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A realistic All-Star Game

Thu Jan 29, 2004 3:37 pm

Since I'm up to the All-Star game in my Dynasty, I've decided to play a couple of exhibition games using the All-Star teams to come up with some slider tweaks that will give realistic play for an All-Star game. So far, I've noted the following:

  • Keeping the Fatigue slider at 50 while raising the CPU Subs slider is not a sufficient method of making sure the CPU gives everyone realistic court time. As most people are probably aware, the CPU tends to only play 10 players in the All-Star game, giving the starters a majority of the minutes.
  • Raising the Fatigue slider to 85 and the CPU Subs slider to 100 will in most cases ensure that the CPU brings in everyone by the end of the first quarter. Minutes should be fairly even divided throughout the first half, as is the case in the real All-Star Game.
  • However, this leaves the problem of players tiring too quickly. Perhaps the Fatigue slider could be reduced a little. It could certainly be knocked back to around 60 at the start of the second half, while the CPU sub frequency could be lowered to around 80-85.
  • I also reduced reach-in fouls to 30, as the officiating is a little more leniant in the All-Star Game.


Apart from the above tweaks, I'm playing with the same sliders I use for my regular Dynasty games. Does anyone else have any tips on making the All-Star Game (especially the sub patterns) a little more realistic? I'm not too worried about stats and scores as I know they final score is much higher and the stats reflect the reduced minutes. But the flow of the game and the CPU's sub patterns need to be a little different compared to a regular game.

Fri Jan 30, 2004 12:23 am

Should you reduce in-air collision, so you can get more facials and stuff? Maybe raise CPU and User freestyle effectivity and lower user fakeout discipline so the CPU can rip off their fair share of crossovers and moves.

Fri Jan 30, 2004 10:30 am

I'll give that a shot. (Y)
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