BonesJones
https://www.youtube.com/c/blazersuprise
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For all you 2K nerds out there, a DEV recently went through changes and introductions to this years MyGM, and I'm extremely excited. You can read his lengthy blog post here.
The only things 2K will need to work on to make it a completely pure-and-true simulation is to:
- This year it'll be a story mode, where you'll have to "navigate backroom scenarios while dealing with expectations from your owner, your staff, the press, other GMs, and of course, your players." Sounds different than the typical rigid, uninteresting progression thats taken place in previous my GM games
- Draft & Stashes (as well as the ability to trade draft rights to a player)
- G-League (including two-way contracts)
- Free Agent Moratorium
- Hardship Exception
- Stepien Rule
- Early Termination Options
- Other small changes or introductions("Super Max Contracts, Exception Amounts, Rookie Scale Contracts, Minimum Annual Salary, Annual Increases, Maximum Salaries, Over-38 Rule, Stretch Provision, Roster Minimums, and more")
- All-Star Location Selection Process
- Alternate Uniforms for Created/Relocated Teams
- Rebranding in Existing Arena
The only things 2K will need to work on to make it a completely pure-and-true simulation is to:
- Make player ratings more volatile and unpredictable. The ratings in 2K always improve or decline in a very rigid way, and it's not realistic. I think they should implement these factors in determining a players ratings: Boom Potential, Bust Potential, Work Ethic, Career Longevity, Separate Offensive and Defensive Potential (Ceiling), as well as situation oriented factors such as Overall Happiness, Player Preferences (ex. Big Market, Starter Minutes, etc.), recent injury history, and more. These factors, as well as a monthly randomization (essentially a dice roll) multiplied with these factors would make ratings volatile and realistic. You would have storylines with unexpected breakout players and situational decline from others. Players overall should suggest what the league thinks of them, so if a player is rated 68, and is playing at a 75 overall level, his rating will catch up. Noticing this before the rest of the league could result in a buy-low opportunity (think Moe Harkless or Robin Lopez). This would also make the G-League more important, because identifying these players early while their playing down a level would make the G-League implementation worthwhile.
- Make the draft harder to predict. With all these new factors, it would make scouting a lot harder, and make prospects more diverse. Do you take the lesser talented player with a higher ceiling, a big chance of being a bust, and a good work ethic? Or do you take the more talented player with a low ceiling, and a mediocre work ethic? You would have 2nd round gems and top 5 busts.
- Fix trade logic. 2Ks trade system is broken, and it'll be hard to fix. They need to implement situational preferences for teams, such as not trading someone like C.J. McCollum unless they get a top 5 player back, or having a player on the market because he demanded a trade. If they made trading tougher (especially for high draft picks), as well as created different situations for each team and player as the sim plays out, it would be great.
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