basketballmind321 wrote:Nick any player attribute ideas?? or player tendency?
Yep. I think there should be a "
leak out" attribute, which determines how quickly a player reacts to begin running in transition. It shouldn't weigh too heavily on the overall rating though, as leaking out is a sacrifice of collecting rebounds anyway. And the coaching system should have a slider for which positions (SF,SG,etc) leak out and which ones rebound, adjustable for both offense and defense (in the same way that choosing defensive matchups is adjustable)
I also think they should introduce
negative badges, to represent poor gamestyle habits, or personality traits.
I.e. a player might dribble the ball too long. Or have poor shot selection. Or party too much off the court. Or be lazy off court. Or affect teammates chemistry negatively in some way.
E.g. The Houston Rockets are really good in 2k16, but their attributes are accurate enough. They are talented. But they're having a bad season in the NBA despite that talent. And if we had negative badges then we could reflect that in 2k properly.
I also think they should add one thing to a player's
ambition: playing time. Maybe call it "opportunity". Right now we have Financial ambition, loyalty, and play for winner. These are all great but is missing one large ingredient that should overarch them all: Often young players are at a stage in their career where they feel they need to prove themselves, and the only way to do that is by getting minutes. "Opportunity" should be a dynamic rating that reduces as they get older or they prove themselves. I.e. Dion Waiters' "opportunity" ambition would be like 95 right now. Whereas people like David West and other veteran ring chasers would have near a 0.
There should also be more depth to the
media side of things. The social media thing is honestly pretty silly and i doubt anyone actually pays any attention to it. What purpose does it serve? None. There's no depth. Instead, there should be a "
Headlines" section that represents the proper media and displays what
storylines are in the NBA (i.e.
ESPN type stuff, then the blog nerd type stuff, then the casual fanboy stuff, all things media, but not twitter!!!). And as a GM, we should be able to comment/
react to certain media headlines, and the players should be reacting to the various headlines and my reactions to the headlines
depending on their personality types. Players' morale and chemistry can be impacted positively or negatively based on their reactions. Players should be reacting in all kinds of ways to the happenings of the league. And the media should be explaining to us, the gamer, what is happening behind the scenes of the MyLeague engine, in a sense.
Which brings me to my next idea...
I also think they should expand the "
personalities" side of things. Right now it's very cut and dry (laid back, expressive, friendly, high work ethic, etc). Good start. We need to make a larger palette. More colour. The player personalities should affect the way they play on the court, the type of body language they exhibit in their animations in games (reacting to refs, plays, etc), how they perform in training, how they interact with their teammates and GM, how they react to stuff the GM says/does, team chemistry, how they interact with the media and how happy they are on the team.
The more compatible the personalities on the team, the the better the affect on team chemistry.
There should be either be: A) Negative badges for negative personality types, or B) a slider for personality traits. (i.e. binary "on" or "off" isn't enough).
Maybe negative badges be coloured red, orange and yellow for their varying degrees of strength. Orange and yellow might be too similar too bronze and gold, so maybe change the positive ones to grey, blue, green?? Or maybe the positive ones can have varying shadres of green, and the negative ones can have varying shades of red?
Here are some personality trait ideas (this took me about 2-3 hours to write)...Positive:--
Professional (gets the job done, coachable, disciplined... less likely to become unhappy with high training workload, less likely to be negatively affected by less minutes (both in terms of morale and development), less likely to have off-court distractions, tends to develop better and retain attributes for longer after their peak. flip side = "wild child" badge)
--
Onus (a player who's willing to take accountability; takes the blame... neutralises the affects of players who blame others to varying degrees, provides boosts to team chemistry (flip side = "blame game" badge))
--
Fortitude (able to handle pressure and adversity better... morale is less likely to be negatively affected by losing, poor form, high expectations, or when they are criticized/blamed by players, media, or GM... (flip side = Nerves badge))
--
Composed (Calm state of mind that isn't affected by external sources... less likely to commit fouls or make mistakes after unfavorable ref decisions, losing, or being blamed. Development is less likely to be affected by low morale. (flip side = Temper badge))
--
Driven (wants to achieve success... more likely to develop better, and also more likely to have positive impact on team chemistry when wins happen, but also more likely to want to leave a lower reputation team for a higher reputation team, and also more likely to be negatively affected by trades that send away core players, or fails to sign high profile players. (flip side = Indifferent)
Negative:--
Wild Child (thinks others will do things for him, self-indulgent, hard to coach... responds poorly to high training workload, more likely to be negatively affected by less minutes (both in terms of morale and development), more likely to have off-court distractions, tends to develop slower and lose attributes faster)
--
Blame Game (no accountability; blames and criticises to others... more likely to criticize GM in media when things are going badly which can reduce team chemistry, or blame teammates which reduces player morale)
--
Anxiety (doesn't respond well to pressure and adversity... morale is more likely to be negatively affected by losing, poor form, high expectations, and being blamed)
--
Temper (ego problem, becomes angered and loses discipline... more likely to commit fouls or make mistakes after unfavorable ref decisions, when losing, or when being blamed... development is more likely to be negatively affected by poor morale)
--
Indifferent (not as driven/motivated by success... less likely to develop better, and less likely to have positive impact on team chemistry when wins happen, less likely to be affected by trades, less likely to want to leave for higher reputation team)
Neutral:--
Self-orientated (respects himself, confidence player... morale is more affected by his own form, rather than team results... more likely to sign with a team who will give him playing time)
--
Team-orientated (respects authority, buys in to the team... morale is more affected by winning and losing, rather than his own form... more likely to sign for a winning team)
^ note: can't be both