Home
Feature Article
NBA 2K16 Gameplay Blog With Da_Czar

What’s happening family. It’s your man Da_Czar… I have started my sentences with this phrase too many times to count here on OS. With this, my first official blog post as a developer, I am returning to the format that started it all.

I know many of you here have been waiting a long time for us to talk about gameplay. Well the time has finally come so I won’t waste time with any more introductions.

Playbooks

Traditionally, plays in video games are based on the previous season’s games. So for NBA 2K15 we scouted the 2013-2014 season and added those plays to the game.

The problem with this system is that teams and personnel change over the summer, and some coaches add slight to major adjustments to their play styles from one year to the next. This meant that no matter how in depth we scouted -- and we have gone much further than any previous games have attempted -- as soon as the season began our playbooks were out of date.

I began a push to upgrade our tech to allow new plays to be added during the season without the need for a patch. We experimented with it a bit last year, but the tech was not fully developed. I am elated to announce that this year our wizard engineers have made this a reality.

For the first time ever, we have the ability to add completely new plays to the game as the season goes on via a roster update. I know this is the home of the Sim basketball fanatics, so I want to make it clear we are not talking about nightly or weekly updates.

We will be tracking the major play trends across the season with our initial focus being on new coaches and new schemes. We will not be adding new freelance offenses. Although, similar to last year, we will add depth to those already included.

You can expect the first major play update about a month into the season as we evaluate what all the new coaches are running, and give them time to settle into their new assignments. Any major coaching or philosophical changes will also be adjusted once a trend has been established.

This is a major shift in the way we publish our play content and will easily give us the most accurate plays available for all current teams throughout the NBA season.

Historically Correct

NBA 2K16 allows you to traverse the history of the game with not only historic players, courts, and teams, but also the plays and spacing those teams used at the time.

You can go all the way back to the '60s and find plays those teams actually ran taken from gameplay footage. You can see the origins of the Chin offense with the Celtics and Knicks, and you can run the same sets young Jordan did when he torched the league in '86.

Practice Plays

Since our play additions will be fluid, it only made sense to bring back some of our #SimNation loyalists by bringing back their favorite mode. I am happy to announce practice plays have returned. We allow you to practice your plays 5 vs. 5 versus various defenses in the game.

Play Types

Play-Types are containers that allow us to assign many plays of a certain type to each player on a team. This year we expanded our play-types to further differentiate between the different types of players.

In 2K15 we had these available play-type containers that you could assign to a player:

  • Pick & Roll Ball-Handler - Player with the ball during an on-ball screen
  • Pick & Roll Screener - Screener who screens the on-ball defender
  • Screen mid - Player who runs off of a screen for a mid-range shot
  • Screen 3pt - Player who runs off a screen for a 3pt shot
  • Cutter - Alley-Oop receiver, a player who runs off of screens headed towards the basket
  • Low Post - Post plays on the low block for PFs and Centers
  • High Post - High post, offscreen and Isolation plays for PFs and Centers around high post
  • Guard Post - Post up plays for Guards and Small Forwards
  • Isolation - Isolation plays for guards and forwards

In NBA 2K16 we added the following:

  • Pick & Roll Point - This allows you to separate pick and roll plays for point guards or play initiators who normally start a play with the ball in their hands. In previous NBA 2K games, you needed to be a play initiator to run these types of plays.
  • Pick & Roll Wing - This allows you to separate plays for wings who you don’t want running the same pick and roll plays as your play initiators.
  • Pick and Roll Ball-Handler - If you have a player who you want to be assigned to both types of pick and roll plays, you can still just assign them the pick and roll ball-handler play-type, and they will have both pick & roll point and pick & roll wing plays assigned.
  • Handoff - This allows you to assign plays where the ball-handler hands the ball off to a scorer as the final step in the play. Now you don’t have to assign Tony Allen the same mid-range plays you do for a mid-range off-screen shooter just because there are two handoff plays in that group that you want assigned to him.

Play-Calling

The plays have been moved back to LB/L1. 2K Smart Play was moved to the D-pad up button to make that possible.

Additionally, we have upgraded our lite play diagram to include a screen icon over the head of any player setting an on-ball screen so you can tell if he's moving to a point on the court or if he's just coming to set a ball screen.

We also included a timing circle surrounding the passing icon above the head of a pass receiver so you know how long you have to make that pass before the branch expires.

