Gameplay Developer Blog

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Gameplay Developer Blog

Postby Andrew on Thu Aug 17, 2017 3:58 am

From Mike Wang (aka Beluba). Check it out here: https://www.facebook.com/notes/nba-2k/n ... 552137267/

A quick summary is as follows...

  • The animation and motion engine has been reworked, in order to remove canned moments and a lack of responsiveness. Stick input and attributes govern how players move around the court, so no more getting stuck with an unfavourable animation.
  • Shot aiming has been removed this year, with the goal of balancing stick skills and basketball IQ, as well as making sure that a player's ratings and shooting form are properly factored in. It also sounds as though green releases won't be as easy or cheesy in NBA 2K18, as they won't be based solely on release timing.
  • The Shot Meter has been positioned beside players for better visibility. Expanded shot feedback informs the user about the quality of their release timing, and how tightly they were covered (Smothered, Heavily Contested, Lightly Contested, Open, or Wide Open).
  • There are quicker "load ups" for jumpshot attempts, and some new, explosive hop jumpers. Layup packages have been reworked along the lines of different player styles, such as Euro Specialist, Floater Specialist, Crafty, and so on.
  • Weight and strength plays a bigger role in the post game. Multiple moves can also be chained together.
  • Tapping or double-tapping the Post Up button will perform triple threat, dribble, and post moves. This is intended as an alternative for users still coming to grips with the Pro Stick moves. There are also more dribbling moves in general.
  • Receiver Control will allow users to take control of the pass recipient, to better position them to receive the pass. It's also possible to choose between a short pass and long skip pass, for more precision.
  • Collisions between offensive and defensive players have been improved. There's more "hip riding" and less "stonewalling", the logic for ball vulnerability has been enhanced, and foul calls have been revamped. Closeouts are also less cheesy, especially when using Intense D. Attention has also been paid to loose ball situations.
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Re: Gameplay Developer Blog

Postby Dee4Three on Thu Aug 17, 2017 4:18 am

Fantastic.

Nothing specifically about defense, but they mentioned animations.

I have a feeling the game will be much improved.
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Re: Gameplay Developer Blog

Postby Dommy73 on Thu Aug 17, 2017 4:29 am

We removed shot aiming, implemented a new shot meter positioned vertically near your player’s upper body to improve visibility


So like Live does it?

Unathletic Small: Don’t want to name names, but we all know the kinds of guys that deserve this package.


OUCH. Funny enough we'll be able to see it right on release anyway.

rewarding you for reaching at the right times while punishing you with reaching fouls when you don’t


I've heard that last year...

Da Czar and OG will have a blog breaking down all the X’s and O’s for Simnation soon.


More about D there I guess.
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Re: Gameplay Developer Blog

Postby Andrew on Thu Aug 17, 2017 10:22 am

I think we have to approach each year with a bit of scepticism, because we have indeed heard it all before. It's not uncommon for each game to be hyped as the Best Thing Ever, then thrown under the bus the very next preview season ("We weren't really happy with X last year", after touting X as being fantastic twelve months prior). But it sounds like the focus has been in the right place, so that's promising. Canned moments and a feeling of running in mud were two legacy issues that were still bothersome in NBA 2K17, so improvements there will be most welcome.
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Re: Gameplay Developer Blog

Postby TBM on Thu Aug 17, 2017 12:40 pm

Well animation problems from 2K15 to 2K17 are HUUUUGELY improved, so it isn't as if they have been untruthful as far as that goes. I haven't played 2K15 since 2K16 came out, but I bet if you went back to it now, you'd definitely appreciate the improvements with forced animation.

You know what they haven't addressed still? Speed problems (ratings not mattering in fast breaks, centers catching up to PGs). This has been an issue for so many years and AFAIK, they've never so much as even commented on it ever.
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Re: Gameplay Developer Blog

Postby Dee4Three on Thu Aug 17, 2017 12:52 pm

TBM wrote:Well animation problems from 2K15 to 2K17 are HUUUUGELY improved, so it isn't as if they have been untruthful as far as that goes. I haven't played 2K15 since 2K16 came out, but I bet if you went back to it now, you'd definitely appreciate the improvements with forced animation.

You know what they haven't addressed still? Speed problems (ratings not mattering in fast breaks, centers catching up to PGs). This has been an issue for so many years and AFAIK, they've never so much as even commented on it ever.


Facts.

Shawn Bradley beats all guards and forwards up the floor all the time. Same with when Tyler Zeller was in when I was using the Cs.

The speed just felt broken sometimes.
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Re: Gameplay Developer Blog

Postby Andrew on Thu Aug 17, 2017 1:16 pm

It's possible it's one of the issues they're referring to when they talk about stick movement and player ratings mattering more than animations for player movement. It remains to be seen whether that'll help the speed discrepancies, of course.

