Thanks for the support guys. I hope you enjoy my other two rosters. Here are the reasons I am not continuing with this project at the moment. These are my frustrations with this game. This is feedback that I have asked Andrew to send along to the Dev Team.
In terms of gameplay:
1. Forced animations: When an offensive player turns the corner on his defender, and the defender is on his side, MANY times a game the defender is forced into an animation where he transfers in front of the offensive player, causing the offensive player to fumble the ball, it will either go out of bounds off the offensive player, or it will be a foul. These animations drive defensive users crazy, because they are not pressing the steal button, its a forced animation. Also, it drives the offensive player crazy, because they do the right thing by turning the corner on the defender and getting the defender on the back or side, but the forced animation ruins it. Also, forced shots when driving trying to do a jump stop. Many times you can have momentum going towards the hoop, and you tap the button to do a jump stop, instead of a jump stop, the player is forced into an animation into a defender where he chucks up a shot falling forward. This is also something that happens multiple times a game. Another issue is on the pick n roll, where the player you are using gets stuck on the pick setter and you can't move him, or your player is automatically cast aside (transferred) to a spot, where it is impossible to recover from. This is partly why Pick n Rolls are so hard to stop and can be really frustrating. Forced celebration animations that you can't get out of is a killer, and this happens in close games. Your player will be celebrating after a made shot, and the other teams offensive player will run up the floor WIDE OPEN because the player is still celebrating and caught in the animation. And of course because of the defensive issues in the game, that player is wide open to score. Forced animations also impact you in the form of causing defensive 3 seconds, and offensive 3 seconds, multiple times a game. Players just getting stuck on other players causes this. Excessive bumping is another major issue. The bumps make your player useless for 1-2 seconds, it takes too long to recover from a bump. It creates for some really ugly offensive possessions. If you are using an offensive player who is rated somewhat low in dribbling/speed/acceleration, which is actually a lot of guards and forwards in this game, you will have some truly ugly possessions. Forced charging animations are also a killer, and many times they happen immediately when the offensive player catches the ball, and the defender is moving TOWARDS the offensive player.
2. Slow Motion Moves: Slow motion layups and dunks are a huge problem in NBA 2K17, it takes away from the realism and makes good takes to the hoop look weak and makes them easy to stop. Nobody moves like that in real life, even if they tried. You can be going full speed to the hoop or on a fastbreak, and suddenly you go into a layup or dunk animation, and your offensive player slows down. Reverse layups are also deathly slow on a lot of occasions. And no, turning up the game speed does not fix the issue. Slow motion spin moves and slow motion dribbles cripple certain players ability to do anything on the floor. For example, Clyde Drexler. Clyde Drexler (without adjusting his attributes) cannot get by ANYONE, and its almost impossible to create a shot with him. Why? Because he dribbles so slow, and many of his moves are just in slow motion.
3. Passing mechanics: Nothing is worse than making the correct pass, and it being SO SLOW (lobbed) that a defender who is not even in the area has time to easily get a steal. Passes NEVER happen like that in real life, players are taught to put substance on each pass, and players are ripped out of games if they don't adhere to that. I get a lob pass (with a certain button) for say, a skip pass. But outside of skip passes, those slow motion passes just do not happen. Also, passes sailing out of bounds on routine outlet passes, that any rec league player can easily make (I play in 3 rec leagues right now). You will get a rebound with say, Dwight Howard, and he will try and outlet the ball to Schroeder, and Schroeder is WIDE open heading down the sideline, or even in the middle of the court, and the ball goes sailing over his head as he makes some strange frantic attempt to catch it. That never happens in real life. Also, you can go to make a push up the floor (make that initial pass as your teammate is running up the sideline) and he could be 15 feet in front of you, and the ball will sail over his head. This is really frustrating, because that initial pass to push the ball up the floor is a very realistic, and a very important part of any basketball game.