Module Magic

One of the most difficult things about making a sports video game is getting your A.I., which thinks in binary ones and zeros, to think and react to situations like a human would. This has been a stumbling block of most A.I. systems.

We came up with a solution we call Situational Awareness Modules. The modules allow us to present the offensive A.I. with a problem or a situation like a pick and roll. We can then give the A.I. basketball-based human solutions to each situation and allow it to actually read the situation and select the best course of action dynamically.

While every situation can’t be covered in a single development cycle, the great thing about modules is once they are built they are easy to add to and expand upon. So over time our situational awareness modules will be able to handle more complex and varied situations all based on real world NBA tactics.

Pick and Roll Module

Along with the improved pick and roll controls covered in earlier blogs, we fully support the new controls with our dynamic pick and roll module. To support the ability to flip a ball screen on command, our pick and roll spacing will also adjust based on the final side the screen is set.

Once a pick and roll was initiated in NBA 2K15, the screener would run to a pre-determined spot on the floor regardless of the defensive coverages and assignments.

In NBA 2K16 we introduce our dynamic pick and roll module. In the module, the roll or fade man will actually attempt to read the defense and stay in the gaps. They won’t always make the perfect read, but they try to stay in line with the ball or go to the most open area. This really opens up our pick and roll game like never before.

The module can also adjust for the user and A.I. rejecting a screen and going the opposite direction.

In addition, we can now adjust our spacing inside of a pick and roll based on ball and player positioning. This means that you can expect a Wing to fill in the backside if the defense looks to rotate and take away the roll man.

Attack Module

A common complaint over the years has been that the A.I. never used all the moves available to users, and stars were too easy to defend.

This year our 1 vs 1 attack module will begin to change that for good in NBA 2K16. The A.I. in NBA 2K16 is no longer simply playing dribble animations.

We taught the A.I. about approach and attack distances. We broke down different defensive positions, what each one attempts to take away and what each covered position opens up.

The A.I. will give you a move, read your response or lack thereof, and make its next decision based on that information. Our goal for this was to make it vastly improved but not perfect so users don’t feel cheated.

Drive Logic

One area that I was really looking forward to addressing was our A.I. drive logic.

The A.I. would put its head down and relentlessly drive directly to the rim continuously bumping into the chest of the defender. This happened because our A.I. would pre-determine the depth of its drive prior to even beginning a drive attempt.

For NBA 2K16 we completely re-wrote our Drive Logic to work hand in hand with our 1 vs. 1 attack module. In what will become a common theme, we gave the A.I. fundamental basketball reads on which to base its drive decisions.

The A.I. is aware of pull up, runner/floater, and layup distances. We use a touch down to check down philosophy so it is constantly aware of whether the paint is open or clogged.

We even have the A.I. check for the presence of shot blockers and allow that to play a role in its decision to drive.

This happens for both regular drive attempts and when the A.I. is attacking using a pick and roll. Our A.I. also looks to punish defenders going under screens against guys who can stroke the three.

Scorers like Carmelo force you to guard them all over the floor. In transition, isolation, on the block, and off a screen.

Mismatches

Another area of concern our users really wanted us to address was the ability of our A.I. to recognize and exploit mismatches.

This year we have a situational module that accounts for mismatches. We didn’t want to make it too strong so that actions and plays were constantly breaking. We felt cheesers could use that as a tactic to break up the flow of the A.I.’s offense.

The A.I. is much more aware of mismatches and will call quick actions to immediately take advantage of the larger mismatches as they occur.

Double Teams

Another area of improvement in NBA 2K16 is a new module to handle double teams. This module evaluates ball and player position to run appropriate spacing when a user is trapped in a double team.

We didn’t want to break your offensive flow too early in the cases where a user fakes a double, so we wait to give you enough time to break the pressure yourself and stay in your action. If a double team is unavoidable, your teammates will respond appropriately.

The engine can support custom options for every single freelance offense we have. This first year our focus is on making sure we have enough default coverage for every situation, but it is nice to know that the module has plenty of room to grow.

Dynamic Spacing

One of the keys to taking the next step with our freelance engine was to break down the spacing barriers that existed in our previous games.

As a function of the initial design, all perimeter players had to maintain an equal spacing relationship. That distance could vary, but it had to be uniform across all freelance offenses.

This meant that we could not properly replicate all the various nuances of each freelance offense due to the fact that they all required different spacing.

