Tue Jan 20, 2009 3:38 pm
Thu Feb 05, 2009 12:28 am
Andrew wrote:1. Basically, I work in ranges. I begin with a player's stats and assign ratings according to what the ratings do in gameplay and simulation (though with 08 simulated stats are completely messed up no matter what you do with the ratings). For example, a rating of 65-75 for field goals is usually sufficient for a good scorer with a jumpshot who shoots a decent percentage. It's the same principle for most of the ratings. A player among the league leaders in rebounds should have rebounding ratings that are at least in the 80s so that they'll rebound the same way in the game. Anyone who averages double digits in scoring should have at least a 70 for Offensive Awareness so that they can be effective in gameplay and simulation.
The reason I do this rather than a rigid stats-to-ratings formula is that there are exceptions. For example, Allen Iverson has traditionally shot a fairly low percentage for such a higher scorer but he needs a high field goal rating to be potent in the game and score a lot of points when you simulate. You could always use a formula (CERVANTES made a Stats-to-Ratings calculator if you're interested) and then make the necessary adjustments here and there. Otherwise I can try and make some more notes about the ranges I use.
2. Clutch is kind of subjective I guess, but it basically ranges from not very dependable (0 to probably about 40) to quite dependable (40-75) and killer in the clutch (75-99). That one's taken from observation and scouting reports. I let the game calculate shooting range (it does so based on three point ratings), if someone doesn't shoot a lot of threes but is known to have range it's usually best to give them a three point rating of 5-10 to assign a higher shooting range and allow them to hit the occasional one if the timing is right, they're wide open etc. I also let the game assign scoring area automatically as it doesn't have much of an effect and I haven't really touched Hot Spots either as they're barely utilised in the PC version.
I think the half-court/fast break tendency that's displayed really just comes down to the speed and quickess ratings of everyone on the team rather than a single team attribute.
That's it in a nutshell, as I said I can post some more notes if you're interested and I'll try and dig up that utility CERVANTES made as well if you like.
Thu Feb 05, 2009 8:49 am
Thu Feb 05, 2009 9:20 am
Andrew wrote:You can grab one of the sim engine updates that have been posted (search for "sim engine" in the NBA Live 08 Patch Releases & Previews section), that's your best bet but we're kind of limited in what we can do. Bottom line, NBA Live 08 for PC was a very disappointing release.
Thu Feb 05, 2009 9:49 am