NLSC Current Roster Patch Issues

Discussion about NBA Live 2003.

Postby DoubleA on Sun Nov 24, 2002 11:32 am

shit

ok that proves i really didnt read up

i apologise to whoever posted that earlier

peace
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Postby ztan on Sun Nov 24, 2002 1:38 pm

I've been playing NBA Live 2003 since nov16 and have played 24 games with the blazers (i updated the rosters, first, of course) plus 6 games with other teams. I've always wanted all-out realism, so here are my suggestions for the upcoming roster patch:

do not implement any drastic changes on the ratings. just make it realistic (i mean no "all players' jumping to 50" or something like that). lower the FG, 3PT, and Inside Scoring ratings to make it realistic, based on the players' actual scoring abilities.

Lower their speed and quickness a bit, coz some players are overrated in these categories.

DO NOT change the rebounding ratings (except if there players that are overrated in these categories which i haven't found yet). In almost all games I've played, rebounding stats are realistic, and guards do get rebounds too (for example: stoudamire averaging 1.9 rebounds per game) so as long as the players are in good position/s.

Lower the blocking and stealing ratings a bit, just to make the players' ratings realistic.

I've played all my games in 6min. quarters. In the 8 games I won (out of 30 games), I only win if I limit my opponents to 50-60 points, which is probably 100 to 120 points in real games. I have never limited my opponents to less than 45 points, and their scoring potential can be scary if you don't play defense (my brother was outscored once 46-80). I only won when I commit less turnovers by following the offensive plays properly, and of course, disrupt the opponent's offensive plays. Yes, I do get to fastbreak 1-3 times per game, depending on how good I play defense. And yeah, if my opponents follow their play, it's really tough to play defense.

It's also really nice to have the correct players at the Injury List.

As to the other features of the rosters, anything would do (provided it works like every other roster patches before 8).
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Postby blackdawg on Sun Nov 24, 2002 3:52 pm

I've played the game since the psx2 release, then bought it for my pc. I am not a sim guy in the sense that some of the rosters created take the life out of the game. Lowering the 3 pt, for example, doesn't allow you to rotate the ball and hit from the corner with a noted 3-shooter; and for me, shooting 30% in a game gets boring. Missing inside slams is frustrating. So I'm willing to sacrafice some stats to have a free flowing game.

That said, with the psx I made the following changes, and really liked what came out of it. {I tried making a roster with a trial version of dbf pro, but it kept corrupting in the middle of updating}: Anyway, you can't lower ratings too low or the freestyle dissapears. 60-70 for 4's & 5"s (up one step for superstars), 70-79 for SF's/ 80-90+ for pg's & sg's.

I don't think that threes should be as low as many are doing. The 3-ball seems to disappear at 85/86 and I found that 92-86 in the psx2 version delivered the best results. After 50 games I was averaging 33% to 42% which is in the NBA reality.

The PC version runs much faster on my machine, and I found that raising the defensive awareness was key to creating a better game where the break wasn't always unchallenged. This also drops inside scoring and shooting percentage without taking away inside scoring ratings. I imagine that your defender has a little more influence with the higher defensive awareness. So, I wouldn't change the shooting ratings that much, other than a 2-3% change in the highest 3-point ratings. I suggest that a higher defensive awareness in the 80's range for the majority of players will produce lower shooting percentages.

The game just seems to block a lot of shots, but what I've found is that once you learn how they block you don't take those shots and the number of blocks is reduced. Also, a majority of the blocks simply run the shot clock because many are directed out of bounds; so I'm not worried about the block factor. I do believe that the passing rating should be increased like an average of +7 points.

Thanks for the opportunity for input; and all your efforts at running an excellent site.
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Postby CT on Sun Nov 24, 2002 4:18 pm

Andrew, I know you've said that you haven't gotten the game, and would like a couple of games to play it, but do you have a approximate date the roster and salary patch would be available? say...like a certain part of a month?
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Postby demon_knights on Sun Nov 24, 2002 5:32 pm

i downloaded the new roster patch and i've noticed in the zip file, there is save.dat. what folder can i place the save.dat file.

what is new in the new roster patch?
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Postby Andrew on Sun Nov 24, 2002 6:00 pm

Andrew, I know you've said that you haven't gotten the game, and would like a couple of games to play it, but do you have a approximate date the roster and salary patch would be available? say...like a certain part of a month?


I'll have a roster update without realistic salaries done probably within a week of getting the game. I'm going away December 3rd to 10th, so it may be a few weeks after that when I release a roster update with correct salaries etc. Aside from that, I'm not going to set any dates.

i downloaded the new roster patch and i've noticed in the zip file, there is save.dat. what folder can i place the save.dat file.

what is new in the new roster patch?