For NBA 2K16, the engine was upgraded to allow for each single set within a freelance offense to have a unique spacial relationship between the players on the floor.

Freelance Evolution Continues

Last year we debuted what we called the Evolution of Freelance Offense. Freelance is a name for the default offense all basketball video games run when the user or A.I. is not calling a play. We also allow further customization of each freelance so each user can choose which flavor of freelance best matches up with their respective play styles.

Users in NBA 2K16 can choose between freelance, motion, and space the floor as options in any of our offenses.

The benefit of our freelance is that users never need to take the time to call a play to get authentic and realistic action.

This year we expanded our freelance offensive selection to include 21 freelance offenses and 8 motion offenses. Every freelance and motion offense in our game can have its own specific early offensive system.

Triangle

Princeton

Princeton Chin

3-2 Zone

Freelance Execution

When we announced the freelance offenses last year, I made note of the fact that for year one the freelance offenses were mainly for the user, and that it would take more time before the A.I. could use them as efficiently as a human.

Prior to NBA 2K16 the A.I. could only function with explicit commands. This is one of the reasons for the random quick passes you would see the CPU make when playing NBA 2K15. The CPU had no concrete concept of ball movement outside of defined actions.

For NBA 2K16 we taught the A.I. -- through a ball movement module -- how to play fundamental team basketball.

We gave the A.I. side top side ball movement principals. We also tied tempo into when a team would move from the ball movement module to looking for a scoring opportunity.

Dynamic Decision Points

A bit earlier I mentioned that our new motion system allows us the ability to insert intelligence into any part of our motion system. This was key for NBA 2K16 as we evolved from our play branching tech to dynamic decision points.

Even with the multilevel and multi-threaded branching we had in NBA 2K15, every player, regardless of his abilities, would choose to take the available path in front of him. The branches operated more on opportunity and availability than preference.

In NBA 2K16 at practically any point in a play or freelance action we are able to have the A.I. make a number of situational evaluations. In simple terms the A.I. can ask questions like, "where is my defender? Who are you? And who am I?"

We can use any of a number of logic variables to drive the action. For example, we can pick any three positions on the floor and drive the action based on touches tendency, shot I.Q., Mid range or 3-point shooting ability, defender location, or any of our player archetypes.

In many instances we determine who the alpha scorer is through touches tendency and then make the next decision based on what type of player he is.

If this is a pick and roll player, choose this branch. But if this is a slasher, choose that branch. We also have default branches available in case the chosen player fits none of the filters we have selected for that situation.

You can see the same freelance operate slightly differently depending on the personnel on the floor. I know this is a lot to take in so I will be featuring videos after launch going into detail about specific sets and options.

Adaptive Coaching Engine

What NBA teams do offensively to a large degree is dependent on the situation. Like the time and score as well as the abilities of the players on the floor.

Generally in NBA 2K15 how the A.I. started a game was most likely how it would finish. There was little variation between quarters or teams large enough for users to notice. Advanced users could play a single quarter and pretty much know what needed to be adjusted to change how the A.I. was going to play them.

ACE allows us to set custom known and unknown lineups for each team. In known lineups we specify what three specific players on the floor define a lineup.

For unknown lineups, we can determine what types of players at what positions define a lineup. Some examples are: perimeter shooter, mid-range shooter, shot creator, freelance scorer and freelance creator.

Then we are able to set up a game plan for each lineup for a myriad of situations.

ACE can update the play style for a team every time they are in possession of the ball. This allows for flexible, per possession distribution of the offense.

ACE is able to make fluid tempo adjustments during the course of a game. For the Charlotte Hornets, If a play is called for Kemba Walker we can enable early offense for that possession. However, if the play call is for Al Jefferson, the A.I. can select the walk it up tempo to ensure we get the ball inside.

ACE can allow the A.I. to alternate between set plays and any applicable freelance offense so that play repetition becomes a non-issue.

In prior games a team would run their plays and then their singular freelance offense. A team like the Clippers in NBA 2K16 will run 3 Out 2 In, 3 Out 2 In Motion, 4 Out, 4 Out Motion, and 3 Out 2 In Fist -- in addition to their stacked playbook.

This will all vary based on what lineup is playing, the quarter and score differential.

These are full 48-minute game plans that scale down to shorter quarter lengths. We are able to begin to mimic the nuances of how each NBA team functions with different units on the floor.

If we take the Clippers as an example, Doc traditionally will start games looking to get Redick involved in the offense. So when you play them the first quarter, they will attempt to get Redick going.

