1. TENDENCIES (thank to Vannwolfhawks206 for the help)
[1.1] Shot and touch tendencies updated based on player's
impact and usage on offense
[1.2] Shot under the basket/close/mid/3pt corrected based on
real life shot distrubution (this implies less 4-feet jumpers and mid-range
shots , excluding specialists, with more three pointers in order to replicate
modern basketball
[1.3] Stepbacks shots (mid and 3pt) totally reworked for all
the players in order to average their real life numbers of attempts
[1.4] Pullups, floaters, spin jumpers and bank shots have
been tracked and corrected based on attempts per-36 minutes by all the players
[1.4] Eurostep, hopstep, spin laypus and stepthrough shots
all updated based on players frequency to utilize this moves
[1.5] Drive tendencies correct
[1.6] Dunk tendencies (standing, driving and flashy)
reworked
[1.7] New alley-oop (pass and dunk) tendencies based on
real-life stats
[1.8] Triple threat jab, pump fake, and idle all globally
scaled with less jabs and more fakes
[1.9] New crash tendency formula based on height and weight
[1.10] All players size up's scaled to 100 between size up,
hesitation and no-setup move (with the last one increased globally in order to
have less random dribbling)
[1.11] Standing dribble and driving dribble tendencies
reworked in order to have better game flow
[1.12] Dish to the the open man tendency (and the other
passing tendencies) rescaled and globally increased fin order to have more
drive-and-kicks and extra-pass situations
[1.13] "Spot Up vs Cut" tendency reworked, now
players will behave correctly in transition situations, shooters will stay
behind the arc while bigs will attack the rim
[1.14] "RollvsPop" tendency rescaled based on
Pick&roll and pick&pop data from the past 2 years
[1.15] Iso tendencies are now based on real-life isolation
stats
[1.16] All post up and post moves tendencies updated based
on players frequency to use this moves
[1.17] Hook and fade-away shots tracked, rescaled and fixed,
now platers will turn to the shoulder of the player, not the hand, when trying
one of his moves (these tendencies are backwards)
[1.18] Charge, hard foul and shot contest tendency updated
and globally increased
[1.19] Steal, foul, play-passing lanes and block tendency
rescaled based on real-life stats
[1.20] Play discipline tendency reworked based on the style
of the players
2. ATTRIBUTES
[2.1] Layup/Close/Mid/3pt attributes updated with new
formulas based shooting % and volume
[2.2] Free Throw rating update for all the players based on
the last two years
[2.3] New formulas for Shot IQ (based of shot selection) and
Offensive/Defensive consistency
[2.4] Dunk attributes reworked
[2.5] Driving layup, draw foul, post fade/hook updated based
on real-life stats
[2.6] Athletic attributes (speed, acceleration, vertical,
lateral quickness) updated based on combine numbers and age + some corrections
[2.7] Defensive attributes overhaul for all the player in
order to fix good defensive players with bad defensive attributes and viceversa
[2.8] Passing attributes reworked based on various
advanced-passing data
[2.9] Stamina updated for all the players based on age,
height, weight and position
[2.10] New formula for the strenght attribute
[2.11] Rebounds, steal, pass perception and block updated
based on stats from the past season
[2.12] Hustle, ball handling (expecially for bigs that can
handle) and hands adjusted based on the style of the player
3. BADGES
[3.1] Globally reduced the number of players with badges in
order to separate the true specialists from the other players. Every badge is
now assigned to around 20-40 players, depending on the badge
[3.2] Around 90% of the badges are now based on stats with
different tiers (bronze, silver, gold, HOF). See the badges guide for more details
[3.3] Removed some of the OP badges that can ruin gameplay
and/or sim stats (worm, quick first step, rebound chaser, etc)
[3.4] Personality badges updated for all the players in the
league in order to replicate their real life character (personality badges can
unlock certain scenarios when using the MyNBA Event Generator, see the details
in the 2nd post)
4. PLAYBOOKS (thank to Vannwolfhawks206 for the
help): all playbooks have been reworked by Vannwolfhawks206 in order to
replicate real-life playbooks and style of play, now all the teams have 50
plays each.
5. PLAY-TYPES: Updated for all the players based on
real-life play-calling data from last season
6. HOT ZONES: updated for over 350 players using career
shots data
7. SIG SHOTS: All moving shots, free throws, layups,
dunks, dribble moves, post moves updated for all the players based on Woody and
ZayTreece edits. Almost every player on the league is covered with their
authentic shots and moves.
8. ACCESSORIES & SHOES: Updated (with frequencies!)
based on what they wear this season
9. COACHING PROFILES AND COACHING SLIDERS: Updated for all
30 teams in order to replicate their coaching style and the type of rotation
that can be using after years in MyNBA sims
10. POINT OF EMPHASIS: Updated for every team in order to
have sim stats as authentic as possible
11. TRANSACTIONS: All transactions are updated until opening
night (remember, this is an opening night roster designed for MyNBA players)
12. G-LEAGUE INCLUDED: Created all the players from
scratch with authentic faces, attributes, tendencies and shots. Updated all the
transactions until opening night. All credit to @br821186 (PS5), @johnlong9869
(PS5), @brandone (XB) and @cdk10 (XB).
13. PLAY FOR WIN, FINANCIAL SECURITY, LOYALTY EDITS: Values
updated for all the players in order to replicate their personality and their
contract requests (veterans like Andre Iguodala or Carmelo Anthony will sign
for a contender at the minimum salary while other guys like Marcus Morris or
Terry Rozier will prefer money over winning a title)
14. PEAK START/END EDITS: Updated for all the players based
on the style of the players (pure shooters will last longer than athletic bigs
for example), fixing the problem of some players regressing too soon or too
late
15. POTENTIALS: Corrected in order to have more stability
and balance during MyNBA's future seasons, reducing the huge number of 80+ OVR
players that showed up after a few years of simulation
16. POSITION CORRECTIONS: Based on real-life data
17. CONTRACT CORRECTIONS: Added team/player options where
missing and corrected all the wrong values
18. ROTATIONS: Updated for all 30 teams based on the first
month of season
19. PLAY-INITIATOR CORRECTIONS: All around the league in
order to have only real ball handlers to call plays and handle the ball
20. REALISTIC SIM STATS: We put a ton of work on sim stats
because we think they're essential for a sim experience, so we can assurde that
sim stats will be as accurate as possible
21. HEIGHTS AND JERSEY NUMBERS: All updated after the training camps 22. UPDATED FACE SCANS: all the new scans have been added to roster + the faces of players without scans have been replaced with high-quality CAPs created by