In #NBA2K20 The Attribute System will be similar to NBA 2K17, to where instead of 2K19 the game chooses what you upgrade, you can choose what you use your attribute upgrades on, rather then the game choosing for you. You will still have attribute caps depending on your archetype.
link mirror image the guy is a 2K League player for magic
Apparently we might be able to test out builds in Demo with elevated ratings.
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... big 7’0-7-3” players should not unlock/be able to use the same jumpshot animations as a smaller player, makes no sense. They should only be allowed set shots ...
Mike Wang: I agree. Bigs won’t be able to equip certain jumpers this year.
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UPDATE: 2019/08/06
In regards to forcing pick ups
The body up system didn't support this very well in 2K19. It will work much more reliably this year
@ScottOGallagher spent much of his year developing the dribble styles while I worked on the dribble move side. He can elaborate more on the differences between the different movement styles.
This would probably take all day to delve into. but yeah, most of 2K19's badges are returning, but many of them were re-worked to either be more balanced or more useful for different build types. eg. Limitless was changed to Range Extender to boost 3s but also deep 2s
Free Throws are back to being an attribute that you can upgrade. Free Throw Ace is gone.
We tried to cut the badges that we felt nobody would ever want. Charge Card is one of them.
I haven't seen any bigs have success spamming moves in development. Easy to rip and they fumble the ball a lot more.
As a blanket statement, we pretty much re-tooled every badge. So I'd advise going into 2K20 looking at badges as a clean slate. Many OP badges were heavily nerfed. And we'll be doing a lot more badge updates post-ship to continue balancing.
Layup defense is very different this year. Getting a lot fewer complaints about layups missing that shouldn't and vice versa. when you miss a layup this year, it usually feels deserved.
Each flick of the RS is a single move, no more auto-combos. Curry's behind back wrap is now a standalone move (Sprint Trigger+RS down.) So you manually do last year's Curry combo this year by doing the tween right into the behind back wrap. You pick one size-up sig pack.
Interceptor is back.
answer to whether there is a first step badge
Yes. Called Quick First Step.
We have a Deep Fades badge that helps you hit post fades from further out
We're always trying to improve the logic for shot contests and added more tools to be able to tune different aspects of it for different modes. And being able to see the percentage of a contest rather than generalized text should help gamers understand the system better.
Smaller players can equip Giant Slayer and it will help them score at the rim amongst the trees.
Volume Shooter is also back but with better logic. Boosts your ratings if you can maintain your FGAs/per minute.
Slippery Offball badge gives you more success with the new off-ball juke moves and get open stuff I blogged about. Also helps you get free from defenders who try to jam you up. @JersDaCurse did a fantastic job on the off-ball upgrades.
There are a lot of new defensive badges - Clamps for perimeter locks and Post Move Lockdown for paint defenders to name a couple.
Not a fan of the term speed boosting... but 1st step launches are now tied to speed w/ ball rating, not ball handling. There are 3 tiers of launch animation packs that can play faster or slower based on your rating. Quick First Step badge enhances on top of that.)
It's called Deep Hooks... it's the Kareem badge.
Anklebreaker is still the main badge for more effective stepback dribble moves... new badge called Space Creator for more effective stepback jumpers.
Yes. You can choose whether it's by hands, at your feet, or off. The feet meter fills all the way left to right, similar to 2K17, and the by hands meter is a little smaller than last year. You can also select your green release effect (quick flash, water splash, or paint splat)
Can others see if you made a green release?
Everyone. No more lying about fake greens.
There are always new animations added. A few rebounding badges: "Rebound Chaser" helps chase down long rebounds, "Worm" helps get around boxouts, "Box" makes it tougher for worms.
Posterizer is gone. 2K20 will have Contact Finisher. That will help dunkers posterize people, but also help smaller players who play below the rim finish with contact.
“Handles For Days” badge allows you to pull off a lot more dribble combos before getting fatigued.
We’re still polishing right now but slashers are very strong in our current build. Probably need to be nerfed a little if anything.
Y/TRIANGLE is more like a lob pass with some arc this year rather than a bullet overhead.
We spent a lot of time stopping bump steals by reworking the steal system and improving dribbler/defender interactions. Feels much better to me.
Your ability to chain together combo moves slows down as your energy drops. When it drops too low you start to fumble the ball.
Microwave was redesigned and changed to Hot Start. If you have this badge and can knock down your first jumper, you get a boost to your shot ratings for a period of time. the more shots you can knock down w/o missing, the longer you keep your boosts.
UPDATE 2019-08-08
Quick note about shot timing in NBA 2K20. Penalties for poor timing get stricter the further you are from the hoop. Yes, layup timing is in the game but poor timing in close doesn't hurt you too bad. But bad timing on 3's will lead to a lot of bricking.
On a scale of 0-100. 0 being no defense, 100 being completely smothered. At what point should green releases be locked out?
Question about how the scale was in terms of open, wide open, etc...