This thread is for discussions relating to the roster patch that I will be creating only. Please note the roster patches that are available right now are not NLSC patches.
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Postby mikelion on Sun Nov 24, 2002 6:09 pm

macbit wrote:He Andrew,

take to old ratings and stats from Roster patch nba01 and lower the speed
Also check out what can we do with the rookie draft probem.....( the computer generated the sh....t high rise ratings.

Marc



macbit has reason.
3 points and speed habilities are too high, but in franchise mode computer generated ratings. i have had this problem in 2001 version when i have decreased strengh hability because the bench players didn't enter in the match.
the best thing should be a patch that rectify this probleme, but i don't know if it is possible.

Image
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Postby Andrew on Sun Nov 24, 2002 6:29 pm

That's not something I can fix with a current roster patch.
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my answer

Postby zhjienc on Sun Nov 24, 2002 6:47 pm

i'd like a patch with only roster updated, i can tweak speed, ect. myself.
real salaries is a good idea.
about installation, my suggestion is that a zipfile with all dbf file and a 'readme.txt' is enough for everyone.
about injuries, plz put injured players on IL but keep them playable.
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one more request

Postby zhjienc on Sun Nov 24, 2002 7:03 pm

if possible, plz make a roster which shows the very beginning(30oct) lineups of this season.
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Postby VGA on Sun Nov 24, 2002 7:46 pm

TWEAKED ROSTERS
So my question is, would you prefer that I make a current roster update with two versions of the rosters, one regular and one tweaked (as I do with Live 2001) or simply provide a single current roster update using the best tweaks?

1 + 1

REAL SALARIES
Real salaries, yes or no?

yes, please :)

INSTALLATION
Your thoughts?

any way you like more. batch file is ql, but .exe file is ok too.

IGNORING INJURIES?
Good idea? Bad Idea?

nlsc roster without, active nlsc roster with injuries.


i have one important question. when you start franchise or season, cpu modifies teams so much that they release all the rookies and less known players, and sign free agents which have higher ratings (which thay shouldn't have). is there any way to get this problem fixed?

one solution is to lower all free agents overall rating by 10 or so. i don't mind playing this way, but it's stupid to see teams signing some old overated players.

also is it possible to tweak trading system? cpu teams try to trade 77 players for 80+. that won't go :)

after 10 days playing this game on superstar skill, 7min qtrs i'm 10-11 in season with the kings. speed is ok if you put good defensive and offensive plays. blocking is not that bad but if you try to shoot if your not open i'll stop you, not ben wallace :)
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Postby yoshi on Sun Nov 24, 2002 11:11 pm

Hey Andrew!
First of all: I like the new page design a lot! Keep up the good work!
Thanks for asking for input...my suggestions are as follows:

Tweaked Rosters:
Both of them pleez

Real Salaries:
Yep

Installation:
Setup files would be kewl cause for me - after upgrading to win xp - .bat files didn't work anymore... :?

Injuries:
roster patches including injuries but no players "locked" on the IR!

just lookin' forward to your first roster download! 8)
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Postby nypg on Sun Nov 24, 2002 11:56 pm

Rosters: I prefer only the updated (un-tweaked) rosters. But I guess both would be best for all concerned.

Real Salaries: Yes

Batch file or Setup file: Does not really matter, as long as it works. But I guess a batch file would be better so you could 'view' what files are going where.

Ignore Injuries: Yes
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Postby Svenator on Mon Nov 25, 2002 12:35 am

Rosters: both

Real Salaries: Yeppo

Batch or Executabile: Batch without a doubt

Ignore Injuries: aYes
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Postby Andrew on Mon Nov 25, 2002 11:53 am

Thanks for the feedback guys. :)

It looks like the current roster update will feature the following:

NLSC 02/03 - Updated rosters, with correct lineups, bench rotations and IR. Some ratings most likely changed, but not "tweaked" as such.

NLSC 02/03 Uninjured - Updated rosters, ignoring injuries. Suitable for Franchise Mode.

NLSC 02/03 Tweaked - Tweaked version of NLSC 02/03. Probably won't be included until I experiment a little with various tweaks.

In the version of the rosters that recognises real lineups and IR, players on the IR in real life will be on the IR in the roster patch. However, they will not be unplayable ie. you can choose to ignore the real NBA and move them up onto the active roster.

Real salaries will eventually be in the rosters (hopefully after the first couple of updates). This way, I don't have to keep you waiting for the roster update while I focus on an "extra" detail.

