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Green Releases Much Rarer in NBA 2K16, No Longer 100% - More Details From Mike Wang

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Old 08-13-2015, 12:17 AM   #225
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Re: Green Releases Much Rarer in NBA 2K16, No Longer 100%

Quote:
Originally Posted by Beluba
I thought this was implied. The player's shot rating is the base that we work from. So if you have a bum who can't throw it in the ocean, you can pretty much gap off the guy and he still won't be a threat. The problem last year was all the modifiers that were tacked on last year (shot timing bonus, openness, etc) overpowered the base ratings. That's no longer the case this year.

Also we did a much better job at syncing up the shot ratings to what real life percentages should map to. The ratings didn't translate very well to real life numbers in 2k15.
I figured the bonuses were effecting the ratings too much. Good luck Mike as a fellow game designer I understand how hard balancing game mechanic's can be. Keep up the good work.
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Old 08-13-2015, 12:19 AM   #226
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Re: Green Releases Much Rarer in NBA 2K16, No Longer 100%

Quote:
Originally Posted by Beluba
I thought this was implied. The player's shot rating is the base that we work from. So if you have a bum who can't throw it in the ocean, you can pretty much gap off the guy and he still won't be a threat. The problem last year was all the modifiers that were tacked on last year (shot timing bonus, openness, etc) overpowered the base ratings. That's no longer the case this year.

Also we did a much better job at syncing up the shot ratings to what real life percentages should map to. The ratings didn't translate very well to real life numbers in 2k15.
Music to my ears Mike
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Old 08-13-2015, 12:28 AM   #227
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Re: Green Releases Much Rarer in NBA 2K16, No Longer 100%

For people who don't like the shot meter and disable it, will there be something to indicate after the release to know how far/ close the timing was to excellent? The current slightly late/ slightly early is too vague.

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Old 08-13-2015, 12:41 AM   #228
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Re: Green Releases Much Rarer in NBA 2K16, No Longer 100%

Quote:
Originally Posted by Beluba
I thought this was implied. The player's shot rating is the base that we work from. So if you have a bum who can't throw it in the ocean, you can pretty much gap off the guy and he still won't be a threat. The problem last year was all the modifiers that were tacked on last year (shot timing bonus, openness, etc) overpowered the base ratings. That's no longer the case this year.

Also we did a much better job at syncing up the shot ratings to what real life percentages should map to. The ratings didn't translate very well to real life numbers in 2k15.
Can't tell you how much it means for the community to have this level of access and interaction with the individuals that create this masterpiece year in year out.

I had more 60%+ shooting while playing 12 min hof sim games on 15 than the previous 10 iterations combined. The pendulum swung from what was once a brutal grindfest where both open and contested shots hardly fell; largely the result of "glitched" shots which saw the majority of players unable to achieve a perfect release; to a game where every player regardless of rating was a threat from mid and 3 post patch 4; largely the result of the fix for the aforementioned "glitched" shots coupled with the open bonuses that resulted in unrealistically sky high shooting percentages for skilled users even on the highest difficultly.

2k15 was truly a jekyll and Hyde experience in the sense that the game played wildly differently pre and post patch 4. I was thrilled to hear the shot engineers have now made it possible to fine tune these issues without patches going forward!

Overall, it sounds to me as if the ability to strategize on defense with the deep settings based on the opponents personnel (who to gap, tight, deny, etc) and impacting the game if applied correctly will be well represented in 16. All things considered 15 was still the best gameplay user v user since 2k11 imo. With all due respect to total and complete masterpiece of a franchise that is 2k, it will always be the stellar gameplay that continues to evolve with each iteration that keeps the replay value infinite for me at least. Anyways, thanks for the clarification. I eagerly await the chess match of offensive and defensive strategies matching wits again in 16.
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Old 08-13-2015, 12:53 AM   #229
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Re: Green Releases Much Rarer in NBA 2K16, No Longer 100%

Quote:
Originally Posted by Beluba
I thought this was implied. The player's shot rating is the base that we work from. So if you have a bum who can't throw it in the ocean, you can pretty much gap off the guy and he still won't be a threat. The problem last year was all the modifiers that were tacked on last year (shot timing bonus, openness, etc) overpowered the base ratings. That's no longer the case this year.

Also we did a much better job at syncing up the shot ratings to what real life percentages should map to. The ratings didn't translate very well to real life numbers in 2k15.
Beluba I first read your post and I couldn't really tell whether you answered this. I guess you didn't really say but it can be implied depending on how your interpret this post.



Is there an actual connection for perfect release success to actual rating, consistency, etc or is the success rate a fixed % once you hit green perfect release?

Last edited by stillfeelme; 08-13-2015 at 12:58 AM. Reason: Edit previous post cleared it up
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Old 08-13-2015, 01:03 AM   #230
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Re: Green Releases Much Rarer in NBA 2K16, No Longer 100%

Quote:
Originally Posted by mostpured
For people who don't like the shot meter and disable it, will there be something to indicate after the release to know how far/ close the timing was to excellent? The current slightly late/ slightly early is too vague.

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Shot Feedback is still an option, which prints the grade and timing text. We also added a new Shot Meter option called "Feedback Only". If you choose that, the shot meter won't draw while you're in the act of shooting but after you release the ball, the meter will show up to show you how far off you were from the ideal release point.


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Old 08-13-2015, 01:15 AM   #231
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Re: Green Releases Much Rarer in NBA 2K16, No Longer 100%

Quote:
Originally Posted by stillfeelme
Beluba I first read your post and I couldn't really tell whether you answered this. I guess you didn't really say but it can be implied depending on how your interpret this post.



Is there an actual connection for perfect release success to actual rating, consistency, etc or is the success rate a fixed % once you hit green perfect release?

It's not a fixed percentage for all greens. The shot timing modifier is a sliding scale that multiplies the shot percentage. So if you get perfect timing, you get the max multiplier; if you get worst timing, you get the worst multiplier; and we scale between those if you're somewhere in the middle. The multipliers vary based on difficulty, offline vs online and other factors. But the end result is, some greens might be 60% while others might be 95%. That's a simplified explanation but hope it answers your question.


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Old 08-13-2015, 01:31 AM   #232
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Quote:
Originally Posted by Beluba
It's not a fixed percentage for all greens. The shot timing modifier is a sliding scale that multiplies the shot percentage. So if you get perfect timing, you get the max multiplier; if you get worst timing, you get the worst multiplier; and we scale between those if you're somewhere in the middle. The multipliers vary based on difficulty, offline vs online and other factors. But the end result is, some greens might be 60% while others might be 95%. That's a simplified explanation but hope it answers your question.


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great answer thank you for the clarification
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