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Twenty Ways to Improve NBA 2K on the Court
When most people look at the future of one of their favorite sports titles, they obviously want it to improve on a yearly basis so they don’t feel like they're playing the same game with updated rosters. One way we can help developers avoid this issue is by outlining the flaws that need fixing.

I previously talked about some necessary improvements that need to be made to the NBA 2K series to take it to the next level. But that was just a taste of what was to come. So without further delay, here are the top 20 ways NBA 2K can improve its game on the court.

20. More Rebounds by Big Men – There’s just something inherently wrong with a starting power forward consistently scoring 27 points and grabbing 3 rebounds. It also seems like there is more than one issue that causes this problem. It seems the lack of rebounds is caused by a combination of a lack of aggression when it comes to rebounding, failing to block out/too many offensive rebounds and not enough missed shots. Let’s hope that these issues can be resolved so that we can see more realistic rebounding numbers.

19. Loose-Ball Fouls – This is the one foul call we don’t see nearly enough of, which is baffling because it’s the NBA’s second-most popular foul in reality. It’s also part of the reason why there is such a disproportionate amount of offensive rebounds. It’s confusing how players can be super aggressive while going for the ball, yet we never see one over-the-back call. Also left out is the semi-frequent loose-ball foul called on screeners. Could there be a better way to finally balance out the pick and roll? If there were more loose-ball fouls, we might also see more foul trouble, which would be a good thing.

18. CPU Hustle Logic – Is it just me or does it seem like the CPU teams always come up with the loose balls and recover the ball in a man-on-man situation? The truth is that we’re not always playing "scrappy" teams, and the CPU shouldn’t be able to use its all-knowing ability to get to every loose ball, rebound, batted pass, failed lob and otherwise. This omniscient logic can be intensely frustrating, and we’re hoping that this issue is resolved in future versions of NBA 2K.

17. See the Entire Court – There are simply too many instances where we cannot see the entire court. Maybe the issue is the players are too big -- maybe the courts are too small. Either way, we must see the entire court (in every camera angle) at all times. All too frequently users who like to defend perimeter players will watch helplessly as their assignments go off the screen, only to appear a second later streaking to the basket for easy scores.

16. Post Mismatches – In the same sense that we want perimeter mismatches displayed when a player like Shaq is unlucky enough to find himself outside the paint with a guard (any guard -- people don’t understand the level of quickness at the guard position), we would like to see the reverse be true. We would like to see post players back mismatched players down quickly (the current system might be a bit too slow). Mismatches like these would also be great opportunities for forwards or centers to go straight up for dunk attempts. For game balance, we’d also like to see the defenders be able to draw charges in situations like these if the timing/situation was right.

15. Double Teaming – One has to wonder why there isn’t a one-button command to double-team the ball with the closest defender during gameplay? It’s virtually a necessity. With expected changes coming that will not allow people who double team all game to dominate gameplay, this is simply a must-have feature. We’re frequently controlling a defender on the perimeter weak side and need a strong-side double team to neutralize a dominating post player, or maybe we just want to force a perimeter player to give up the ball. The ability to initiate a double team (albeit a balanced one with consequences) without using the player we’re controlling would be clutch.

14. Physical Defense Option - I like it when post defenders body up offensive players and reroute a would-be drive to the basket, possibly forcing a player to pick up his dribble in the process. It's also great when you can stop a post player from backing you down (something that became too easy post-patch last year). But while it was easier to prevent post players from backing you down post-patch, we were still essentially reduced to try-and-block-the-shot defense. Both of these elements could use some work in the future.

13. Perimeter Mismatches – While we have read interviews that talked at length about no longer allowing Shaq to stay with Tony Parker on the perimeter, we would also like to see this aspect of gameplay expanded. Where are the reaching fouls that are called almost religiously when one of these post players (user-controlled or not) finds himself on the perimeter with one of these good ball handlers and instinctively reaches out and grabs, holds or tries to poke the ball away? I also think perimeter defenders fall for pump fakes too often, but shouldn’t those pump fakes work most often when a power forward or center is caught outside the paint with a decent perimeter player? Giving users the ability to draw fouls in mismatches like these would provide more game depth and display more accurately what we see in the NBA.