As far as installation, I'll go with an option that should please everyone. The rosters will have both a batch file installation and a Windows Setup installation. Depending on the size, I'll likely have both versions of the installation in one zip file, so you can choose which installation method you use upon downloading the file.
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Postby air gordon on Mon Nov 25, 2002 2:03 pm

i never knew what primacy and hardiness rating are. can anyone explain what these 2 ratings are?

i agree with the other post about playing the game on SUPERSTAR for a while before making any decisions.

if there is a way from letting the cpu from inbounding the ball on the sideline or its baseline RIGHT AWAY (as if the ball never went out of bounds), that would be great.

the cpu intercepting cross court passes when a post player is being double teamed is no fun either. can that be removed?

maybe these are gripes? sorry. i know you'll do a good job, andrew. can't wait
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Postby greenmig on Mon Nov 25, 2002 2:25 pm

primacy - my understanding is that this determines which cpu player will get the ball most & shoot the most....has no effect on a human controlled team....high primacy, will get the ball the most.

hardiness - the likelihood a player has of getting injured...high hardiness...low likelihood of injury
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Suggestions

Postby hoopscitylive on Mon Nov 25, 2002 5:25 pm

In working on the HCL patch, I've noticed a few things:

1) The steals ratings seems to affect only players stripping the ball. Lowering it does not necessarily limit bad passes from being picked off.

2) Lowering defensive awareness (as opposed to raising it, as some have suggested) seems to decrease the players defensive reaction time, cutting down the number of blocks and pass interceptions.

3) Jumping is mostly unrelated to dunking, but lowering it greatly reduces the amount of blocks and crazy dunks.

4) I adjusted primacy for each player as follows, with pretty accurate results:

(FGA + FTA) / (MIN / 48) = Scoring Attempts per 48 minutes (SA48)
(Highest Rating - Lowest Rating) [99-50=49] / (Highest SA48) = X
(SA48 * X) + 50 = Primacy Rating

As the highest rated players are not necessarily the ones taking all the shots, this makes CPU players take the right amount of shots, including bench players who tend to take a lot of shots in limited minutes.

5) For fatigue, I applied the same formula, replacing SA48 with MPG.

6) Increasing Off. Rebounds does not help the CPU get any. If anything it just makes it easier for you to out-rebound the CPU. If you box out, it's easy to achieve realistic rebounding totals on the default ratings.

7) FG ratings is now directly related to range as follows:

50 = 12'
51-55 = 13'
56-59 = 15'
60-64 = 18'
65-74 = 20'
75-79 = 23'
80-99 = 25'

8) Icons are directly related to Steals (Lock), Blocking (Hand), Dunking (Shoe), and 3PT (Ball) - not a combination of ratings. They appear on players who are rated 86 or above in those categories.

That's all I can think of off the top of my head. :) I have somemore stuff written down somewhere, but hopefully this should help you a bit.
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Postby mikelion on Mon Nov 25, 2002 5:53 pm

in the new roster patch, will have there him the new cyberfaces?
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Postby Andrew on Mon Nov 25, 2002 6:15 pm

No, there won't be any cyberface patches included with the roster patch.
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Tweaked version and Franchize mode

Postby peter2001 on Mon Nov 25, 2002 9:33 pm

Hi Andrew,

first, you're doing great job..
second, I would like to ask you: if I used tweaked version in Franchize mode (I play each game manually), would new drafted players also have tweaked ratings??

thnx for answer
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Postby jhowlett on Tue Nov 26, 2002 11:31 am

my only concerns are

decrease the overall fg% both 2pt and 3pt.

decrease inside scoring a bit 'coz majority of them are like automatic when in the painted areas.

defensive rebounding is fine...just increase offensive rebounding a bit (it a reason why the game is too fast...too few offensive rebounds on both teams).

I'm not much into lowering the speed 'coz if a point guard does a crossover and spin moves slower than my grandma, that's not realistic as well.

lower the steals 'coz averaging 15+ steals a game is just not realistic.

lower the blocks and jump % too. Derek Fisher had 15 blocks in one game, 5 of them were on shawn bradley face up block...

Oh yeah injuries are very rare in 2003.

Hope my input would be considered. Thanks.
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Postby Andrew on Tue Nov 26, 2002 11:47 am

if I used tweaked version in Franchize mode (I play each game manually), would new drafted players also have tweaked ratings??


No they won't. I'm afraid I can't do anything about that. The tweaked version of the rosters has never been optimised for Franchise Mode.
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Postby mcbiggins on Tue Nov 26, 2002 12:20 pm

So the players drafted in franchise mode and not scaled to the ratings of hte original players? What about what Tim said in his interview: "We have also tuned the Rookie generation process so new Rookies enter the League with Ratings that are completely in sync with the rest of the players." Did I take this statement the wrong way?
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Postby Andrew on Tue Nov 26, 2002 5:31 pm

Guess I stand corrected. :)
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