Wed May 11, 2022 8:40 pm
- The AI has been defined by position (guard, forward, center) and by player type (all around, two way, offensive, defensive, 3&D, athletic, outside scorers, inside scorers) with tendencies ranges to avoid hardcoded behavior and to optimze the CPU thinking process
- Some specific players will have their specificities replicated into their tendencies (Harden with stepback 3 and massive use of sizeup, CP3, DeRozan with midrange jumpers, Embiid with post faceup and midrange jumpers, ...)
- The AI has been designed so that after many years in MyNBA, despite team adjustement and players moving all accross the NBA, the in-game behavior won't be affected !
- simple playbook (90% of simple play, 10% of complex plays) with a lot of simple pick&roll, isolation, post-up with the appropriate spacing
- complex playbook (50-50 between simple and complex, to cleverly switch the tempo of the game such as Warriors are doing)
- The ratio between simple & complex plays in each playbook is important to keep a modern NBA high tempo with an average point per game above 110
- We have the confirmation from the 2K Tutes team that 2K Physic is broken, a 7"3 player with speed = 53 is as fast as a 6"0 with speed with/ball=95
- 2K Tutes and 2K Labs have also confirmed through their YouTube channels that some badges like "chase down block" and "pogo stick" are completely broken with the current 2K Physic engine, leading to unrealistic animations
- Therefore there is a need to rework some physical attributes based on size, through a mathematical formula (speed, vertical)
- This rework will balance the offensive strategies with a slight boost to small ball strategies and a nerf to bigs
- [ https://media.discordapp.net/attachments/913827436448350248/922508673979392000/unknown.png]
- That's why through statistical analysis we have successfully balance all the differents strategies, through tendencies and in-game sliders.
For instance the alleyoop tendency=100 is completely broken, or the putback tendency=100 and it give too many easy point for some centers even if they have bad ratings.
- We have added few badges to give more power to isolation players and transition ones
- We have ran multiple games and kept results of each of them, with slight changes in sliders to make the game statistics the closer possible to real NBA games !
- [ https://i.ibb.co/4f24Pcw/data-analysis-stats.png ]
- Players will have simulated games tendencies pretty close to their shot location in real life, where we expect a 3&D to take most of his shot from 3 and a defensive center most of his shots in the paint, that will be the case here
- FA and trades sliders are reworked so that the CPU will build their team with the deepest intelligence possible, over the years in MyNBA
- Progression/Regression sliders are reworked so after years, the balance of talents will remain the same as the beginning, as we see in reality
- In order to keep the gameplay unchanged, rookies will be treated on a similar way as current players, with attributes and tendencies based on position and player types
- Rookies will be unique and generated through a statistical model, to deviate slightly from the average. It means most of the rookies will have an average potential (77), and some of them will be bad, and some will be better. Overall the distribution of bad/average/good rookies will be well balanced.
- https://i.ibb.co/5Fhn1Wd/rookie-potential-normal-distrib.png