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NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

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Old 09-01-2016, 04:06 PM   #145
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Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

Hey Mike, thanks for the in-depth post. Loved hearing about all the new details. I have a question.

Are POE's still in the game? If not, is there a new option thats been added to help us choose how hard each team crashes the board or run in transition, defensive pressure, all that stuff?

I felt like POE's added a lot of variety to the teams and really helped bring out accurate team stats in MyLeague.
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Old 09-01-2016, 04:09 PM   #146
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Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

Quote:
Originally Posted by Beluba
We didn't add an elbow swing clearout a la NBA Jam that you control. There are a lot of sharp elbows baked into the new rebound animations though. Also, bigs will chin the ball instead of go into a low triple threat stance after rebounds.
Thanks Beluba..In 2k16, a SF was just a carcass for the vultures aka steal spammers in the paint off of rebounds due to the low ball handling cap. Since you guys tweaked the stealing hopefully it won't be as much of a problem this year. I'd also like to thank you and your team for all your hard work along with your willingness to interact with the community.
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Old 09-01-2016, 04:11 PM   #147
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Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

Thanks for the info Beluba. 2 questions.


1. Weak blockers vs. Great blockers. Will the weak blockers be called for more fouls on block attempts or have limited block animations?

2. Turbo closeouts. You said that fouls will be called when undercutting the shooter. What about foul calls on above the waste contact on shooters when defenders make a wild/bad contest?
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Old 09-01-2016, 04:15 PM   #148
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Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

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Originally Posted by LorenzoDC
The boosts were ATTRIBUTE boosts. Not rubber band boosts based on game score. They flexed with momentum, but not score.

This is old old news. If you've read all the old discussions then you would know this already, or simply have chosen to ignore it.
Guys were also claiming there were no attribute boosts also though.
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Old 09-01-2016, 04:17 PM   #149
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Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

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Originally Posted by Caelumfang
Ah, crap. As I just looked over the seven playstyles, I think we're about to see another resurgence/plague of Sharpshooter Centers, with literally no way to defend them if opposing bigs still can't get Perimeter Lockdown Defender...

That...could be a problem. They were simply overpowering in 2K16 because there was really no consequence to making them, and no one with Perimeter LD had enough height to deter their shot. Why make a Glass Cleaner when they can just rely on their max height to get rebounds? Why make a post big when their height is good enough to score on the inside? Why make a defensive big when their height alone was good enough to defend the paint?

And now having to worry about a Center pulling up from 30 with things like Deep Range Deadeye and Limitless Range? Hoo boy...

We have to wait to see where the caps are, where the contests are, and how the other archetypes affect this situation. The whole point of a sharpshooting C is that they are tall and accurate. If you play them straight up, they pull the defense away from the basket and open up the floor. The issue is what kind of defensive contest affects their shots significantly and how effective they are at creating off of the dribble.

Mike said this as been tweaked, so we'll have to wait until good players start attempting to use these archetypes, and then start defending them, to see what it really looks like. If you make the decision to have a tall, agile defender stay at home on a sharpshooting big, that should be enough to mostly neutralize that weapon.

Right now, people are completely writing off defensive archetypes, but this might be a case for having a tall, versatile, three to four position defender.
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Old 09-01-2016, 04:17 PM   #150
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Originally Posted by Beluba
Northeast = Strong right
Northwest = Strong left
East = Evade right
West = Evade left
South = Floater
How about Eurosteps? Are those still controllable with the right stick? Last year they were done by Sothwest/South East on the right stick.
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Old 09-01-2016, 04:19 PM   #151
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Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

One more thingy, are green release layups automatic or is the timing aspect just a boost?
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Old 09-01-2016, 04:26 PM   #152
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"We spent a lot of time converting our “under the hood tunables” into sliders, which now form the basis of our difficulty levels. What that means to the end user is that you now have much more control over how to customize the game through your own personal slider sets. You can see exactly what bumps we give the CPU and USER as you move through the different preset difficulty levels and then cater the sliders into your own Custom set to perfectly fit your preference for the game."

Does this apply to MyCareer as well?
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