How I wish there was a way to limit effectiveness of pro-hop

Discussion about NBA Live 2004.

How I wish there was a way to limit effectiveness of pro-hop

Postby Calvenn on Mon Nov 17, 2003 1:25 pm

I'm one of those who will itch to use an exploit if it's available. Coming to understand the effectiveness of the pro-hop has left me with questions. I've gone as far as trying to un-assign this button in an effort to circumvent the use of this move, but the problem here is that I also lose the ability to jump and block on defense :oops:


This game, with the inclusion of slider adjustments (Modified Pared sliders) has been a revelation!! I've never had this much fun with a b-ball game for some time. The realism afforded is tremendous!. This combination has created a totally immersive and addicting game.

Unfortunately, the effectiveness of the pro-hop is beginning to kill this illusion/environment for me! I now know how to use it. Wish I never touched the damned thing! So, my mission now is to either A)Find a way to place this button/move out of sight, out of mind, B) Find a way to minimize the effectiveness of the move or C) Find a way for the cpu to effectively combat the move on defense or some sort of combination of the above.

I'm also in the process of assigning different plays to select teams for testing. You can access this information via teams.dbf. I have found the various play numbers. Eg. LA uses Inside Triangle #242 primary offense, secondary offense, etc, etc. This with the help of a fellow at Operation Sports. I'm hoping to find ways to improve the amount of long and short range jumpers taken within the game, as well as improving how teams select plays in the game to resemble reality.

Any thoughts?
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Postby Andrew on Mon Nov 17, 2003 1:32 pm

My first suggestion would be to use more self-restraint. :wink:

My second suggestion would be to turn down the percentage for short range field goals or increase CPU dunk/layup blocks. That way, even if you exploit pro-hop to get to the hoop, you're less likely to finish.
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Postby Calvenn on Mon Nov 17, 2003 1:37 pm

Appreciate the swift response Andrew. Unfortunately, I already applied what you have suggested. I think I need to increase the dunk/layup block even more. I believe I have that option set to 65 at the moment. Anything to mitigate the effectivness or end result. Will keep you folks updated.
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Postby FanOfAll on Mon Nov 17, 2003 1:56 pm

Yeah I restrain myself from using the pro-hop every play. But then crunch time comes or i need a rally and i go pro-hop! Well not always in crunch time because I don't want to be cheap or anything...so I often go to the post and kick out to a good shoter.
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Postby Mark. on Mon Nov 17, 2003 2:02 pm

So your saying that you can set which offensive plays the computer team will play??
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Postby kume on Mon Nov 17, 2003 3:07 pm

SIMPLY INCREASE THE CHARGING FOUL RATING WILL DO

I DID IT...AND WAS CALLED CHARGING 5-6 OUT OF TEN WHEN USING PRO-HOP
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Postby Calvenn on Mon Nov 17, 2003 3:31 pm

Kume, I thought of adjusting the charge foul frequency, but Pared, (Who's sliders I'm using)suggested to leave this setting at 50 or else the cpu would be called for too many fouls and ultimately fall into foul trouble. What is yours set to at this point and do you experience problems with the cpu fouling out or close? Thanks.

Yes, it seems like you can manipulate the offensive plays used by each team from the primary to the alternate plays. I'm still testing for results but looks promising thus far.
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Postby kume on Mon Nov 17, 2003 3:50 pm

Actually, I set both the rating of Charge/Block Foul Frequency and In-air Collision Foul Frequency to over 80

I discover an interesting thing... with the above two rating set over 80, the guard will be more likely to be called for a foul when they using pro-hop. However, big man like shap and yao can still get point in the paint with power dribble.

(in a game against nets, my steve fransics was fouled twice when using pro hop and crash jason kidd in the first qtr. Then, yao take his place as a soccer and make five consecutive shots in the paint against mourning - all using power dribble + shot (i have not made dunks in all that offence))

It is still realistic imo.
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Postby Calvenn on Mon Nov 17, 2003 8:38 pm

Very nice!! I will try this. It seems like increasing cpu layup/dunk blocking even higher REALLY helps!! Previously I had mine set to 60, but this was not adequate enough. I now have it set to 100 for testing, and the cpu players have been contesting a pro-hop layup or shot more aggressively ever since. So far it plays quite realistically, but I'm still observing how this pans out in other situations to determine how accurate this is in relation to the real game. I feel that a combination of your idea and this will dramatically improve things.

The good thing about the dunk/layup block is that it makes it much more difficult for a big man to dominate in the paint. I haven't tried it with the power dribble in the paint, but the results should be similar because the cpu often finds ways to challenge the shot or dunk in almost every doable situation. You can also make dunks and layups at a very realistic pace even with these settings from what I've gathered so far. This is very good news!!
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