They are a transition team however, so if CP3 or Blake gets hot, ACE will detect that and adjust the game plan to direct the offense towards the hot offensive player.

With ACE, depending on each coach's philosophy, each quarter they can attack you differently or maintain the same offensive focus.

ACE is also able to detect crunch time and apply a team-specific game plan based on how teams operate down the stretch.

When you play the Celtics and Isaiah Thomas checks into the game, the Celtics will feature him on offense just like they did last season. They transform from equal opportunity offense to one driven by Isaiah’s ability to create shots for himself and his teammates.

Our ACE engine is easily updateable for quick games. So if a team’s offensive focus changes long enough to establish a trend, the ACE offensive game plan can be updated with the latest roster. We also have default game plans for when a user is deeper in MyLeague or MyGM when no known players are still in the league.

The combination of all the improvements you have read thus far all roll up into ACE to create a unique and dynamic experience that changes with every matchup you face.

Imagine a west coast swing where you will face the Warriors, Rockets, Jazz, and Mavericks all with their own unique game plans, freelance offenses, playbooks, and early offensive systems.

Until next time it’s your man Da_Czar President of the #SimNation reminding you...

 


NBA 2K16 Videos
Member Comments
# 261 vannwolfhawk @ 09/07/15 04:05 AM
Quote:
Originally Posted by MarkWilliam
This is interesting and it reminds me of something Czar confirmed yesterday on Twitter.


Not exactly what you're talking about (and I've mentioned it in another thread FYI) but apparently there was work done on inbounds plays. To re-iterate what Czar said to me, there are now plays with "0.2" in the name of them. These inbounds plays are for "catch and shoot" type patterns specifically for end of game/shot clock situs (if I understood correctly).


Where I'm going with this (on topic), can we practice these inbounds plays also Prez?


And perhaps you can re-iterate if I've outlined it wrong or inaccurately?


Czar said there was a lot that didn't make the blog as it would've been too long - this was one of them and personally, I am EXCITED about end of game situs having a bit more of a resemblance to real situs (or at least edging in that direction).

Bravo Prez.
Ya I saw that actually about the last second plays. I've actually asked and talked about this for 3-4 years now. Irl during a timeout it's where a coach calls a play, makes adjustments moving forward. NBA coaches have a plethora of late game slob and blob plays for getting a good look with anywhere from 1-10 seconds left. It's a huge part of the game especially a close game and there is no better coach at this then pop. I've actually stolen 4-5 of his best slob plays over the years and my teams have them in their playbooks and arsenal just in case.

Anyways, my point being it isn't represented well in the game. Number 1 we can't call the play in our timeout. How cool would it be to be able to scroll thru some slob or blob plays to call and use during a timeout and have ability to come out already set up in it? As it is now if I change the play (which i have to do super fast before ref hands me the ball) then my guys are running around trying to get set up in the new play I just called wasting precious time and most the time I don't even know which 1 I'm running and just have to break to the ball and catch and make quick move and shoot with defender on me that usually doesn't end well. A lot of teams get some really good looks in situations like these.

This go's hand in hand as well throughout a game as well during all timeouts. I should be able to preset my freelance offense and maybe even call my next play coming out of every timeout. Most all teams will run something or some kind of set for their 1st possession out of a timeout as well as the obvious POE strategy adjustments moving forward after that.

I don't remember having ability to set certain situations in 2k though. I know madden had this though a few years back. I also don't recall being able to practice oob plays but I could be completely wrong though. But if we could add special situations and adjust time left in game and have choice to pick between baseline or sideline oob plays in different scenarios that would be awesome small addition IMO. It's a huge part of the NBA game! Lastly and this is way out there how cool would it be to have ability to create a play or OOB play ourselves and add it to our playbooks? Something like fast draw or coaches clipboard would be super cool. But then you take chance of glitches happening and taking advantage of CPU ai deficiency potentially.

I'm looking forward to testing and trying these new .02 plays though! I doubt we have that option during a TO but hope it's thought about moving forward...
 
# 262 MarkWilliam @ 09/07/15 04:20 AM
Quote:
Originally Posted by vannwolfhawk
Ya I saw that actually about the last second plays. I've actually asked and talked about this for 3-4 years now. Irl during a timeout it's where a coach calls a play, makes adjustments moving forward. NBA coaches have a plethora of late game slob and blob plays for getting a good look with anywhere from 1-10 seconds left. It's a huge part of the game especially a close game and there is no better coach at this then pop. I've actually stolen 4-5 of his best slob plays over the years and my teams have them in their playbooks and arsenal just in case.

