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What Went Right in NBA 2K17, What Needs Improving in NBA 2K18

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Old 05-15-2017, 11:39 PM   #25
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Re: What Went Right in NBA 2K17, What Needs Improving in NBA 2K18

-We haven't had saved online settings since Xbox 360. Coach settings (currently done on initial matchup screen), lineups, plays/assignments, and controller settings. Not only would this save others time, but I could get deeper into untapped strategy/who knows what, if I didn't spend my allotted pause time on these.

-When online opponent pauses, let us also have capability to scroll through menu options and settings. If opponent resumes play, only then does my own pause timer begin counting. Live '10 had this. It saved so much time.

-Foot planting.

-Camera angles online that are an alternative to the 2K overhead style, that don't necessarily put you at huge disadvantage against the most commonly used 2K, etc. overhead style cams. I'm willing to bet a significant portion of players using overhead cams online do it out of necessity. Settling into a TV-style (or other) broadcast would be very aesthetically pleasing, and much welcomed.

-Passing. No matter the current state of passing mechanics, please always focus on identifying areas for improvement in this area of core gameplay.

-Off-ball control (offensive). Currently, we can only send off-ball players straight to hoop. Let us switch to controlling off-ball players as in Mike Wang's Live '10 mechanics. NBA 2K17 only has 'hold Y-button' (or triangle on PS) to send to the hoop. In Live '10 iteration, you could take control of the finisher on a break, take advantage of split-second opportunities or matchups intuitively, and just do things you've never seen before, or been able to accomplish in basketball video game history. Revolutionary in addressing your one set of hands (or brain) controlling 5 players at once sometimes.

Impromtu playmaking via Live '10 off-ball was so satisfying. Take a shooter (J-Rich, Ray Allen, etc.) call for pick, run to your players real-life spots with defender out of place, call for ball and drain the open 15-23' shot.

Last edited by bakesalee; 05-15-2017 at 11:59 PM.
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Old 05-16-2017, 12:01 AM   #26
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Re: What Went Right in NBA 2K17, What Needs Improving in NBA 2K18

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Originally Posted by FixEverything2k
My Career I should be able to get a teammate traded. With celtics probably getting the first pick next year (if they keep it), you make a PG and get drafted first, you're now on a team with IT, Smart, Rozier, and whoever if they get Fultz, Fultz. I understand some of these guys can play the 2 like smart and maybe fultz, but AB is at the 2, so you'd have a 6 man guard rotation. I should be able to get one of these guys traded.
Marcus Smart has actually been playing a lot of Small Forward lately because of his size, strength, rebounding and defensive versatility. But I get where you're coming from. Didn't they have a feature like this with the gm meetings in 2k15?
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Old 05-16-2017, 12:15 AM   #27
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Re: What Went Right in NBA 2K17, What Needs Improving in NBA 2K18

this is a game that only needs def improvements

there my career souild be every sports game starting point esp offline

there sereaevs are bad

if i ran 2k here is what i wouild do

1 make the game 2 discs 1 for currest NBA play my league blacktop online
disc 2 histonic teams and my carrer i wouild have over 300 retro teams and hopefully 20-30 NCAA teams as well

and i wouild have retro mode to where u can play in black and white 50's 60's 70's 80's 90's 00's and up to 2015

oh when u edit retro guys u could edit the robert williams guy and and the fakes 2k use

and i wouild use a nba live 96 trick to get charles barkey in the game and i wouild put more money into retire players here the trick just put Charles Barkley on your edit player name and all his stats will be in face too this trick will be used on at least 300-500 greats of the game

some 40's 50's 60's teams might only have 3 real players or so i would also have the all time bad teams in the game
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Old 05-16-2017, 12:45 AM   #28
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I don't see how gameplay was a positive. This has been the most frustrating NBA 2K I've ever played.

I can't tell you how many times I have a team in transition and the other guys either stop running at the free throw line or run to the corner and stop. Instead of going to the basket. Most insane thing I've seen in a basketball game.
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Old 05-16-2017, 01:09 AM   #29
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Re: What Went Right in NBA 2K17, What Needs Improving in NBA 2K18

Quote:
Originally Posted by VAWereWolf65
Before anything else, they need to follow up on their promises and stop blatantly lying to the community. The amount of communication with us is already very, very low, but then when they do come out with some kind of news or something we aren't even sure if it's true or if we can believe them.

Check my signature for more
don't forget about the dream team debacle too....some people got it, some didn't, what a mess that was. they should have just gave the dream team to everybody because of all of the trouble.
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Old 05-16-2017, 02:03 AM   #30
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I would really like them to fix badges in myleague , players don't progress correctly either not getting them , not upgrading fast enough or not downgrading correctly

Also badges should have an effect during simulation and be part of player evaluation during free agency or trades

My biggest problem with myleague though is AI rotations , they should not be based on overall rating regardless of position , if they need a point guard but they have a 10 player rotation but there backup pg is 1 point less then say a backup C they don't need they still play the C not the pg, *so dumb*

Teams should build their bench based on roles needed not overall ratings

Also scouting / drafts / summer league should be handle way different there should be more unknown in the second round and ratings shouldn't be given until after summer league where if they have a great season they could get a pretty hefty bump in t their rating, this would be fun to see a vet go to summer league make an impact bump his rating and get back into the league

AI need to be smarter when it comes to cutting or signing players in season (or out of season lol)

Ok I'm done ranting but I probly won't get the game until the first of next year , just never goes well for a couple months
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Old 05-16-2017, 02:33 AM   #31
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too much focus on E-gaming imo....who needs caps on my career we wanna max out but my park fans call foul....i suggest when we create our myplayers we are able to max out in that mode but are shown our caps for other co-op modes exlayer name 0-99/85(cap in pro-am)
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Old 05-16-2017, 04:10 AM   #32
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Re: What Went Right in NBA 2K17, What Needs Improving in NBA 2K18

It would be nice if they changed the park system. If you're with a squad (which I usually am), it's not too hard to find a game. Without one though, it can take forever. Sometimes I wanna hop on late at night, none of my friends are on, and play some park games, but this got next system is ridiculous.

You stand around for 20 minutes hoping two other people get on the spot before a squad comes over and takes the court. If they do, you're back to square one of finding a court to play on. Pro-Am/Walk-On is nice because you search for other players through matchmaking and honestly get into games quicker than you do in Park.

I like the whole setting of playing in an actual park, but damn do I hate playing the waiting game while I'm there.

Also, I wasn't a huge fan of the stat caps. I get people were super against the 2K15 7-foot Steph cheese, and I agree Centers with a 98 three pointer are ridiculous, but I don't like the direction they went this year. If they're going to bring back archetypes, maybe do a dual-archetype system where a player picks two? I'd rather they do something like you get a finite amount of upgrades and certain positions have different stat caps (EX: Centers have a lower speed/shooting cap than guards, but guards have lower strength/rebounding/etc).

They just need to find a happy medium, I don't play MyCareer to be a roleplayer, but I understand not everyone wants a 7'3 monster banging 3s from logo.
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