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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
# 21 Da_Czar @ 04/07/17 03:51 PM
Quote:
Originally Posted by Soupco
Czar do your new tendencies include the problem with big men stopping at the three point line on fast breaks?
I don't think so. You would have to show me a video so I can see what you are talking about and then tell me what you are looking for. Do you want all 5 guys running into the paint ? Both bigs running tot he rim ? Is rhe FB just stopping to early ? Is there a numbers advantage ? Lots of factors I would need to see a few examples.
 
# 22 LorenzoDC @ 04/07/17 04:00 PM
Quote:
Originally Posted by Da_Czar
Just did this based on your question.

https://youtu.be/skoqR3VLSHc
Thanks so much for this. The community has been begging and begging into the wind for some (any!) explanations of the settings and how they work and interact with each other, all through the defensive setting wiki thread stickied here on OS and through so many other threads.

I hope for 2K18 we can actually get explanations and communication about the full range and scope of settings and options so we can intelligently use what OG builds into the game and provide useful, informed feedback.
 
# 23 NINJAK2 @ 04/07/17 04:58 PM
czar- I know it's a huge ask but is it possible to get a spreadsheet or something showing which tendencies were edited for each player? I've created my own roster and that spreadsheet would allow me to just put in the edits rather than start all over again with the updated roster.
 
# 24 AkaLucasLogic @ 04/07/17 05:19 PM
I think I can speak on behalf of all of us "2k fans," to say we are excited and thankful to see these improvements! Thanks for taking the time to listen to those of us who invest in your awesome product. I will continue to remain hopeful by 2k18 the Classic teams of the 80s, 90s and 200s in particular will not be neglected. From the computer sliders, to the lids on the rims, broken shots, extremely unresponsive slow role players, to their face scans to their player ratings, to literally playing at a disadvantage against tier1 teams, I beg you to make these classic teams playable. Beautiful nuances like the Q-Rich hits to the head, the Mutombo finger wag (though a bit too subtle) are beautiful improvements, but the overall classic team play online is pitiful. I hate criticising the 2k team and your work, because I know how hard you work, but after putting a thousand plus games under my belt I'm not mistaken here about the Classic teams. I look forward to the improvements. Lucad Logic
 
# 25 CaseIH @ 04/07/17 05:19 PM
Havent played it yet since the patch dropped, but just want to say thanks to the NBA2k team, for not giving up on this game, and tryin to improve it this late into the year.
 
# 26 statum71 @ 04/07/17 05:26 PM
So I'm guessing the fast break is still broken? Guys running to the corner and stopping??
 
# 27 ps3veron @ 04/07/17 06:04 PM
Can someone please tell me which camera is the in the second shot?
It's high up but tilted.
 
# 28 UnbelievablyRAW @ 04/07/17 06:30 PM
Quote:
Originally Posted by statum71
So I'm guessing the fast break is still broken? Guys running to the corner and stopping??
I'd love if that actually happened instead of 2 guys running to the same place and allowing one defender to cover both of them
 
# 29 Andrews @ 04/07/17 06:49 PM
Good to see that 2K has not given up on the game and is fixing flaws. Keep improving and I will stay a customer
 
# 30 yungmeaks @ 04/07/17 07:26 PM
Kinda dumb how we're just now getting a true in-depth look at how Off-Ball Pressure actually works in conjunction with Screen Help Rules/Help Rules. Or maybe I just missed the segment on that. Either way, there should be clearer explanation IN-GAME about it.

But still I am thankful. Especially for Mr. Czar for keeping us in the loop!
 
# 31 MaliceDaJedi @ 04/07/17 07:54 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?
It let you get all the way to 7 before?? I get double teamed from the opening possession
 
# 32 MaliceDaJedi @ 04/07/17 08:03 PM
Do these AI changes affect Pro-Am at all? Whether it's the default 55ovr AI or someone gets kicked, the computer NEVER plays sharpshooters close in the corners. ONLY IF THEY CAN SHOOT THOUGH, because if I have my glass cleaner and a computer is guarding me I get no breathing room anywhere on the court
 
# 33 Impetuous65 @ 04/07/17 08:33 PM
Played 5 games 12min quarters. HOF/SuperStar and I must say the AI on both sides of the ball has improved significantly. I must say, knowing that you guys dialed back the adjustments, they need to creep up a little especially in the post mismatches. Lopez was killing Randle in the post and no help came for 7 possessions. The CPU AI was smartly taking advantage of the size and skill difference, but my guy was being laid to waste.
 
# 34 JKSportsGamer1984 @ 04/07/17 08:38 PM
This is all great stuff, but do players still randomly slide into position when receiving passes (mainly during inbound passes)? Nothing kills immersion more then seeing my player slide about 5 feet when standing still to receive a pass. I really hope this was addressed. What happened to the foot planting that gets touted every year? Seems like every year we have the same problem with players sliding into position. It's such an eyesore.
 
# 35 NoLeafClover @ 04/07/17 08:57 PM
Good stuff, did the reduction in collisions help with offensive set plays taking too long to form, or is that unrelated?

Will test myself when I get on, obviously.

Sent from my HTC_0PJA10 using Operation Sports mobile app
 
# 36 fakeassc @ 04/07/17 09:35 PM
Yo s/o to D_C.

Y'all came around when we needed it.

Thanks for fixing the bumping. Thanks for fixing the dribbling. Thanks for making the defenders/player models more responsive.
 
# 37 tril @ 04/07/17 09:38 PM
Thanks for the detailed info Czar. Ill revisit 2k17.
 
# 38 Smirkin Dirk @ 04/07/17 09:40 PM
Nice. I really wasn't concerned with the amount of double teams just that it was often one pass away and there was no rotation on the weak side. Hopefully this is transferable to 2K18.

FWIW I only played with the Clippers, and I rarely dominated with 1 player so would rarely attract double teams. And I saw some defensive AI stuff from ACE that other dudes didnt see. I was loving it; it felt like I was playing a different game to others.

Czar can I suggest a short video clarifying some of the defensite settings for 2K18? Even now, there is dispute about what some do. Not the obvious ones, the ones that were added.
 
# 39 magiclakers32 @ 04/07/17 09:44 PM
Quote:
Originally Posted by yungmeaks
Kinda dumb how we're just now getting a true in-depth look at how Off-Ball Pressure actually works in conjunction with Screen Help Rules/Help Rules. Or maybe I just missed the segment on that. Either way, there should be clearer explanation IN-GAME about it.

But still I am thankful. Especially for Mr. Czar for keeping us in the loop!
I think it's crazy that some users have some entitled expection that how to use "expert" settings should be provided. Thats what AUTO is for. There are expert settings on your computer/television/etc... that do not come with a tutorial.

However google works well for learning basketball principles.YouTube also has tons of tutorials on real game strategy. They all apply here. The choices available through the menu's are really pretty self explanatory. just take your time.I think we get used to things one way and expect them to work the same each game. We asked devs to give us more. It's there.

Shout out to Da Czar for doing it tho...
 
# 40 CaseIH @ 04/07/17 09:46 PM
This patch seems to have put the game back to where it was 1st released, before the patches and tunning updates.

It just feels like I have more control over my player, like it was right out of the box. So I hope you guys dont tune anything else with gameplay. Its definitely improved, to where I might actually take time out from MLBTS17 to play, typically once MLBTS is released each yr I give up on NBA2k.

You guys really earned more of my respect for continuing to work on this game this late into the yr. Thank you very much, for not moving on and saying oh well will fix that for next yr. Its much appreciated.
 


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