slimm44 wrote:When the AI activates a double team, it tends to send a player from the paint to do so. The problem with this is, at high levels (and I'm not sure what the value range is), the AI will send a wing defender into the paint in order to send them out on a double team which clogs the lane, leaves wide open perimeter shots, and really just looks stupid. Until I can test enough to determine the value range for this, I'm leaving it at 0.
For progression in association, I've considered editing rookies and young players to where I would project them to be in a few years. That way, their stats aren't way too high or way too low in the sim engine. Unless the user wants to control all 30 teams (which I think is fun but may not be for everybody), we have to give some room for what 2k built in. I am not very happy with the progression system at all, but projecting ratings/tendencies for rookies/young players is the best idea I've come up with so far. I definitely like that method better than relying on the progression system that's in place this year. Do you have any ideas on how to workaround this?
I've also been testing what the gameplay looks like with limited sig skills. Taking them all away is an improvement IMO, but keeping a few is good, also. I've been leaving PNR outlet to improve the PNR game but taking away just about everything else. Me and another poster from OS have determined that there are several sig skills that also manipulate tendencies.
I absolutely hate the double teaming in this game. It's so illogical. Just because a guy is on fire doesn't mean that the team leaves a man open in the beginning of the possession. With Double Teams at 0, has it completely abolished double teams by the AI, or only slightly?
You can check the PeakAgeStart parameter so you can have a basis of the player's growth and when it ends. I think player growth this year goes something like this:
Before Peak Period (Age < Peak Start)
If [Potential - Overall] > 3, Overall increases by 3 next season
Else If [Potential - Overall] = 2, Overall increases by 2 next season
Else If [Potential - Overall] = 1, Overall increases by 1 next season
Peak Period (Peak Start <= Age <= Peak End)
[Potential - Overall] = 0, Overall will not increase
After Peak period (Age > Peak End)
If [Overall - Potential ] > 3, Overall decreases by 3 next season
Else If [Overall - Potential ] = 2, Overall decreases by 2 next season
Else If [Overall - Potential ] = 1, Overall decreases by 1 next season
I THINK this is what happens. I'm not totally sure. I'll have to do some simulations for it to find the proper way of formulating Potential. The best way to simulate the Potential effect is to turn the Player Roles, Progressive Fatigue, Team Chemistry all off so only Player Progression (use of Potential after the season) takes place. Sometimes it says something different too, that next season everyone would be rated much higher despite being realistic in the player progression screen.
Maybe you should keep the three signature skills related to the Pick and Roll, them being Pick and Roll Maestro, Screen Outlet and Pick Dodger. The Pick and Roll game is so non-existent this year. I have no idea why they removed the automatic on-ball screen the CPU teammate gives you sometimes in previous games. Now you have to manually make the Pick and Roll happen. Also, it's pretty bad execution for 2K to have the Slip option the first option in PNR. It should be the last option so that the Slip wouldn't be ineffective since the player setting the screen has to come all the way to the perimeter and back.