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The NBA 2K12 "SiM-WoRLD Roster Project (for 360)

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Old 01-13-2012, 01:30 PM   #61
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Re: The NBA 2K12 "SiM-WoRLD Roster Project (for 360)

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Originally Posted by youALREADYknow
Progression doesn't change any of the edits made to players, but there are a lot of players who will have their dunk and layup packages reset to defaults when the user goes into the Edit Player screen and saves those changes to the game. That's why we're recommending to not Edit Player, especially not for cosmetic issues that will end up over-writing gameplay elements such as layups and dunks. Some of those can only be set via hex edits.
Sorry if this has been answered, but can we not see the hex edited packages in the edit player screen? I read that Scola has Rondo's package, but when I go to edit him, it is greyed out on rookie bigman.

The reason I am asking is because I noticed a couple of players on the Bucks that should have pro guard layup packages, but they are set to rookie guard (Jennings, Jackson).

Is it safe to assume that there are many edits made that don't show up in the menu?

By no means is this a big deal, and I'm guessing with all the work put into this roster that I shouldn't worry about it, but I'm still curious.

Great job on these. I was pretty stoked to see that you changed the Bucks default aways to the reds. AWESOME. Gear/colors/shoes look great, time to play some games.
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Old 01-13-2012, 01:36 PM   #62
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Re: The NBA 2K12 "SiM-WoRLD Roster Project (for 360)

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Originally Posted by CerebrumMusica
Sorry if this has been answered, but can we not see the hex edited packages in the edit player screen? I read that Scola has Rondo's package, but when I go to edit him, it is greyed out on rookie bigman.

The reason I am asking is because I noticed a couple of players on the Bucks that should have pro guard layup packages, but they are set to rookie guard (Jennings, Jackson).

Is it safe to assume that there are many edits made that don't show up in the menu?

By no means is this a big deal, and I'm guessing with all the work put into this roster that I shouldn't worry about it, but I'm still curious.

Great job on these. I was pretty stoked to see that you changed the Bucks default aways to the reds. AWESOME. Gear/colors/shoes look great, time to play some games.
You should not go into the Edit Player menu. I'd almost go as far as saying that there's no good reason to go into Edit Player for ANY player outside of new CAPs that you create or your MyPlayer if you use that mode.

We have documentation that will show what everyone's layup and dunk packages are set to if anyone is curious, but attempting to go into the player and editing them will eliminate the packages that have been hex-edited and they will not return unless re-hexed into the game.

These packages add a lot to the game in my experience, so sometimes curiosity needs to take a back seat. If you have already gone into a few players and edited them and find that you've lost some of the dunks/layups, then I'd suggest re-downloading the original roster from 2KShare.
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Old 01-13-2012, 01:43 PM   #63
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Re: The NBA 2K12 "SiM-WoRLD Roster Project (for 360)

Only played one game so far. AMAZING roster fellas! I played the Lakers/Cavs NBA Today game and it was damn near real lol. I say that becuz Jamison was chucking away like in real life lmao
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Old 01-13-2012, 01:44 PM   #64
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Re: The NBA 2K12 "SiM-WoRLD Roster Project (for 360)

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Originally Posted by youALREADYknow
You should not go into the Edit Player menu. I'd almost go as far as saying that there's no good reason to go into Edit Player for ANY player outside of new CAPs that you create or your MyPlayer if you use that mode.

We have documentation that will show what everyone's layup and dunk packages are set to if anyone is curious, but attempting to go into the player and editing them will eliminate the packages that have been hex-edited and they will not return unless re-hexed into the game.

These packages add a lot to the game in my experience, so sometimes curiosity needs to take a back seat. If you have already gone into a few players and edited them and find that you've lost some of the dunks/layups, then I'd suggest re-downloading the original roster from 2KShare.
Thanks for the quick response. I wasn't planning on editing any players, I just like to go into the menu and look at what has changed/compare it to other rosters I have used, and it brought up a few questions. I was just curious about whether or not it was overlooked, or just not visible, and you have answered my question, thanks!

Time to play some games, and I'll get some feedback in Yells Sliders thread.

Thanks again guys, it's FINALLY time to start playing again!
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Old 01-13-2012, 01:46 PM   #65
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Re: The NBA 2K12 "SiM-WoRLD Roster Project (for 360)

Is the Association file going to be for a one team or 30 team Association?

I know that 1 team is probably a little more time consuming, but I prefer it because the CPU will trade with one another.

Also, what are you doing with guys like Wilson Chandler, Kenyon Martin, etc?