Anyways, my point being it isn't represented well in the game. Number 1 we can't call the play in our timeout. How cool would it be to be able to scroll thru some slob or blob plays to call and use during a timeout and have ability to come out already set up in it? As it is now if I change the play (which i have to do super fast before ref hands me the ball) then my guys are running around trying to get set up in the new play I just called wasting precious time and most the time I don't even know which 1 I'm running and just have to break to the ball and catch and make quick move and shoot with defender on me that usually doesn't end well. A lot of teams get some really good looks in situations like these.

This go's hand in hand as well throughout a game as well during all timeouts. I should be able to preset my freelance offense and maybe even call my next play coming out of every timeout. Most all teams will run something or some kind of set for their 1st possession out of a timeout as well as the obvious POE strategy adjustments moving forward after that.

I don't remember having ability to set certain situations in 2k though. I know madden had this though a few years back. I also don't recall being able to practice oob plays but I could be completely wrong though. But if we could add special situations and adjust time left in game and have choice to pick between baseline or sideline oob plays in different scenarios that would be awesome small addition IMO. It's a huge part of the NBA game! Lastly and this is way out there how cool would it be to have ability to create a play or OOB play ourselves and add it to our playbooks? Something like fast draw or coaches clipboard would be super cool. But then you take chance of glitches happening and taking advantage of CPU ai deficiency potentially.

I'm looking forward to testing and trying these new .02 plays though! I doubt we have that option during a TO but hope it's thought about moving forward...


Yep to all of this. It definitely needs a bit of an overhaul in terms of "UI" to make it more user friendly. Definitely needs to be something we can really outline DURING a time out and not a rush rush before a 5 second call haha.....


If one thinks about how you actually select plays in Madden between snaps, play art and all, this would almost be the ideal way to present inbounds plays during time outs aswell.......


I CONSTANTLY think about the beautiful set the Wolves ran at LAC when Love popped out and swished a 3 for the game. Multiple curls, Love pops and drains it. Lovely.

To be able to replicate in a 2K with the game on the line....... man.....


As Czar mentioned on Twitter, some stuff was a bit rough. You try and have it execute in the game and it just doesn't run right. And as Prez has said MANY times, NOTHING is "easy" to implement. Obviously his time was WELL spent this year laying the "foundation" via modules. But when time is more available, I can see inbounds plays being another beautiful part of the game courtesy of Big Czar......


Be nice if Prez chimes in with a bit of an outline on this. Hard to have an in depth back and forth on Twitter haha.......
 
# 263 QNo @ 09/07/15 07:19 AM
Quote:
Originally Posted by Da_Czar
You can not manually assign freelance or ACE inside of Myleague. We would have needed to redo a lot of front end and that just was not an option. Realize it is not ideal but that was a far as we could take it.

I mentioned earlier that each Teams ACE does have default gameplans that can adjust for different lineups based on types of players. It is not as specific as the known gameplans but it should still be effective.
How about a mode like MyTeam, does everybody get a default ACE engine or are there still differences between the teams? And if playbooks are still tied to coaches, does this fix the bug where you won't get your own playbook on online RTTP away games, but rather your opponent's? Thanks!

I cannot wait for 2k16, it looks like such an incredibly good game. I almost get pissed of playing 2k15 now because I know how much better the game will be in a few weeks.
 
# 264 JoFri @ 09/07/15 11:05 AM
one thing i find annoying in assigning plays is the sequence and missing plays. for instance in 2k15, i can never assign a p&r play for Shaq or Kanter as he is more of a post player. for sequence, i usually un-assign and assign the plays in the playbook to try getting the desired sequence of plays.

it would be great if 2k16 enhances the plays assignment to make it more 'user' friendly? Lol


Sent from my iPhone using Tapatalk
 
# 265 stillfeelme @ 09/07/15 11:46 AM
Quote:
Originally Posted by vannwolfhawk
I have done this as well with the basic crossover but with no consistency. I think 1 way to do this in the future (after hearing they will put it in when its not cheese) and take this with a grain of salt as no one has played 16 yet, but having the ability to pull off this move against bad hedges by players with poor footwork, agility, defense with bigs and they don't hedge properly which creates that little bit of space for us to read like irl and split the defense.

