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New NBA 2K17 Patch: Expanded Dev Notes

What’s happening fam. It’s your man Da_Czar with a little extra information to go along with the patch notes.

In addition to the gameplay fixes we also have new tendencies for almost all current NBA players. The only exceptions to this are the players most recently added in the last couple of weeks. We know this is an area in which you guys felt we could improve in and we didn’t want to wait until 2K18 to unleash the new tendency work to you.

On the game-play front we put extensive work into the issue many of you have had with the double teams. It is important that you understand it was not a feature of ACE to have the AI double team so quickly. This was the result of a couple of bugs that we were able to eradicate in both code and data. Initially we thought we had this fixed early on, only for it to continue to be an issue through the development cycle.

The true power of ACE was not in immediate double teams but in all of the various minute adjustments that real coaches are making across the NBA. It became apparent that many of you were unable to see what ACE could actually do or was doing because the AI double team would kick in so early in the process.

With those bugs removed you will now be able to see the different schemes and adjustments that OG and our defensive team have worked so hard to implement into our AI system. The subtle changes in PNR coverages and difference between post digs and post double teams should start to come alive.

Some of you may undoubtedly feel that perhaps now it takes too long for adjustments to happen. This is a result of trying to tune back ACE adjustments to stop the double teams when we thought that may be the issue. This will be something that we continue to monitor through user feedback as we move forward.

A ton of work was put into our double team logic for this update. We completely rewrote all the data points concerning when and how we double team. While still not perfect it should be a great improvement over what you were seeing earlier in the year.

Depending on the offensive alignment the AI prefers to bring the double from the weakside unless the user selection overrides that.

Here is an example of a wing double team after the patch. The AI will select to bring the double from the weak side high post instead of the point.

As the double happens Kevin Love does a full rotation and the defense forces the longest pass to be the best available pass with this perimeter double team.

Our last man in a rotation has the ability to fully rotate or to split as he evaluates the biggest threat on the floor. As the offense continues to evolve we have ability to edit help and rotations through roster updates in the future.

Just remember the offense will make timely cuts that are designed to make it very difficult for the defense to remain in such a strong base vs. a double team. An offense in constant movement is much more difficult to stop.

Once we made this adjustment to double teams, we noticed that the offensive AI would want to dive directly to the rim once it detected the double team. We put in code to try to delay this action to give the user a chance to make the perimeter pass if the cutter’s man is the one to double team.

He won’t wait all day but if you spot the double it should give you enough time to find the perimeter shooter before he dives to the rim.

Additionally as you may have noticed from the patch notes we have added even more logic to our off-ball chucks and bumps. The AI is now much more aware of court position. So you should see much more contextual off-ball animation content being played. This means the offenses will have much more flow and continuity to them than before. We still have some sticky areas but it should be a night and day difference between pre and post patch gameplay.

As this tech continues to mature look for this to get better and better with each iteration of our game.

Hopefully this helps to shed some light on some of the work that went into this update for you.

Until next time...


Member Comments
# 1 UnbelievablyRAW @ 04/07/17 01:39 PM
Does this mean that the offensive AI won't just automatically cut to a crowded paint just because they're open? Tired of corner specialists running to the paint when they're open in the corner
 
# 2 VAWereWolf65 @ 04/07/17 01:40 PM
Wait so has the 7 Point double team been removed or just had AI improvements? Are we still gonna get double teamed every time we score 7 points?
 
# 3 Da_Czar @ 04/07/17 01:44 PM
Quote:
Originally Posted by VAWereWolf65
Wait so has the 7 Point double team been removed or just had AI improvements? Are we still gonna get double teamed every time we score 7 points?
Completely fixed. That was a bug and NOT a feature of ACE. Now they will only double when ACE says so which might be too late now rather than too soon but we can adjust it after users get settled in.
 
# 4 adamspag @ 04/07/17 01:44 PM
Quote:
Originally Posted by VAWereWolf65
Wait so has the 7 Point double team been removed or just had AI improvements? Are we still gonna get double teamed every time we score 7 points?
its gone, it doubles around 30 points now, but only for a few possessions unlike before when it was the entire game after seven points, beautiful patch.
 
