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Home > 1966-76? We Have Found 0 Products for your search of 1966-76?. Displaying Articles Page 1.
    (1 vote) Selling Used Motorcycle Parts Online Carol Heath This process is a little frustrating and I just wanted to write something to discuss the different ways to get customers and also how to maintain them. I will also cover the things you must do to avoid charge backs and returns on parts. Remember shipping is expensive for refunded orders.
How do we get a new customer. Well the first thing I always do is research what items are hot righ... products, articles
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An example of my players dbf's when converted over to Live 06. A couple of embarrassing plays here like Kevin Johnson's dunk over 3 defenders and Gary Payton's missing of 2 free throws (sometimes the slower the markers move, the harder to hit FTs with). The realism settings are the game defaults except for fatigue which is set to 50. The skill setting is All Star. I forgot to navigate down to the bottom of the Suns stats, Barkley only got 2. In all the games I tried, Barkley done poorly, but Kevin Johnson tore my defense to shreds.
And before you drool, there are a million things wrong with my dbf's (for every NBA season from 1946-2008 and ABA from 1966-76) but it can't be easily changed now. Players can move far too slow, for instance, because they don't have good points + assists per minute, a good example is Dennis Rodman who is tedious to play with on offense (there should be a separate speed with ball handling rating, because that's what it mostly reflects, I doubt he'll get his 18 rebounds per game if he can't move up the court fast enough). Cross seasons, players from the '60s move faster and jump higher than players from more modern seasons since they shot at a higher rate (more rebounds and points per minute, which the attributes are based). The ratings that assists were based on are in error for the earliest seasons supposeably, due to different assist measuring criteria so passing becomes weak. The ratings are not set for action gaming, since 99 is set to all time statistical highs and 0 for all time statistical lows, players fall on their scale between this. Skill ratings are not based on per 48 minute stats, I call this the coach influence. It emphasizes repeating history than reinventing it. Problem with it is that fatigue in effect gets factored into the game twice, you will feel extra momentum to keep the regulars in. The players ratings don't take into account any of the success of the team, so it's doubtful it will reflect their real life strengths all that much. Races are randomized unless they are in the original .dbf files. Players faces are only visible here because I've adjusted it to work with the Classic Teams mod, there are many others who will have pink heads and no announcer files. I have no problem with this at all, it's a non-issue for me...
I've included some spreadsheets (Open Office 2.3.1; will not properly export to .dbf with later Open Offices) for customization of the values for NBA Live 2003 that I doubt anyone actually uses it. The real stats were kept in the simulated stats area so recalculating the ratings (including setting your own formulas) became possible to set up inside a (slow) spreadsheet from the players.dbf. Then it could be converted over to the other NBA Live games (2004, 2005, 06).
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