12. Auto Defense – Think Madden NFL on this one. One aspect of that game that I love is the CPU's ability to play independent of user-control. On defense, no active manipulation from the controller will allow our spotlighted defenders to simply follow their assignments. There are simply too many instances in NBA 2K where ball movement causes defenders to lose their minds. Just as important as this issue is the fact that our options on defense are limited.

11. Hesitation/Crossover Dribble – Every once in a while, even good games like NBA 2K have game-killing maneuvers. This was one of them for me. This maneuver prevented any defender from staying in front of the offensive player, and it essentially made it possible to penetrate at will. Its use became so widespread that it virtually rendered online games unplayable. I don’t have to stress how important it is for the game to be balanced.
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Member Comments
# 1 BroMontana82 @ 09/24/09 12:16 PM
defensive aggressiveness slider needs a comeback. also in regards to rebounds, they need to fix the glitch where defensive rebounds after blocked shots aren't being counted. this really hurts rebound stats across the board for both individuals and teams. i'm really not sure why this hasn't been addressed by 2k.
 
# 2 reginald_rush @ 09/24/09 12:21 PM
There was an auto defense on NBA2k a few years ago. After you scored a basket, your team, including the player you controlled would get back and play defense automaticly if you didn't touch any buttons or move the control. I was diappointed when this feature was removed.
 
# 3 cjamestx @ 09/24/09 12:33 PM
I will wait til I play the new game first
 
# 4 Fistpick @ 09/24/09 12:40 PM
Passing and what a higher passer rating actually means on the court needs addressing - in the meantime, "maximum passing" should be reimplemented.
 
# 5 Pared @ 09/24/09 02:07 PM
Decent article.

Some of the "necessary improvements" I don't agree with however. See the entire court? Change the camera angle.

As for the auto-defense, the game used to do this. Wonder what happened.
 
# 6 cjamestx @ 09/24/09 02:11 PM
Quote:
Originally Posted by Pared
Decent article.

Some of the "necessary improvements" I don't agree with however. See the entire court? Change the camera angle.

As for the auto-defense, the game used to do this. Wonder what happened.
Everybody wants sim....well players can see the whole court in real life.
 
# 7 Pared @ 09/24/09 02:26 PM
Quote:
Originally Posted by cjamestx
Everybody wants sim....well players can see the whole court in real life.
Are you being sarcastic?

If you really wanted a simulation you wouldn't be able to see the entire court, only what is in your field of vision. Of course there's your peripheral vision, but that's insanely difficult to implement on a TV screen/monitor.

That comment actually doesn't make any sense... unless of course you were being sarcastic.
 
# 8 swiftychampleone @ 09/24/09 02:41 PM
What about true player movement? It seems like the players are running in place as they move down the court. It seems animation heavy. It should be a natural flow as the players walk. Not sliding.
 
# 9 CallMeDrop @ 09/24/09 02:42 PM
Quote:
Originally Posted by Pared
Are you being sarcastic?

If you really wanted a simulation you wouldn't be able to see the entire court, only what is in your field of vision. Of course there's your peripheral vision, but that's insanely difficult to implement on a TV screen/monitor.

That comment actually doesn't make any sense... unless of course you were being sarcastic.
School em Pared!
 
# 10 jeebs9 @ 09/24/09 03:26 PM
This is one thing I don’t understand. Ever since I’ve join online forums and stuff. I just don’t understand the complain of Auto-Ball (as they say on 2k forums) or Auto defense. It sounds like you’re going against everything that you ask for. You ask for simulation. But if someone throws a lazy pass on a defender like lets say James Posey or Bruce Bowen. I remember someone complain on 2k forums about Anderson Varejao and Big Z getting too many offensive rebounds for users. I mean they do it in real-life. Why shouldn’t they be able to do….exactly what do really do in real-life. Players with higher defensive awareness or high rebound ratings should be a little user friend. When not controlled. I think it’s your job to play to your personnel’s strength. If you throw a stupid pass in football. You should get it intercepted. Sometimes it sounds like you guys want a game where all the players stand around and don’t move. Unless a user is controlling them. No one would buy the game.

But I could totally understand you argument if you said sometimes like “Chris Paul is consistently getting offensive rebounds vs. my bigs because the computer is controlling him”. Then I could understand….But that doesn’t happen in 2k.
 