I'm definitely not saying that there haven't been improvements, but there is a tendency in the developer blogs to kind of throw last year's game under the bus, on the same talking points that they were talking up twelve months ago. It's somewhat understandable: if they've indeed managed to top what they did the previous year, then it's been surpassed and their comments on the previous game will reflect that. I think it pays to temper our expectations a little bit, to avoid setting the bar too high or making assumptions before we've had hands-on time with the game. That blog is very promising though, and in all fairness, stuff that's sounded promising in previous years has often panned out quite well, too. Final judgement, as always, is reserved for time spent on the sticks.
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Re: Gameplay Developer Blog

Postby StyxTx on Thu Aug 17, 2017 1:48 pm

Here's the thing. Every year they put the game out it plays ok. It's the follow-up patches that screw the game up. I'm going to give it 3-4 months to see what the patches do to the game before I consider spending any money on it. I've been fooled too many times into spending my $ only to end off regretting it because I end off not playing the game after a month or two, once the patches/updates start to steadily roll in. That's when they eliminate all the new, improved gameplay things and the game reverts back to the previous year's version. I'm going to read what forum members say, not developers or so-called reviewers.
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Re: Gameplay Developer Blog

Postby sticky-fingers on Fri Aug 18, 2017 4:36 am

just remember :
- http://forums.operationsports.com/featu ... mike-wang/
- https://www.facebook.com/notes/nba-2k/n ... 182757267/

StyxTx wrote:Here's the thing. Every year they put the game out it plays ok. It's the follow-up patches that screw the game up. I'm going to give it 3-4 months to see what the patches do to the game before I consider spending any money on it.

I'm totally agree with you BUT i'm going to buy it day one.
Why ?
'Cos I will make a full save of the "vanilla" version and then, if 2K destroy again the gameplay, i could restore the original version i paid for.
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Re: Gameplay Developer Blog

Postby TBM on Fri Aug 18, 2017 12:38 pm

phpBB [video]


Found this. So that means this problem has been going on for at least 6 years.
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Re: Gameplay Developer Blog

Postby Nick on Fri Aug 18, 2017 3:42 pm

TBM wrote:You know what they haven't addressed still? Speed problems (ratings not mattering in fast breaks, centers catching up to PGs). This has been an issue for so many years and AFAIK, they've never so much as even commented on it ever.

I followed the 2k17 pre-release hype last year and this was one of the things that was hyped as fixed in 2k17
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Re: Gameplay Developer Blog

Postby Nick on Fri Aug 18, 2017 3:45 pm

It sounds like their intentions are in a fantastic place. Love what i'm reading. It remains to be seen how it actually feels to play though, and of course, how long it will take until they patch the fun out of the game to compensate for online cheesing.
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Re: Gameplay Developer Blog

Postby miki_92 on Fri Aug 18, 2017 5:45 pm

what about this, has this ever been addressed

phpBB [video]
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Re: Gameplay Developer Blog

Postby sticky-fingers on Sat Aug 19, 2017 3:53 am

Adressed... in 2K16

when you check the promises list :roll:
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Re: Gameplay Developer Blog

Postby The X on Sat Aug 19, 2017 8:28 am

I'm glad they're adjusting shooting. Perhaps it helps Pro Am team. I think by & large we take good quality, open to wide open shots & prior shooting outcomes haven't felt just.

Nick wrote:It sounds like their intentions are in a fantastic place. Love what i'm reading. It remains to be seen how it actually feels to play though, and of course, how long it will take until they patch the fun out of the game to compensate for online cheesing.

This

I bet game is good out of box but they will ruin with patches. Seems to happen with all sports titles. What you play in demo/prelude won't look & feel (to use their wording) the same at Xmas.
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Re: Gameplay Developer Blog

Postby Andrew on Sat Aug 19, 2017 9:58 am

Just when I make the transition to shooting with the stick, they take out the aiming mechanic. :lol: That's fine though, if there's no cheap advantage to using the stick, so much the better.
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Re: Gameplay Developer Blog

Postby TBM on Sat Aug 19, 2017 10:00 am

miki_92 wrote:what about this, has this ever been addressed

phpBB [video]


What about when you're on offense and the center leaves the paint and waits at the 3pt line.
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Re: Gameplay Developer Blog

Postby miki_92 on Sat Aug 19, 2017 5:23 pm

TBM wrote:
What about when you're on offense and the center leaves the paint and waits at the 3pt line.



you don't like when Clint Capela is stretching the floor for you with his 20-something 3pt rating, come on now
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Re: Gameplay Developer Blog

Postby Dommy73 on Mon Aug 21, 2017 5:18 pm

To be fair you can set the formation to for example 3 out 2 in or 3 out fist and the big men go into the paint.
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