Nick wrote:2 NEW "DYNAMIC" ATTRIBUTES
Form & Experience.
I've noticed a trend where people have to manipulate a players' attributes in order to give them a lower or higher overall rating. In reality the thing that really changes is their playing time. In a league where opportunity = production, and more minutes = opportunity, this isn't really a realistic way to go about it. Just because CJ McCollum got more minutes last year doesn't mean we should bump his athleticism up 10 points. He has the same athleticism as always.
So my solution is to add 2 new attributes that are wildly dynamic throughout the season that affect the overall rating: Form & Experience.
Form is pretty self explanitory. You could also call it "rhythm". You could also call it "confidence". (Actually i think confidence might be the better term). It is completely dynamic, so it can change from 25 to 80 in the space of a couple of weeks. Various things should affect it: player personalities, team chemistry, injuries, good games, bad games, staff comments to the media, etc. "Form" should have a significant affect on the overall rating. It should fluctuate below the core overall rating as well as above.
Then the Experience rating is based on how many minutes a player has played in his career. The more experience a player has, the less he is affected by the "form" swings. The more stablized it becomes. The less susceptible the player is to dropping in confidence/rhythm.
^ So then these two new dynamic attributes work together in tandem as a way of managing a player's consistency.
So we can change "offensive and defensive consistency" attributes, back to awareness.
Andrew wrote:Having played a lot of 2K Pro-Am in recent months, I'd definitely like to see cheesy tactics punished. Zig zag cheese is still a thing, but there are also cheap tactics like being able to flop and draw a charge at halfcourt. You rarely see that in the real NBA, so when users are abusing it, it should result in grade penalties and blocking fouls more often than not. There needs to be a way to keep things competitive - either in terms of capping ratings for Pro-Am, the effectiveness of certain ratings/badges, or the matchmaking - which doesn't always happen when you've got teams full of maxed out players.
There are still clunky moments where the players feel like they're running in mud, and legacy issues like hitches in the animation before taking off at a sprint or trying to make an explosive first step, something that doesn't affect the CPU.
From a customisation standpoint, I'd obviously like to see the game be as modder-friendly as possible. As I discussed in a recent Friday Five however, I feel like the ideal solution would be to give us more in-depth customisation tools in-game, so that minimal external manipulation is required. Deeper roster editing functions for both teams and players, Create-a-Team, access to hidden attributes, the ability to deactivate players in a roster, change team branding outside of MyLEAGUE and MyGM with the same tools, plus the ability to take a classic jersey and make it the new primary jersey...the more we can do in-game, the better.
I want to spend more time with MyLEAGUE in NBA 2K17.
Nick wrote:I disagree with this.
As soon as 2k starts adjusting the game's balances for online play it sacrifices how the game plays for us offline/simulation users.
It happened in 2k16 with the patch releases. The game was really nice out of the box, then 2k had to try and fix all the online cheese and it ruined the game's fun and flow for the offline games.
MrVinceCarter15 wrote:MyPark: in order to stop cheating/hacking attributes , reputation, sliders definitely needs an admin to be in a park with ability to review every players attributes/stats which would be less expensive to implement then a anti-cheat.
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