Again, I don't know if they have good and bad hedges in the game but I will assume they probably all do the same hedge perfectly and fundamentally sound which would be unrealistic. So a J. Noah might hedge perfectly with no gap or space while a M. Bonner might be too slow and take a bad angle allowing enough space to split the defense. Again this would be realistic, a game of matchups and a chess strategy between coaches in play calling as well as it would not be cheese IMO. It could be countered by making sure right players are guarding who. I think this should be able to be used with a simple crossover and not necessarily do we need a put ball out or in front button although maybe tapping sprint and cross could give you a animation dribble low and in front of you like you do when splitting the defense. I do agree a live ball in this situation would be necessary though making it a high risk/reward situation.

Just a thought. Maybe tie a pnr defense hedging rating with footwork rating, agility and defensive rating to separate the good hedgers from the bad?
Yeah if they add all of that plus improved ball physics I think it could work. As well as precise control on the stick while dribbling.


  • What I notice is that players that are good at the spliting the pick set it up with a hesi cross-over real low like Kyrie
  • Some like LeBron maybe Lilliard I seen Harden as well will throw it out in front and will have to get the ball
  • Wade is just good at weaving through traffic while dribbling and using behind the back moves between the legs on occassion. He gets real low while weaving and dribbling like those All-Star weekend skills challenges
  • Westbrook just stops on a dime and accelerates without any special dribble moves to set it up.
It is a complicated move because everyone doesn't always need to use the same move.
 
# 266 vannwolfhawk @ 09/07/15 12:28 PM
For sure! I guess if your to add do it right as it would get old seeing all the players do the same move. Complicated? Yes, but something that for sure has to be added at some point. It's become a pretty common move from pg's nowadays.
 
# 267 BluFu @ 09/07/15 12:33 PM
Quote:
Originally Posted by LorenzoDC
If I understand correctly, what will happen on a possession by possession basis is the AI will run dynamic decision points to identify scorers and scoring opportunities in the way it runs plays or runs through freelance branches.
Quote:
Originally Posted by Da_Czar
IF there is not a known lineup on the floor then yes it can detect certain lineup types and run with default gameplans to cater the offense towards those players.

It will run plays for the top 3 touches on the floor. Or if it detects a jump shooting lineup run motion or freelance offense. So it's not as intelligent as a real person but we tried to cover as much general lineup types are we are likely to see.

Obviously your feedback will be paramount in determining how much we need to add in future as far as coverage.
Thanks for clarifying
 
# 268 Crunky @ 09/07/15 12:33 PM
I've got goosebumps just thinking about the possibilitys since they are emphasizing footwork. The game is all about footwork in real life that's what seperates the greats. I've seen in the blogs shuffling of feet on defense and footplanting on offense simply amazing. They took madden true step philosophy and made it for both offense and defense unlike madden.
 
# 269 LorenzoDC @ 09/07/15 12:35 PM
Quote:
Originally Posted by JoFri
one thing i find annoying in assigning plays is the sequence and missing plays. for instance in 2k15, i can never assign a p&r play for Shaq or Kanter as he is more of a post player. for sequence, i usually un-assign and assign the plays in the playbook to try getting the desired sequence of plays.

it would be great if 2k16 enhances the plays assignment to make it more 'user' friendly? Lol


Sent from my iPhone using Tapatalk
Not sure if I'm thinking what you are, but I hope that the system makes it easier to make your plays from your playbook appear in the order you want in your players' play calling menu option in the game.

I went through a lot of this last year, and got some help from Sam Pham but I still encountered situations where the system would just not allow me to assign plays in exactly the order I wanted so that they would faithfully appear in that order for individual players' play calling menu options.

And oh yeah, sometimes plays that should appear for a player don't. It's not just because the player maybe needs to be designated as a play initiator or not. Even with the right designation for the play sometimes the plays just don't show up in the player's play calling menu screen. It's a bug that is specific to some players, because the missing plays will show up for similar players with the same play types assigned.

I'm hoping that may be better this year.
 
# 270 FloorGeneral @ 09/07/15 03:06 PM
Quote:
Originally Posted by LorenzoDC
Spoiler
Seriously, it was a pain in the rear end to get your playbook (PB going forward) situated correctly last year. I may ramble a bit so instead of wasting page space, I'm gonna spoiler both the quoted post and my response. Sorry in advance.

