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About generated rookie ratings & how they are made-usefu

Thu Dec 02, 2004 9:26 am

I finished my first season in franchise and was fooling around was with offseason mode. I had rookie reports on several rookies and was curious how good they would actually be. You might notice several rookies go undrafted but have excellent potential. I was curious to see how good they were too start with.

I saved my franchise right before the offseason (by the way - you can't save during the offseason), and went in offseason mode just to see how it works. I'm always looking for decent threepoint shooters so I was basicly looking for rookies with a high 3pt rating. The first chance to check out the rookie ratings ingame is when you can trade players. I simmed the offseason however and checked all the rookies on the stats screen. I had one player with an 88 3pt rating (very high). In my rookiereport he was stated as A- in that area. Another player with A- had 82. I was pretty pleased with those players, but I was just testing to see how offseason worked so I started over. The next time those players had different ratings, instead of 88, that player now had just 80 (3pt rating). I was miffed it was lower this time, because 88 was pretty special.

I started looking at players.dbf in the save I had right before the offseason. This is what I found out:

All rookies already have ratings, but they are in other columns! The game has placed rookieratings in the columns that are otherwise used for stattracking. The ratings start in the column 'pblocks' and continue till the column 'cpsteals'.
The ratings are not there definite ratings, but are a base for their actual ratings. The game at some point uses those ratings combined with an x-factor to calculate the actual ratings. If a player has a high FG rating he will have a high FG rating in the game, but it might be 78 it might be 84.

What I did was change a single rookie's ratings into 99 for every category. When I simmed the offseason I found out he had mostly 99 ratings and some were lower (none higher cuz 99 is max ofcourse).

So how is this useful?

Well one of my annoyances with rookies is that they are very slow. They should be faster then average. I calculated the average of normal player's speed and quickness ratings compared to that of the rookies, and indeed, they are on average 10 to 25 points slower. So in Acces I made an update-query to up all the rookies speed and quickness ratings 10 points. And voila, quicker more realistic rookies!

Another detail is that for instance if we wanted to use a 94-95 roster patch, we could insert the 95-96 rookies immediately, with their ratings. But that would mean the ratings wouldn't show up exactly as you put them in ( I think this is actually a bonus). Also, it shouldn't be to hard to enter the next year's rookies every time. I could do so just using acces, and making an update query and a table with the rookies.

Of course, further experimentation is needed, but interesting results nonetheless, don't think anybody else has posted this information yet.

Thu Dec 02, 2004 9:42 am

very interesting find. i like taht they differ and have a range of how good they can be and not just a set one. should be pretty easy to make rookies then? other than people having to make cyberfaces and such?

Thu Dec 02, 2004 12:09 pm

Thats wicked dude, what colum are the quickness and speed ones?

Thu Dec 02, 2004 6:58 pm

errr instead of changing every year and every year rookies speed and quickness, why not changing the current players' ones, so that you do it once and then it's over? And then, just increase the speed slider
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