# 5 sudanmalkovich @ 04/07/17 01:45 PM
tendencies from a roster file?
 
# 6 VAWereWolf65 @ 04/07/17 01:47 PM
Quote:
Originally Posted by adamspag
its gone, it doubles around 30 points now, but only for a few possessions unlike before when it was the entire game after seven points, beautiful patch.
Quote:
Originally Posted by Da_Czar
Completely fixed. That was a bug and NOT a feature of ACE. Now they will only double when ACE says so which might be too late now rather than too soon but we can adjust it after users get settled in.
Alright sounds awesome. 30 points is definetly more realistic than 7 points.
 
# 7 Da_Czar @ 04/07/17 01:47 PM
Quote:
Originally Posted by UnbelievablyRAW
Does this mean that the offensive AI won't just automatically cut to a crowded paint just because they're open? Tired of corner specialists running to the paint when they're open in the corner
This is a difficult one because depending on where the defense is and what they are doing you may want this. SO we tried to delay that cut when his man is double teaming. Too many situations for me to say definitively No it will never happen. We tried to mitigate it but it is not a 100% solution because there are times you will want him to cut so it will take more time to find the right balance.

We simple saw this as an issue and tried to add code to make it not happen as much in certain instances. It is not a perfect implementation but we tried our best to give you that option without breaking something else that depends on the cuts.
 
# 8 LionsFanNJ @ 04/07/17 01:51 PM
Thanks for the detailed breakdown Czar. Always on point.
 
# 9 VAWereWolf65 @ 04/07/17 01:52 PM
Quote:
Originally Posted by Da_Czar
This is a difficult one because depending on where the defense is and what they are doing you may want this. SO we tried to delay that cut when his man is double teaming. Too many situations for me to say definitively No it will never happen. We tried to mitigate it but it is not a 100% solution because there are times you will want him to cut so it will take more time to find the right balance.

We simple saw this as an issue and tried to add code to make it not happen as much in certain instances. It is not a perfect implementation but we tried our best to give you that option without breaking something else that depends on the cuts.
Just a thought, but maybe you could implement something with the Roll vs Pop tendency. So if they have a 0 in this tendency, they stay out the perimeter on doubles but if they have a higher tendency like 40-50 they cut to the paint or something like that
 
# 10 Leasim96 @ 04/07/17 01:52 PM
Da_Czar - not sure if you can talk on it - but is speedboasting gone?. Or atleast decreased in efficnecy?. Hopefully that's the case.
 
# 11 Da_Czar @ 04/07/17 01:55 PM
Quote:
Originally Posted by Leasim96
Da_Czar - not sure if you can talk on it - but is speedboasting gone?. Or atleast decreased in efficnecy?. Hopefully that's the case.
I only worked on the AI stuff for the patch so Mike would have to answer that for you. I'm not exactly sure what all he got to touch and what effect the changes he made could have on speed boosting.
 
# 12 Da_Czar @ 04/07/17 01:58 PM
Quote:
Originally Posted by VAWereWolf65
Just a thought, but maybe you could implement something with the Roll vs Pop tendency. So if they have a 0 in this tendency, they stay out the perimeter on doubles but if they have a higher tendency like 40-50 they cut to the paint or something like that
I like that. Looking at 2k18 we have more time for more robust solutions. The problem is even with that if the defender get's above your offensive player do you want the tendency to reign supreme regardless of the situation or do you want him to try to react intelligently ?
 
# 13 jackzagal @ 04/07/17 02:05 PM
Good stuff , this patch addressed two of the things that pissed me off the most, as I said here:

Quote:
Originally Posted by jackzagal
- Stupid and pointless double teams when a player hasn't even taken a shot in minutes. And along with that, improve the rotations of team mates so one can be open, instead of all of them "magically" making cuts that make no sense so you can't pass it to them properly.

- Unnecessary step-back jumpers by a CPU player whe he is WIDE OPEN for an easy shot. It's especially infuriating when it happens with players that are only catch-and-shoot shooters, but it happens with almost everyone. Even more stupid than double teams.