Spoiler


So yeah, read that mini-novel or don't, but suffice to say it was a real pain to get your PB organized in 2K15. I'm not expecting the ability to organize plays in ANY order, regardless of play type, but hopefully it's easier to get them ordered in a specific way. Hopefully that glitch with emptying a PB and not being able to fill it again is gone, and I'll be fine with that.
 
# 271 vannwolfhawk @ 09/07/15 04:10 PM
Quote:
Originally Posted by FloorGeneral
Seriously, it was a pain in the rear end to get your playbook (PB going forward) situated correctly last year. I may ramble a bit so instead of wasting page space, I'm gonna spoiler both the quoted post and my response. Sorry in advance.

Spoiler


So yeah, read that mini-novel or don't, but suffice to say it was a real pain to get your PB organized in 2K15. I'm not expecting the ability to organize plays in ANY order, regardless of play type, but hopefully it's easier to get them ordered in a specific way. Hopefully that glitch with emptying a PB and not being able to fill it again is gone, and I'll be fine with that.
Sounds about right. It was a pain and that was just 1 team.

This leads me into a question for da czar. Can we reorder plays without having to do this workaround to get the plays we want in the order we want? Has anything changed as far as how the CPU ai will call plays? Is it random? Will they call a play more often at the top of a play type as opposed to the last play in a play type?

Has anything changed for us as users here? Any little nuggets of info us play callers will appreciate? What was done to specific plays this year? Add more branching situations and options within plays this year. I realize if you dive more into this in your blog it would have been 30 pages like you said. Just curious on any new play information you got for us hardcore sim play guys:-)
 
# 272 Da_Czar @ 09/07/15 04:23 PM
Quote:
Originally Posted by vannwolfhawk
I'm still curious if we can set freelance offense during a timeout? We could not before and it took 5-6 seconds to do as you had harassing defender on you which was annoying. On top of that it took a possession before it kicked in (czar gave me heads up on that before I even knew so I know he was aware of it) so was that fixed this year?

No on the first one. We made them start immediatley when selected. I have mentioned before that there are still times when you need to pass first. But in general they should start when you switch them on.
 
# 273 Da_Czar @ 09/07/15 04:24 PM
Quote:
Originally Posted by Goffs
Czar does the attack module work with the CPU post up player? Will let's say Zach Randolph do a plethora of post moves against you?

No. Post is still it's own deal. That might be something in future.
 
# 274 Da_Czar @ 09/07/15 04:27 PM
Quote:
Originally Posted by Vni
How does the AI decide to switch from freelance offense to plays ? Is it based on IRL team's tendencies ? Is there a logic behind it ? Are every teams different on that aspect ?

Ace handles that as part of the gameplan.
 
# 275 Da_Czar @ 09/07/15 04:27 PM
Quote:
Originally Posted by HypoLuxa13
My biggest question: Czar - I've seen you posting all day here on OS, on a Sunday, of a holiday weekend, answering questions, clarifying, explaining, etc. So my question is: will you guys get a day off, or at least a long lunch break, when the game goes gold?





Seriously man, you guys are seriously kicking some arse, keep it up.

LOL. Respect fam!
 
# 276 Da_Czar @ 09/07/15 04:30 PM
Quote:
Originally Posted by strawberryshortcake
Okay cool, so it has to be a play. I was wondering more along the lines if it's possible without calling a specific play. Such as running freelance, then call for a simple screen, and follow that up with call a second screener.

If Da_Czar wants to further elaborate it with regards to NBA2k16, that would be great.

Spacing wise we wouldn't leave that second dude there. We we need to move him to give you space to operate.

In a plays we have double screen plays.
 
# 277 Da_Czar @ 09/07/15 04:35 PM
Quote:
Originally Posted by MarkWilliam
This is interesting and it reminds me of something Czar confirmed yesterday on Twitter.


Not exactly what you're talking about (and I've mentioned it in another thread FYI) but apparently there was work done on inbounds plays. To re-iterate what Czar said to me, there are now plays with "0.2" in the name of them. These inbounds plays are for "catch and shoot" type patterns specifically for end of game/shot clock situs (if I understood correctly).


Where I'm going with this (on topic), can we practice these inbounds plays also Prez?


And perhaps you can re-iterate if I've outlined it wrong or inaccurately?


Czar said there was a lot that didn't make the blog as it would've been too long - this was one of them and personally, I am EXCITED about end of game situs having a bit more of a resemblance to real situs (or at least edging in that direction).

