by kingpnp on Tue Oct 21, 2014 3:59 am
i still say a solid interview. Good job guys.
my 2 or 3 cents. let me stop lying my 25 cents.
in air free flowing(For defender)- allow the person to be free in the air. meaning dont force a defender to only ball track when jumping to block a shot. meaning if i(the defender) jump and push up say 9 o'clock on the left stick(up left) i should on screen.. jump forward slightly left(obviously this will have to be setup with a 2k like camera /controller choice of camera relative control vs TRUE directional control regardless of camera angle). This will cause more realistic fouls.
Ex. If said offensive player up faked but then leaned towards the basket. Me(the defender) jumping at my original angle is not incorrect to block the shot. the ball is no longer where i thought it would be when i anticipated my jump. so now i'm about to and hit the offensive players body(towards his shoulder's and back. Thats a Hack and a foul that must be called. In addition, This will give the offensive player the chance at the and one since he clearly has an opening to release the ball since the defender jumped behind him.
You see this with bball games at times but not often enough. You can tell these moments are somewhat scripted by ball tracking. meaning no matter how a defender jumps. he's always jumping towards the ball. the one CON or negative to this is that people would really have to get use to that kind of control after years and years of being "assisted"
I would even go as far as to say, have a controller option that can turn off the assistance the first year its implemented. add a "Simulation" mode where once that mode is chosen it turns off the Ball tracking assistance. You the player are now free to go anywhere. but with freedom comes responsibility of controlling your guy properly. the better you are at this you will end up being better then a person thats really good with ball tracking turned on. because you have the freedom of coming from any and every angle possible.
Freedom in the Air for offensive players. lets take it back to double dribble basketball. Most people didnt know this. but when you went up for a dunk, before it would go into "dunk mode" you could actually spin your man around in mid air 360 or more before he landed or it went into dunk mode depending on how close to the basket you were. if you landed of course its a travel. I started using that move to spin around guys mid air. If you could do that back in the 80's there's no excuse not to have that realistic ability in 2014, 15, and so on. Now when someone spins like that the shot difficulty should be increased by a ton. This will deter people (cheesers) from spinning around all defenders all the time. Also when you choose to spin in the air you're less likely to receive a foul since the contact wont be as much.
Lastly back to In the air Freedom. Its still some what scripted how a player jumpers forward on offense and defense. You cant free jump from point A to point C which could be a few feet away from one another. if you're on defense you usually jump straight up or jump up and out maybe a couple of inches. to do this properly. the jump button has to be pressure sensitive. The harder you push it the lower a guy will bend to power jump upwards. but he will only jump straight up unless you move the left analog stick in a different direction. that will prompt him to jump up and outwards. that also needs to be pressure sensitive, if i slightly press up on the left analog stick while pressing really hard on the jump button i should jump really high but not that far. If i barely tap that jump button but press the left analog stick really hard towards the edge, i should barely leave the ground but jump further in the direction i pushed the analog stick.
if i press the jump button really hard and press the analog really hard. obviously its MJ come fly with me from the freethrow line time. Now how far, how high, and how fast a guy can reach the peak of his jump is depending on his jumping ability. I've said this for years. jumping ability is 3 to 4 things.
how high can someone jump off of ONE FOOT
how high can someone jump off of two feet
How far someone can jump off of one foot
how far someone can jump off of two feet
and lastly, How fast can someone reach the peak height of their jump(some guys jump extremely fast in comparison to others). Ibaka jumps high and jumps very fast = shot blocker king. Tim duncan jumps a lot slower even in his prime. but yet he had great timing.
These little things is what will make the game play more realistic. you wont have to worry about people cheesing the game and making your game look bad. when you implement certain realistic movements and abilities properly. The proper design will stop the cheese without even trying to.
Walk-Jog-Sprint , sprint faster, sprint fasest(pressure senstive left analog and Right Trigger(Rt or R2)
To pull this off after the attributes have been implemented. is to then add that Pressure sensitivity to The RT or R2 trigger. remember from above the left analgo has to be pressure sensitve as well. If you slightly push it up wards. it will walk slowly. the harder you push it the faster the guy will walk until he starts jogging if pushed all the way to the edge. if you barely tap the spring button your player is going to sprint 1, if you hold it a bit harder, if he has the ability he will sprint even faster, if you hold it all the way down he will sprint at his fastest pace.
^^This will give people the ability to mimic the urky jerky ability of a lot of nba players that cant be guarded because they know how to change speeds. this will make for realistic offense and defense. this is when a defensive stumble could be setup. if you run back in a sprint and you attempt to stop on a dime and change direction with say kendrick perkins(extreme example) your guy should start to stumble or even fall. because thats exactly what would happen if by some chance Dragic was jogging down the court with a bad mismatch and perkins had him at the top at the 3pt line. dragic is jogging. then he speeds up. the moment perkins starts to speed up and slide backwards to cut him off, dragic slows down again. perk is cooked at this point. dragic has created space for whatever he wants to do at this point. This type of speed up and slow down and back up again will create a team defensive chest match as well as a one vs one offense vs defense chess match. you are now afraid of what i will do with dragic so you clog the lane just in case. fine. now jumpers are wide open. again more realistic little things will cause the game to play more realistically and if you choose not to play realistically you will not do well at the game. Right now the only speeds i see in either basketball game is walk, jog and sprint. there is no sprint fast then faster. its not pressure sensitive.