4. Protected shots: This is another big issue with this game. The fact that you can use a shooter like say, CJ McCollum, and have your defender 2 or 3 feet off of you (with space), and you go up to shoot and a forced wild shot occurs, causing a huge brick or even the ball not hitting the rim, is absolutely insane. This never happens in the NBA, and protected shots in this game happen even if the defender is a couple feet on THE SIDE of your offensive player. I understand if a player is getting guarded with tight D, if the shot has a lower chance of going in (If the defender is in the players shorts), but to cause so many wild misses and awkward looking animations is very unrealistic. And it ruins the flow. In fact, this also ruins the end of close games, where you will get a final shot off with what you THINK is space, but your offensive player wildly chucks up a protected shot (good shooter), and it has like a 5% chance of falling. That's not the way real basketball works.
5. Defense: The defense in this video game is flat out frustrating. From players getting back doored all the time (Defender just getting completely lost and just standing there), or players getting stuck on other players (which causes def 3 seconds, and just wide open shots and cuts all over the floor), or players running completely wide open up the middle of the floor (Someone like Rudy Gobert just strolling up the middle of the floor beating every defender on the fast break for a wide open dunk). The defense needs to be completely adjusted, its so frustrating. You as a human can only control one player at a time, when the defense is failing that often and when multiple players are failing at the same time, its impossible to stop the offense sometimes. Playing against the CPU isn't as tough, because they are not exploiting all of those defensive AI mishaps as much, but when you play a human and they KNOW about all the exploits. Its really frustrating. Either way, the defense needs a complete overhaul.
6. Running Plays: It takes far too long for players to start to go in motion when a play is called, in fact, I have given up on running plays outside of the quick plays. For example, Floppy. This play is for a shooter, where he goes on the baseline and uses a screen to pop out and get an open shot. Seems simple right? wrong... it takes that player like 8-10 seconds to even get himself into the initial spot under the basket (As he gets stuck on other players, stuck in animations, and fumbles his way to the spot), by the time he pops out, sometimes it takes a total of 12-14 seconds for the whole thing to happen, and by than you are at the end of the shot clock. This is not how it works in real life, running plays is near impossible in this game.
7. Body steals/Body blocks: It is SO EASY to get blocks in this game, even with PG's on C's. Why? because the ball is so easily jarred from the hands of athletes who have been taught all of there lives to hang on to the ball, but for some reason in NBA 2K17 they have all forgotten. Another reason is because of slow motion animations (see post 1), but literally you can block a shot with anybody. This is REALLY frustrating when you get by your defender (Say, you are using Paul George), and you go up for a dunk (which he cocks back, obviously), and little Isaiah Thomas blocks the shot.... I had 5 blocks with Thomas one game, all on unrealistic stuff like that. Players are taught all growing up to hold on to the ball, hold onto it firm, protect the ball. This has been completely lost in 2k17. Body steals drive me crazy, because in order to get one, you can literally use a defender and press up against the dribbler (or offensive player holding the ball) and somehow your body jars the ball out of the offensive players hands, and it falls to the floor. What? When have you ever seen that happen in the NBA? In NBA 2K17, it happens multiple times a game. Body steals/Body blocks destroy the flow.
8. Offensive flow (fastbreaks): The fastbreak system in this game needs a complete overhaul. On over 50% of 2 on 1's or 3 on 1's, if you are using the offensive player in the middle of the floor, your teammates flare out to the three point line... no matter who they are, they could be PF's or C's, but they are heading to the 3 point line, it destroys most fastbreaks. This is not realistic on any level. Players fill lanes (like they are taught in real life) seamlessly. I am not saying that they will finish every one, and yes some fastbreaks are muffled by good defense, but the fading out to the three point line all the time does not happen in real life.