- Improve the AI defensive logic, especially on (supposedly) good defensive players. It's so frustrating to see people like Jimmy Butler or Justice Young ( 90+ defensive attributes) inexplicably go to the paint and leave players completely open; a few days ago while playing MC, Anthony Morrow nailed at least 3 wide-open threes on that kind of situations

- That stupid play when you make a steal and half a second later the opposite player magically recovers it, usually ending up in a foul and/or a basket. It started to happen really often since last few patches.
It would've been nice if you guys could've fixed the other two, but I'll be content with 2/4. If there's no more patches, I hope they're addressed for 2k18
 
# 14 VAWereWolf65 @ 04/07/17 02:09 PM
Quote:
Originally Posted by Da_Czar
I like that. Looking at 2k18 we have more time for more robust solutions. The problem is even with that if the defender get's above your offensive player do you want the tendency to reign supreme regardless of the situation or do you want him to try to react intelligently ?
It would be tough, but I think if you have someone like Ben Simmons who currently can't shoot to save his life (unless he's gotten better since we've seen him play) then i think he should cut no matter what the situation (unless he of course develops a shot, but this is just hypothetically speaking). But if you have Isaiah Thomas who's 5'9" with a 0 Roll vs Pop tendency and shooting a solid 38% from deep, he should stay out there no matter what. Then someone like Lebron or Jae Crowder who have 20-30 Roll vs Pop tendencies might be more likely to cut, but still have a good chance of staying out on the wing. I see where it could definetly be hard to find that sweet spot where the AI decides for them to cut or stay in the corner, but once you find that sweet spot i think it would definetly make the Offensive AI a lot more realistic.

Also, if the defense is completely covering them, I don't think the tendency should reign supreme in that situation, I think at that point the offensive player would have to cut or maybe do some type of rotation around the perimeter to try and get open.

You can see as soon as Draymond noticed the switch and the double, he went right to the basket because he wasn't covered at all by the defense. Bogut also made the cut when he realized his man had rotated over to defend draymond and he was able to catch the lob (or rebound, i couldn't tell what it was). During all of this, Harrison Barnes (a good three point shooter) stayed out on the corner even when his man left him. As did Klay Thompson who is a good cutter, but obviously is a better shooter.
 
# 15 Hustle Westbrook @ 04/07/17 02:32 PM
Czar will the improved off-ball collisions also affect the defensive end, so defenders won't lose position in the paint and give up easy points?
 
# 16 Da_Czar @ 04/07/17 03:18 PM
Also quick note just located a copy paste error with the tendencies. The last couple teams tendencies are off by a player or two. Will get this corrected as soon as possible. Hopefully in tomorrows update but if not soon after. We are aware that tendencies fro OKC down are a little off. Will be fixed in an update.
 
# 17 Da_Czar @ 04/07/17 03:24 PM
Quote:
Originally Posted by RS130988
@Da_Czar or anyone - I liked the logic where JR Smith goes to double-team and Love moves over from the weak side to cover the paint leaving his man on the 3pt line - forcing the longest pass. HOWEVER, if we set Deny on the player in the corner, will Love still make that rotation? Will this rotation only happen with ACE turned on?
Great question the answer depends on how your defensive settings are setup. Deny alone doesn't stop guys from helping off a player. When we gave you expanded choices on the defensive end it put the onus on you to change the help and screen help rules to NO HELP.

If you do that on the man in the corner they will not help no matter what. BUT if you call for a double team and you restrict a rotation player you create a situation where depending on alignment you force the AI to double from the strong side.
 
# 18 Baebae32 @ 04/07/17 03:26 PM
Great stuff as always Czar. Will check it out and give feedback when i get home. SimNation
 
# 19 Soupco @ 04/07/17 03:38 PM
Czar do your new tendencies include the problem with big men stopping at the three point line on fast breaks?
 
# 20 Da_Czar @ 04/07/17 03:48 PM
Quote:
Originally Posted by Da_Czar
Great question the answer depends on how your defensive settings are setup. Deny alone doesn't stop guys from helping off a player. When we gave you expanded choices on the defensive end it put the onus on you to change the help and screen help rules to NO HELP.

If you do that on the man in the corner they will not help no matter what. BUT if you call for a double team and you restrict a rotation player you create a situation where depending on alignment you force the AI to double from the strong side.
Just did this based on your question.

https://youtu.be/skoqR3VLSHc
 

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