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Discussion about NBA Live 2003.
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Hoopscitylive new super tweaked roster

Sun Dec 01, 2002 6:27 am

WOW, check them out. Get it here http://www.hoopscitylive.com

CHANGES IN THIS VERSION
-----------------------

+ Updated rosters as of 11/29/02
+ Modified primary and secondary positions to better reflect current NBA player rotations
+ Changed players who were not on an NBA roster as of 10/29/02 to retired in players.dbf
+ Created the following players:
+ Anthony Goldwire (sas)
+ Matt Maloney (atl)
+ Sean Lampley (mia)
+ Ken Johnson (mia)
+ Pete Mickeal (hou)
+ Smush Parker (cle) [10/14]
+ Adam Harrington (dal) [10/14]
+ Junior Harrington (den) [10/14]
+ Juaquin Hawkins (hou) [10/14]
+ Mike Batiste (mem) [10/14]
+ Pat Burke (orl) [10/14]
+ Devin Browm (fa) [10/14]
+ Reggie Evans (sea) [10/14]
+ Re-calculated FG, 3PT, FT, OREB, DREB, PASS, STL, BLK ratings based on 2001-02 stats (and in some instances 02-03 stats, college stats, or career stats if there was insufficient data). [NBA teams and free-agents only]
+ FG rating based on Adjusted FG% [((PTS-FTM)/FGA)/2], with a max FG rating of 85.
+ 3PT rating based on 3PT percentage, with a max rating of 85.
+ FT rating based on FTs, with slight boost for better online performance.
+ OREB/DREB ratings based on rebounds per 48 minutes.
+ PASS rating based on assists per 48 minutes, with slight boost to limit interceptions.
+ BLK rating based on blocks per 48 minutes, with a max rating of 70.
+ STL rating based on steals per 48 minutes, with a max rating of 70.
+ Re-calculated PRIMACY and FATIGUE ratings based on 2002-03 stats (and in some instances 01-02 stats). [NBA teams and free-agents only]
+ PRIMACY rating based on FGA+FTA per 48 minutes.
+ FATIGUE rating based on minutes per game.
+ Globally modified OFF AWR, INS SCR, DUNK, JUMP, and SPEED base ratings (0-99). [All teams including legends and all-stars]
+ OFF AWR rating multiplied by (PRIMACY/100).
+ INS SCR rating multiplied by (PRIMACY/100).
+ DUNK rating multiplied by .7
+ JUMP rating multiplied by .5
+ SPEED rating multiplied by .8
+ Some ratings were adjusted slightly for more accurate substitution patterns.
+ Added B. Rich, Busta Rhymes, DJ Clue, Fabolous, Just Blaze, and Hot Karl to the Legends Pool.

Sun Dec 01, 2002 9:11 am

it's pretty sweet :D

Sun Dec 01, 2002 9:15 am

Nice

Sun Dec 01, 2002 9:24 am

Damn, it is the most complete tweaked roster i have ever seen. :D

Sun Dec 01, 2002 10:28 am

Superstar
8 Min Quarters
Fouls All The Way Up

Entire Game Cleveland Sacramento

Points 82 104
Bench Scoring 30 27
Field Goals 30/74 48/77
Field Goal % .405 .623
3 Point FG 1/13 5/11
3 Point % .077 .455
Free Throws 21/24 3/14
Free Throw % .875 .214
Rebounds 31 34
Off. Rebounds 9 7
Def. Rebounds 22 27
Blocks 3 11
Steals 7 10
Assists 19 25
Turnovers 16 13
Fouls 21 17

Cleveland is 29 in the league, I'm #1 this tweak really reflected that. If you're thinking i shoot too high of a % it's because i like to post alot with Webber and Divac, once they start to double team then i kick out for wide open 3's its simple. I just can't hit my free throws. Anyways I really like this tweak and i think it will generate realistic numbers.

PS right after the game the cavaliers offered me Dajuan Wagner for Bobby Jackson (I Declined)

Sun Dec 01, 2002 11:55 am

I totally agree with your assessment of this roster. One area I'd like to see some adjustments made would be with the quickness ratings. As it is, it's almost too easy to score downlow, just spin around defender when he attempts to reach in, and almost an automatic dunk each time(Try this with Wallace, Webber, Davis especially). I lowered quickness 10 pts and voila!! This is where the game's at. Anyhow, I'll experiment some more, but I believe a 5-10 point drop in quickness is key for single player games. I understand this roster is constructed solely for online gaming so it might be a good match in that sense.

As far as completeness, this roster has it all. A few tweaks here and there and we have something truely special here folks.

That being said, I would like to commend all roster patchers , as well as other patch makers out there. Dk, Jcroster, Felipe just to name a few. Your research and exhaustive work has proven to be very valuable to this community, and the game has improved dramatically with these adjustments. What can I say, Live2k3 plays a brand new game of ball now. The sim qualities of this game are now more evident that ever before. Good stuff fellas!!!!!!!!!!!

Sun Dec 01, 2002 12:01 pm

I played this online against a friend Dallas/Houston and we both shot like 30% and missed lots of dunks I don't know if this is made for online but for franchise i like it alot!