9. Signature shots: Have any of you taken a shot with Jonas Jerebko or Amir Johnson? According to NBA 2K17, they have sweet jump shots (they are really getting off the ground!). I get it, it's a lot of work to choose signature shots accurately for players, and we as users can certainly edit them... however... some of these are NOT EVEN CLOSE. Current teams and classic teams have each team with poor signature shot selections. Jerebko and Johnson have set shots, they do not have the lift of a Ray Allen on a jumper (They don't shoot JUMPERS). Some things I've mentioned before, Isaiah Rider having a full signature copy job of Lebron James (Identical), and Nick Van Exel having Shawn Marions free throw, are just a couple more examples. I know it's a lot of work, but hey, if you dedicate one person to just signature shots for a decent amount of time (and watch these players on video), you can get it right. Heck, I am one person, and I have gone in and fixed most or all of them.
10. Attention to classic teams: I am really disappointed with the lack of attention to the classic teams. First off, if you have Erving in the game, why isn't the championship 82-83 Sixers in the game instead of the 84-85 sixers? I know, you didn't include the 84-85 Sixers in the game in 2k17, but I am talking about in the past and moving forward in the future. You have been including the 84-85 76ers without Barkley... and they didn't win the title... why not include the 82-83 76ers CHAMPIONSHIP team? Some of the classic teams selections don't make sense. With this year being the Kobe game, why were the 08-09 or 09-10 Lakers not added? You had the rights to most or all the players? People would have loved to use those teams. But lets get to the gameplay: The classic teams are grossly underdone in the speed and quickness departments, and the tendancies were rushed and are WAY off. You will sim a season, and you will have guards getting 0 to 5 blocks and like 15 rebounds in an entire season, and PF's and C's getting like 12 assists and like 4 steals in an entire season. This is a problem with the tendencies, and it makes using these teams in a MyLeague setting really frustrating and unrealistic. The classic teams and players deserve better.
1. Get back to the NBA 2K14 next gen Graphics: Lets get back to the days where we didn't have the skinny body type (players that look like me when I was 13), lets get back to the realistic reflections on the court, lets get back to that beautiful foggy look that sometimes the stadium has (especially seen on close ups with the players. I Still have 2k14 for X1, and I still cant get over how much better the game looks to me. The players looked more like athletes (And moved more like athletes).
2. Presentation: The replays at the end of the game, or when you select a player and view the highlights, are brutal. They are way too close up, and the camera jerks around, you can hardly see what is happening. The best highlights (For Halftime/Post game) were on 2k13/2k14. You could see what was happening and the camera was placed appropriately. I don't even like watching highlights on this game. The halftime highlights atleast get the broadcast view for them. Also, what happened to the "assist of the game", or special features like that? Before the 4th quarter, they used to have the State Farm assist of the game, in NBA Live, they have plays of the game, can something like that happen for 2k18? It would be a great added touch. The crowd atmosphere for the classic teams is dull and unrealistic. The chants resemble that of a high school game (with chants from what sounds like testosterone filled boys yelling "Defense" really fast with no other noise going on). The chants like this shouldn't even be in the game, it's not a high school game, its an NBA game. It doesn't remotely sound like real life. The classic teams stadiums are dark, dull, and boring. That is not in anyway realistic compared to real life when these teams played, or when it was viewed on TV. It doesn't add to the realism, it takes away from the realism.
1. MyLeague Online: Not sure why you have a completely immersive online MyLeague, that leaves out the awards aspect of it. Otherwise, the mode is great.
2. MyTeam: Allowing only one difficulty level for MyLeague (all star) is frustrating. Because users have different skill levels. On all star, it is VERY easy to get steals and blocks. In fact, in 6 minutes quarters (because you are also forced into that), I had 9 steals with Mo Williams... 9 steals.... with Mo Williams. We should be able to change the difficulty level, and the quarter length in this mode. We should also be able to do the mode with a friend (locally), that would be amazing for those who don't just want to sit all alone and play in the dark. Just a team select screen that allows the second user to join the game.
1. These are killing the game... I get roster updates, I get it. And I get slight updates to attributes as the season goes on. But the last few years, the crazy amount of patches/tuning updates, cripple the user experience. It changes the gameplay entirely from what it was at first release, creating a different more frustrating experience with each update.