Talk about NBA Live 95-2002 here.
Sat Mar 31, 2007 2:55 am
I'm in a fit of buying vintage NBA games, so I'm picking 2000 up. I want to use it as a straight sim for the most part, so I'd like to know how you guys have it set up to get the most realistic stats.
Sun Apr 08, 2007 4:58 am
Superstar Skill Level
No random draft
Trade deadline
User Controls for all league teams (user therefore dictates all transactions)
56 (or 82) game regular season
5-7-7-7 playoff series.
No Illegal Defense
No CPU Assist
Foul/Charging Bars 1/2 "Full"
12minute qtrs.
Sim Ball.
MT
Wed Apr 11, 2007 10:36 pm
yeh, the only thing i'd add, is shorter quarter times. 12 min quarters end up with scores in the 150's. i do 8 min quarters for scores in the high 90's to low 100's. more real.
Fri Apr 13, 2007 12:32 am
True that . . . I assumed that monk was simming most games, rather than playing. If actually playing -- 8-10 minute qtrs are best. Yet I'd advise setting sim game qtrs to 12 minutes, such that the league stats will remain up to a reasonable par. Otherwise, the league's leading scorers will average 20-22 pts/game, etc.
This way, the only stat that will register as out-of-whack is the minutes/per game chronicle, where sim game players will have the obvious numerical advantage.
MT
Fri Apr 13, 2007 10:41 pm
I'd probably pick a team, play the lion's share of their games and sim the rest.
Thanks for all your input. Now I just have to get the damn game to work. Keeps crashing/not going to the actual gameplay from the setup screens.
Sat Apr 14, 2007 12:56 am
Is your OS XP?
Sat Apr 14, 2007 1:34 am
shadowgrin wrote:Is your OS XP?
Yes XP.
Wed Apr 25, 2007 1:40 am
Yes indeed they did. Everything is working well.
I've been trying the settings with 12 minute quarters, and the scores seem about right, though the number of shots is a little bit high and the shooting % seems a little bit low.
Thu Apr 26, 2007 1:47 am
After owning this game for seven years, I have not identified a solution to the problem of horrid (usually low-to-mid 30%, sometimes high 20%, rarely in the 40%, & perhaps once or twice in all these years simming, at or above 50%) team shooting in simulated games. I know that real league FG percentages were particularly low circa the turn-of-the-century, but this low? Never.
I'm not sure what EA was going for in programming such poor shot selection and offensive execution in sim games; I wonder, has anyone observed this shortcoming & discovered a solution?
MT
Thu Apr 26, 2007 2:21 am
I noticed that as well. It's funny, because I've had games where the team has come out shooting 50% in the first quarter, only to shoot 10% the next. It always seems to even out in that 30% range.
Sat Apr 28, 2007 12:57 am
Is this as dramatic a problem in later PC versions of Live?
MT
Sat Apr 28, 2007 1:20 am
Don't know. I really haven't played any later versions.
I've also noticed very few fastbreaks happen. The computer d always gets back quick and/or the one doesn't drive.
Sat Apr 28, 2007 2:02 am
Right. This is one of the reasons that actually playing Live 2000 vs. cpu teams is of little challenge. The CPU team's PG is almost solely allowed to bring the ball upcourt; & rather than hitting wings, passing ahead, or attacking the rim himself when he has the defense beat in transition, he stops at-or-near the arc & dribbles, often in circles. Along with the ridiculous shooting percentages, this tendency renders observing sim games a rather frustrating experience.
Teams with multiple shooters, finishers, &/or guards with high offensive awareness ratings do usually play at a faster pace (relative to the shot clock) than others; & big men who are fleet-of-foot in transition do beat their defenders down the court . . . & sometimes the cpu lead guard will hit him in transition. Sometimes -- yet not on a majority of these occassions -- the big man will successfully finish the resulting wide open lay-up. Yet this is as close as Live 2000 comes to fast break basketball.
MT
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