Sun Dec 01, 2002 5:30 pm

Man i played another game and it just boggles my mind that i could play such a good game against cleveland and then the next game its like the tweak is gone, im setting up my offense, miss a shot then Anderson Wells And Stoudamire are down the court with the fast break, I definantly agree with your quickness idea, did you lower quickness for everyone? If you did i need/want a copy of those rosters joemimic@yahoo.com hit me back man Peace

Mon Dec 02, 2002 12:17 am

I don't know, but i think i get used to the speed of the game even if it not tweaked. Now i don't like the speed to decrease because i don't want to see KOBE losing a ball when using free style.

Mon Dec 02, 2002 4:05 am

Thanks for the feedback guys. This patch is a work in progress. I am taking everyone's input into consideration for the next version. I'm glad people are enjoying it so far. :)

Mon Dec 02, 2002 4:14 am

I haven't applied these changes globally, yet. I'm waiting for the global adjustment tool to become available. The right way to do this is multiply quickness by .8. This formula effectively drops players with higher quickness ratings by close to 8-9 points, while the lower rated players are dropped only by 4-7 depending on rating. This provides a better flowing game. The lower rated players still maintain a good level of quickness to still perform basic spin moves with adequate speed, as well as freestyle moves and such.

Apply this formula if you have access to an editor of some kind. For some reason I can't get the NLSC editor to work although I have excel, access and the Borland engine.
Last edited by ToniStarks on Mon Dec 02, 2002 4:21 am, edited 1 time in total.

Mon Dec 02, 2002 4:20 am

I don't know what happened but when i try to simulate a franchise season i have stupid teams seeds.. like cleveland number 1 in the east and memphis in the western conference.. sacramento not even quallified for the play-offs.. anybody has the same problem as me ???

Mon Dec 02, 2002 4:24 am

This patch was designed primarily for online play. But, I will be tweaking it further to make the franchise mode more realistic. The next version will likely have quickness reduced slightly.

Mon Dec 02, 2002 4:28 am

BTW, reducing quickness seemed to lessen the fastbreaks in my games.

Good to hear from you Mike. As you can see, we truely appreciate your work with the roster. We certainly await future releases and adjustments.

On a side note, can someone simply apply quickness *.8 for the Hoopcity roster and post it here, or as an alternative send my way at Calvenn@cox.net.

If you can, I sincerly thank you in advance.

Mon Dec 02, 2002 4:37 am

i'm asking myself why does the game says in the play game mode that the ranking for cleveland is 29 and why they r 1st in the franchise mode in eastern conference.. i think that maybe i should tweak the teams.dbf file... what do you think ? the ratings of the players on the team doesn't reflect the reality of the standings

Mon Dec 02, 2002 7:47 am

They were 29th in my franchise

Mon Dec 02, 2002 7:58 am

it seems that the case is different on every computer... very strange...

Mon Dec 02, 2002 8:41 am

i played one half with this roster. i had about 80%FG and computer had round 60%... i played 76ers vs Magic.

Mon Dec 02, 2002 8:43 am

i played one half with this roster. i had about 80%FG and computer had round 60%... i played 76ers vs Magic.

Mon Dec 02, 2002 8:58 am

Yeah, the fg% will be slightly high in the early goings. Your fg% will drop by the 3rd and definately the 4th qtr to reflect real life stats. Reducing quickness is essential to keeping fg% down as well

Mon Dec 02, 2002 3:39 pm

I figured out why the FG%s are so varied... My formula for the FG rating was based on a high of 57% and a low of 0%. But since about 90% of the league shoots over 33%, the FG ratings were bunched very close together.

I re-worked the fomula, and now the FG ratings are spread out more from 50-85. Using the current fomula, the FG ratings run from about 70-85. So while the good shooters are still good shooters, the mediocre shooters are still pretty decent. I will apply the new formula to the next version, along with reducing quickness slightly.

Keep the feedback coming, it's very helpful! Thanks! 8)

Mon Dec 02, 2002 3:44 pm

Good stuff. Appreciate your willingness to accept feedback Mike. Question. Exactly how much is "slightly" when you mention your plans of adjusting the quickness ratings? Also, when can we expect this new update if that's not to much to ask?

Mon Dec 02, 2002 5:07 pm

Mike i'm really feelin the patch and i believe it's in the top 3 of patches out, pretty much #1 in my view just a couple of minor tweaks and it'll be there

Mon Dec 02, 2002 5:17 pm

Toni, tonight I multiplied base quickness ratings (0-99 scale) by .8 with no ill effects. I applied the new FG formula to the Hawks and Celtics and in CPU vs. CPU, the percentages were under 50%. When I played the CPU, the percentages we a little higher, but that was more a result of the up-tempo style I play.

I am also experimenting with the defensive awareness to try and cut down on the cheesy interceptions. I going to try and release the patch once a week initially, and perhaps less frequently once I get the ratings down. I'm already taking a hit on my 20+ GB transfer quota as it is without offering a new patch to download every few days. ;)

Thanks again for the compliments and feedback, guys.

Mon Dec 02, 2002 6:54 pm

Excellent news. Seems to be in-line with my thinking as well. However, it sounds like you plan to reduce D awareness and not the other way round. Keep us updated on your findings then. I only fear that reducing ratings in this area will only encourage fastbreaks and such, which will ultimately lead to easier scoring and higher fg%'s. I'm anxious to hear of your results.

Joe, were you able to adjust the quickness ratings? Let me know.
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