Thanks in advance.
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Old 01-13-2012, 01:51 PM   #66
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Re: The NBA 2K12 "SiM-WoRLD Roster Project (for 360)

I'm playing some exhibition games with the roster using Yellz's new sliders. Great job, I'm enjoying it. My only issue is that I feel the game is simply too fast. Would all the work you put in to make the game play right and the stats work out nicely be severely affected if I lowered the game speed from the suggested 54 (I'm only playing on 50 and I'm still finding it too fast) to 45 or even 40, which is what I'm used to playing at?

Any thoughts on this would be appreciated. Thanks, and great work. Keep it up, looking forward to the coming releases.
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Old 01-13-2012, 01:57 PM   #67
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Re: The NBA 2K12 "SiM-WoRLD Roster Project (for 360)

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Originally Posted by GravesFan9
I'm playing some exhibition games with the roster using Yellz's new sliders. Great job, I'm enjoying it. My only issue is that I feel the game is simply too fast. Would all the work you put in to make the game play right and the stats work out nicely be severely affected if I lowered the game speed from the suggested 54 (I'm only playing on 50 and I'm still finding it too fast) to 45 or even 40, which is what I'm used to playing at?

Any thoughts on this would be appreciated. Thanks, and great work. Keep it up, looking forward to the coming releases.
The NBA is pretty fast. Basketball in general plays a bit faster in real life than 2K has it at default. It just takes some getting used too.
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Old 01-13-2012, 01:57 PM   #68
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Re: The NBA 2K12 "SiM-WoRLD Roster Project (for 360)

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Originally Posted by GravesFan9
I'm playing some exhibition games with the roster using Yellz's new sliders. Great job, I'm enjoying it. My only issue is that I feel the game is simply too fast. Would all the work you put in to make the game play right and the stats work out nicely be severely affected if I lowered the game speed from the suggested 54 (I'm only playing on 50 and I'm still finding it too fast) to 45 or even 40, which is what I'm used to playing at?

Any thoughts on this would be appreciated. Thanks, and great work. Keep it up, looking forward to the coming releases.
I would suggest (and I have nothing to do with these rosters or sliders, so there may be a better opinion out there) that you should look at your shots per game average after you play a game. If it is too high, lower the game speed.

However, if you are getting a realistic amount of shots per game, I would try to adjust to the higher game speed. After playing 2k, and then watching an NBA game, I've noticed the NBA speed is pretty fast compared to the 2k default settings.

It's your game, play it how you want, but the game speed at 54 feels spot on (currently playing my first game).
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Old 01-13-2012, 02:07 PM   #69
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Re: The NBA 2K12 "SiM-WoRLD Roster Project (for 360)

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We tried to adjust OVR ratings enough to ensure that rotations were accurate across the league, but there were still a few scenarios where we couldn't reasonably adjust the player(s) so that they would get the rotation minutes in a 1-team controlled Association.

Honestly, the only way in 2K12 to get accurate rotations across the league is to run a 30-team Association with every element under user control. We plan on providing guidelines for such an effort, but we ultimately decided that it was in the best interest of the community to release a roster and Association file that worked well with just one user controlled team.

A couple of examples that I can think of that have a fairly large impact are Jason Terry and James Harden. Both are still 6th men if the CPU sets the rotations, but they receive only about 50-60% of the minutes that they would in real life or with our rotations. This causes elevated PPG for Durant and Nowitzki in the sim engine for a season because Terry and Harden (high shot tendency players) are having minutes replaced by West and Sefolosha (lower shot tendency players). It also results in slightly worst offensive production for those teams since two of the most efficient scoring options are off of the floor for most of the game.

The minutes per game issue is also related to the CPU setting rotations. Most star players who get 35-39 MPG in real life will only get 32-35 MPG when the CPU is responsible for setting rotations. This brings most of the per game statistics down by 5-10% for stars, but more importantly it leaves the best scoring options off of the floor for an extra 4-7 minutes per game which brings down the entire team's offensive production. Again, this translates into slightly lower FG% and/or PPG for teams than would be expected.

These are some of the things that you'll have to keep in mind when evaluating simulated results if you choose to jump into Association mode now. Depth charts should end up around 90% accurate based on the ratings curve within each team, but that 10% often has a large impact on the way the team plays.


Even if I control all 30 teams, the minutes are all changed before the first game of the season. I was wondering if there was a fix for that
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Old 01-13-2012, 02:08 PM   #70
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Re: The NBA 2K12 "SiM-WoRLD Roster Project (for 360)

Has anyone posted the rotations for this roster for cross referencing when starting a season/association? I'd like to start a 30 team association, but I don't want to have to write down all the rotations if someone has already posted them. If not, I'll do one up and post it so people can update proper rotations while in their season/association.
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