TipsyMcStagga
formerly kod843
- 12,293
- 14,746
- Joined
- Aug 1, 2011
Shout out to whoever recommended Tony Parker's release. It's
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I don't use quick release but for this one works better. I love tmacs jumper. So nice and easy to use.I don't see how dudes use quick releases. My son prefers them as well for some reason...
quick jumpers are lit for the park/J.R.C. everybody has high closeout speed so u gotta get that thang off QUICKI don't see how dudes use quick releases. My son prefers them as well for some reason...
I found them. It's t.burke plus quick release. It's si tmac. Fire.
Is that all that was fixed?so the newest patch fixed online association, hit me up on PSN if yall wanna get down, im trynna host a 32 team jawn
Tried the Park and Jordan gym. Takes too long to even get in a game.
MyTeam is the only reason I play 2K, but I don't think I'll pick up this years 2K. Going to play more Nintendo games.
Potential isn't static and changes from year to year. I've gone in depth about this in a roster thread too, but here goes again:
- For players that are young and still developing/progressing, Potential is the max they can potentially reach overall wise. It is not guaranteed, and injuries or not enough playing time can limit a player's progression, as well as the dice rolls to make each experience feel fresh and different (to an extent, we don't want the game doing crazy different things). If a player doesn't progress enough to maintain the possibility of reaching his potential overall at his peak, we will drop his potential to reflect that accordingly at the end of the season.
So let's say you have a player that starts at a 68 with a potential of 82. He's 22, so he still has time to get there. His team plays him a lot, he strayed away from injuries, he had a good year, the stars aligned for him to get a good dice roll, he develops at the max we would allow him: he's now at a (say) 71, with a potential of 82.
Let's say that same player played 10 games before going down for the season with a torn ACL, missing the rest. He spends most of the year in rehab, not being able to hone and practice his craft. Offseason progression can barely make up for all the lost time during the season, and he stays a 68 at the end of the year. It's mathematically impossible for him to be an 82 at his peak now, so his potential drops to a 78. If his stars align and the rest of his career goes well, he can still be a 78, but not an 82.
So potential is varied, and only reflects the max a player can achieve if all the factors that go into progression align just right.
- For players on the downward/regressing slope, potential simply reflects the best overall they ever achieved, and tells us how much of their skill they have lost over time due to age so that we can adjust their regression pace. Potential does not change for players past their peak; it's a read-only value that reflects something in the past, and unless you have a time machine (or go into Edit Player), their potential will stay the same.
Potential range is something we can discuss internally, it's not a terrible idea. But having a "randomize potential" on-off switch sounds like one of those options that's so niche that you can't really justify it making it into the game, when roster editing is allowed.