In 2K19, wide open was 0%, Open was < 20%, Lightly between 20-65%, Heavily between 65-90% and smothered was >90%
I'm working on making the Shot Meter OFF option into a "pro" gamer setting. High risk/reward. If you can hit the excellent window, huge shot % boost, but if you're a couple frames off you'll most likely miss.
UPDATE 2019-08-16
Tier 3 1st steps unlock with 86 Speed w/Ball. Momentum cross and tier 3 dribbling moves are still based on Ball Control and also unlock at 86. Keep in mind that ratings fluctuate based on Takeover (rhythm) and fatigue so you may want a buffer if speedboosting is important to you.
Eraser's not coming back. Here are the blocking-related badges: Chase Down Artist, Heart Crusher, Intimidator, Pogostick, and Rim Protector
on Pogostick
Helps cut down the compression & de-compression on block attempts, allowing you to jump repeatedly faster.
on Heart Crusher and Intimidator
Heart Crusher knocks down the other team's Takeover meters when you get a block or steal. Intimidator buffs the defender's impact on all block/contest attempts.
to be clear. Dribble moves as you know them are still on right stick. when i mentioned there are dribble moves on left stick in the blog, I just meant there are simple crossovers, behind back wraps, stepbacks, etc. that play contextually as part of the new motion engine
Defensive Stopper was removed in lieu of more context-specific badges
There are a lot of factors that go into how strong a contest is (hand position, body position, ratings, etc.) The defensive impact you get translates into a percentage of coverage (what you guys currently know as Lightly/Heavily/Smothered).
Attributes drop steadily the colder you get, but right now I have certain ones bottoming out at -5, and some at -7, depending on what type of player you are.
question whether highest attribute hit is -7
currently... yes. but bear in mind your attributes can also get hit by fatigue
All of the factors work together so it's not a straightforward answer, plus it differs based on difficulty and mode. But generally, attributes/badges and shot selection have a stronger impact on shot success than timing.
There's badge now to make steals harder
Unpluckable
All of the above is from Beluba - Mike Wang. Below is info from ShakeDown - one of the invited players to the community day.
First Impression: The MyPlayer Builder is crazy. You customize your player's potential. Base Archetype, Attributes, and then Badges are all up to you. You can add attributes anywhere you want. You can equip and remove badges as you please. No matter the Badge level.
First Impression: There are Different Body Shapes when making your MyPlayer: Defined, Solid, Burley, Built, Slight, Compact. Its all cosmetic and will have no effect on strength, speed etc. Just collisions if you make a fatter (Burley) Player.
First Impressions: There is NO Double Takeover. You choose which Takeover you want to have activated before you play. It can be changed in the MyPlayer editor. Ex: My Player was a Sharp, Slashing, Playmaker type. I chose Playmaking Takeover one game & Slashing the Next
First Impressions: The first build I made in the MyPlayer Builder was a Playmaker Primary, Slashing Secondary and had Shooting as a 3rd ability. I had 3 Takeover choices. My Player could dribble, Slash, and I gave him GOLD SHOOTING Badges
First Impressions: You have the option to TEST your Build BEFORE you start you're MyCareer in a scrimmage game. You can set your overall from 60-99. Your attributes increase as you adjust your rating before your Test. If you make a bad build, you can always fix it
First Impressions: During the test you can apply Badges and Increase them from Bronze to HOF depending on your Build choices. If your Sharp can't dunk, try equipping some Finisher badges to balance him out more. Same goes for Defense, and Playmaking.
First Impressions: You choose a Pie chart that helps with the base of your build and then you place "Potential" points within 4 categories; Playmaking, Finishing, Shooting, Rebounding/Defense. Then you place badges which you can upgrade, add & remove.
First Impressions: There are different contextual styles to EVERY dribbler. Ex: Some players can split the defense and some will Blow-By the defenders. Some can stop on a dime, others can accelerate for a dunk. Taller Point Forwards have less dribble style options.
First Impressions: I wasn't able to "Blitz" the ball handler at the perfect angle to knock the ball loose. Only time I got steals was against bad dribblers or in the passing lanes. Good defenders can slow down blow-bys. Pure sharps needed serious help vs Slashers.
And yes, AI defenders will give up jumpshots to slashers. Smart defenders played off me when I was using Zion. The disrespect was REAL!
First Impressions: Dribble fatigue takes affect very quickly. I had "Handles For Days" HOF and still couldn't spam dribble moves. Dribbling is going to take practice. The good 2K players will appear more unique and separate themselves from Copy Cats.
First Impressions: The Quick First Step Badge is Incredible! The Momentum behind the back is slower and drains a LOT of stamina. Momentum spin didn't seem as glitchy or rarely worked. Snatchbacks & Stepbacks for jumpers still create space & break ankles
Some other invitees also tweeted stuff:
As a stretch big, once you go past 610 you can only choose sharp take over or post take over
I made just made a 7’0 stretch big with HOF catch and shoot. HOF range extender (limitless) I just made a fade away 3 from deep. Also I was able to put quick first step on my stretch. He still slow tho
Don’t listen to park news they haven’t shown or told us anything..