Bravo Prez.

Practice OOB plays is not in play practice, I know it is wanted but if I stacked the reuqest the whole thing could have been denied so I just went with the ol hey I just want the basics, nothing fancy.

And just to be clear I can't guarantee that I can add anything to this. I want to but that is a reallocation of valuable resources.
 
# 278 LorenzoDC @ 09/07/15 04:37 PM
Quote:
Originally Posted by vannwolfhawk
Sounds about right. It was a pain and that was just 1 team.

This leads me into a question for da czar. Can we reorder plays without having to do this workaround to get the plays we want in the order we want? Has anything changed as far as how the CPU ai will call plays? Is it random? Will they call a play more often at the top of a play type as opposed to the last play in a play type?

Has anything changed for us as users here? Any little nuggets of info us play callers will appreciate? What was done to specific plays this year? Add more branching situations and options within plays this year. I realize if you dive more into this in your blog it would have been 30 pages like you said. Just curious on any new play information you got for us hardcore sim play guys:-)
Isn't this one already kind of answered in the blog?

Has anything changed as far as how the CPU ai will call plays? Is it random?

From the quote below, it's not random. Based on ACE with lineup setting Czar has loaded into the team and defaults for later franchise modes where no players are recognized. ACE will prioritize plays called based on personnel.
Quote:
ACE allows us to set custom known and unknown lineups for each team. In known lineups we specify what three specific players on the floor define a lineup.

For unknown lineups, we can determine what types of players at what positions define a lineup. Some examples are: perimeter shooter, mid-range shooter, shot creator, freelance scorer and freelance creator.

Then we are able to set up a game plan for each lineup for a myriad of situations.

ACE can update the play style for a team every time they are in possession of the ball. This allows for flexible, per possession distribution of the offense.

ACE is able to make fluid tempo adjustments during the course of a game. For the Charlotte Hornets, If a play is called for Kemba Walker we can enable early offense for that possession. However, if the play call is for Al Jefferson, the A.I. can select the walk it up tempo to ensure we get the ball inside.

ACE can allow the A.I. to alternate between set plays and any applicable freelance offense so that play repetition becomes a non-issue.

In prior games a team would run their plays and then their singular freelance offense. A team like the Clippers in NBA 2K16 will run 3 Out 2 In, 3 Out 2 In Motion, 4 Out, 4 Out Motion, and 3 Out 2 In Fist -- in addition to their stacked playbook.

This will all vary based on what lineup is playing, the quarter and score differential.
As far as plays go, it's not in the blog, but I think i heard him say in one of the podcasts or on SimHangout that the plays have all basically been rewritten. But I can't swear to that. The blog just talks about how he'll be making updates throughout the season based on trends and scouting. I expect branches in a bunch of plays are different, but I expect we'll have to spotlight a lot of those ourselves this year, he can't show every play.

I'm looking into maybe this year learning how to do some decent videos to maybe put some content like this out there, probably targeted more at players who want to learn to be more sim, as opposed to already hard core simnation types. Not sure I will yet, but looking into it, if I have time. Maybe especially for the Teach Me How thread.
 
# 279 Da_Czar @ 09/07/15 04:47 PM
Quote:
Originally Posted by QNo
How about a mode like MyTeam, does everybody get a default ACE engine or are there still differences between the teams? And if playbooks are still tied to coaches, does this fix the bug where you won't get your own playbook on online RTTP away games, but rather your opponent's? Thanks!

I cannot wait for 2k16, it looks like such an incredibly good game. I almost get pissed of playing 2k15 now because I know how much better the game will be in a few weeks.
Yes, just realize that the default ACE is much more capable than whatever you had before. At least ace can detect the types of lineups on the floor to an extent.

This is the first I am hearning of that particular bug so I can't speak to that.
 
# 280 Da_Czar @ 09/07/15 04:51 PM
Quote:
Originally Posted by JoFri
one thing i find annoying in assigning plays is the sequence and missing plays. for instance in 2k15, i can never assign a p&r play for Shaq or Kanter as he is more of a post player. for sequence, i usually un-assign and assign the plays in the playbook to try getting the desired sequence of plays.

it would be great if 2k16 enhances the plays assignment to make it more 'user' friendly? Lol


Sent from my iPhone using Tapatalk

NOT a minor change and many things ahead on priority list.
 


Post A Comment
Only OS members can post comments
Please login or register to post a comment.