# 11 jshmoopy @ 09/24/09 03:47 PM
Quote:
Originally Posted by swiftychampleone
What about true player movement? It seems like the players are running in place as they move down the court. It seems animation heavy. It should be a natural flow as the players walk. Not sliding.
This is one of my major gripes with the game. I was doing the cone drill in the Draft combine yesterday and you can't just run around the cones like a guard would; you have to string the dribble animations together. It's much more difficult than it should be because it doesn't feel like you are walking/running, you feel trapped in a dribble animation.

Also, the scoring in the paint needs to be addressed. While playing the Draft Combine my player missed some put backs under the rim because the opposing team's C was right on me - this is good. In 2K9 I could make those with a tiny PG. I'm glad those baskets aren't automatic points. I hope that translates into 2K10 so that the mid-range game will actually be useful. I hated when I'd play someone and they'd have 70 points in the paint, 2 points off a mid-range jumper, and 21 points from the three.
 
# 12 JkA3 @ 09/24/09 03:53 PM
I expected to see player movement...did i miss it.
 
# 13 swiftychampleone @ 09/24/09 04:14 PM
I swear I hate to make comparisons because it may start a war. I'm an objective gamer, so here it is. Put that video of NBA Live 10 against that video of NBA 2K10. Watch how the players in Live bring the ball up the court and how players move their feet and legs. Notice how smooth and realistic it is. Then look at 2K's players. They are jogging while dribbling and moving. Too animation heavy and trapped in it, like jshmoopy stated. This was brought up in complaints about 2K9 and does NOT seem like the devs listened to the community.
 
# 14 Joka2122 @ 09/24/09 04:38 PM
Swiftychampleone, you have a point. Although I hate to compare both games myself, Live does out weigh in this area and should be implemented in 2k. Also further note, you may notice when watching Live players run a fast break, they push the ball in front of them to gain more momentum leading into a dunk or layup (very realistic) unlike 2k keeping the same simple running animation leading into a dunk or layup (very unrealistic).

All in all, 2k has great qualities that Live doesn't have, vise verse.
 
# 15 lv2bll @ 09/24/09 05:03 PM
why havent we seen ''top 50 ways to improve nba live on the court''

(sarcasm)
 
# 16 jshmoopy @ 09/24/09 05:16 PM
I don't know if anyone here has seen any of DaCzar's NBA Live 09 and NBA 2K9 comparisons, but he sums the control issue up very nicely.
 
# 17 swiftychampleone @ 09/24/09 05:42 PM
Well lv2bll, I would definitely agree that Live was literally shot in 07-09. As a matter fact, I hate when people yell Live is back when it should have been at this point a year or two ago. The last good hoops title was NBA 2K7. I don't care what anyone says, 2K9 was broken. Would you agree? I also remember DaCzar summation of control in both games. Live has better control. Players in 2K were sliding. Player movement should be the base of any sim-sports game.

I thought I would see help defense in this article. What about that?
 
# 18 Kushmir @ 09/24/09 05:53 PM
c'mon now...those are the bottom 10. HELP DEFENSE is in the Top 10! (wink)
 
# 19 Kushmir @ 09/24/09 05:55 PM
also...i think the "MEAT" of number 14 got lost in the editing. here's how it was supposed to read: Physical Defense Option - You know what we like? When post defenders body up offensive players and reroute a would-be drive to the basket, force a player to pick up their dribble or when they push post players off the block. Why isn’t this an option for us in gameplay? (playing defense in the post is SUPER difficult) we’re essentially reduced to try-and-block-the-shot defense when our options should be numerous. This tactic could be balanced by calling a foul semi-frequently so it isn’t abused and also by rewarding offensive players who make a quick move to the basket, leaving defenders who try to “body up” standing flat-footed (Amare spins off defenders effortlessly—and an Agile Shaq in his prime was the best at this) these elements would provide the proper balance to easily implement this as a useful gameplay mechanic.
 
# 20 swiftychampleone @ 09/24/09 05:59 PM
Shame on me. I should have known that Help D would be a major improvement. I totally apologize, Kushmir. Great article, BTW! I hope there will be a Live improvement article as well.
 

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