breadth of our scope this year, so I am going to write this in more of a list format so you can quickly consume what we have been up to. Without much further ado…

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

Erick love all the improvements and additions. Sounds like your a Stat junkie like myself, and while I love all the stuff that was added in way of stats, my ? is have Simulated Stats been tweaked and fixed. Last yr I thought they were better, but still needed work, some roster editors were able to get those simmed games in the Association very close to accurate, but we shouldnt have to spend 100's of hours editing and testing to fix it, or try to fix it, as Im sure you understand this, its much more fun playing than editing,lol.

If all this new stuff works as intended, and sims stats are accurate this will be by far the best franchise of any sports games that might be unmatched by any other sports game, because Association in NBA2k has always been more detailed than others sports games, it just some things just werent right like sim stats.

Looking forward to Sept 16, except for the hours of sleep I will miss out on.
 
# 314 gkjg90 @ 09/12/16 09:01 PM
Will it be possible to rename the conferences and divisions? For example, could I have North and South Conferences instead of East and West?
 
# 315 Becanes @ 09/12/16 09:14 PM
Quote:
Originally Posted by Leftos
The end of the day on which coast? Visual Concepts is based out of Novato, in California. [emoji14] I responded shortly after 1PM here.
Ok ok. Keep pounding me into submission. I was being selfish and thinking about the end of my day. do you accept my apology?

Sent from my SM-N930P using Tapatalk
 
# 316 sniapeko @ 09/12/16 09:58 PM
Thank you for the lenghty answer Leftos.
If you care about any more details about the shot charts bug, I can confirm that in various 2K16 30-team MyLeague saves I have never ever seen a proper shot chart in the dedicated player details tab, for any player, since day 1 of the first season.
So maybe it has something to do with controlling multiple teams? I wish I reported this sooner so it could be fixed for 2K17.
 
# 317 Baebae32 @ 09/12/16 10:14 PM
Quote:
Originally Posted by sniapeko
Thank you for the lenghty answer Leftos.
If you care about any more details about the shot charts bug, I can confirm that in various 2K16 30-team MyLeague saves I have never ever seen a proper shot chart in the dedicated player details tab, for any player, since day 1 of the first season.
So maybe it has something to do with controlling multiple teams? I wish I reported this sooner so it could be fixed for 2K17.
I had the same problem but i chalked it up to using a custom roster.
 
# 318 Mikelopedia @ 09/12/16 10:25 PM
Leftos, to follow up to my posted question about accessory colors (and player appearence for that matter) back on page 40, here's the link to the thread page where I went in better detail about the current system's limitations in regards to accessory color customization and it's affect on immersion in MyLeague.

http://www.operationsports.com/forum...ishlist-2.html

It is post #10. I'm not sure how to link to individual posts.
 
# 319 DC @ 09/12/16 10:38 PM
Leftos,

When people say that the shot charts don't work, this is what they are talking about

This is from my Franchise. Year 2 with OKC. But they never worked from the jump





 
# 320 Barncore @ 09/12/16 10:44 PM
Quote:
Originally Posted by dom5552
I think this is a really interesting concept and to maybe add on to that, have a few individual categories for potential like shooting potential, athletic potential, defensive potential, mental potential, and playmaking potential. That would make things really interesting because you could argue that some players get much better at shooting the older they get and the only thing that really declines is the athleticism which tires them out faster making their shot later in the game (if getting a bunch of minutes) be what is really effected.
Absolutely love this.
Perhaps playmaking would fall into mental a bit though. And there could be a "hand skill" category that takes into account ball handling, hands, pass accuracy.
Quote:
Originally Posted by Leftos
- 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?
Fair enough. Ok, i will give more specific feedback once i've played ML for long enough to notice trends emerge. Is there an ideal way to get the feedback to you? OS post? Twitter? Email? Some other way? I absolutely love MyLeague (it's the only game i play across the entire gaming sphere) and would be happy to be a lil' feedback sidekick.

For the time being, to be more specific, the things i'm talking about are how the attributes/tendencies/badges relate together. Not just the attributes by themselves. In 2k16, the tendencies can lack connection to the attributes which lack connection to the badges. I can't remember specific examples right now, but things like: Guards shouldn't be performing dropsteps on people. Athletic defensive players with poor shooting ratings shouldn't have a dead-eye badge. The generated heights are fine, the generated positions are fine, the generated overall ratings are good, the amount of badges generated is fine, the balance of good and bad players is good. I'll come up with specific examples of silly identities if they exist in 2k17. Although it is hard to give good suggestions for improvement without knowing the algorithms.
 


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