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NBA 2K11 Video: From the Demo at Gamescom

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Old 08-18-2010, 03:16 PM   #105
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Re: NBA 2K11 Video: From the Demo at Gamescom

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Originally Posted by bearschicago
Yes! I've been saying this for the past couple of months!! Finally someone sees the light!! lol

But in all seriousness:



It's because of this my man: However, length/distance between 3-point line and halfcourt line is incorrect. Should be 5 feet longer.

Pause it at 3:28 Look at the length/distance between the 3-point line and the halfcourt line. Now compare it to 2K11 demo video. It's quite obvious.

Agreed I Also Had A Thread On It...Gotta Play The Game To See If It Really Is A Problem Tho From The Looking Standpoint Not To Good.
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Old 08-18-2010, 03:16 PM   #106
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Re: NBA 2K11 Video: From the Demo at Gamescom

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Originally Posted by ProtoPunch


?
What?! No TNT license?

Seriously, as people stated it's probably got to do with controlling the double team.
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Old 08-18-2010, 03:18 PM   #107
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Re: NBA 2K11 Video: From the Demo at Gamescom

one thing I did like was some new passing animations, where the player would clearly pass around their defender in a realistic manner to get it to a temmate. we need more of those, and less horrendous looking passes. the bad part, none of the users horrible passes were deflected by the D. I'm really hoping this is due to it being on casual AND rookie/pro..

one thing I know from NHL11, you never really know how a sports game plays from videos, you need to experience it in your hands to get the feel of the gameplay.. lets hope they nailed it *crossing fingers*
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Old 08-18-2010, 03:18 PM   #108
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Re: NBA 2K11 Video: From the Demo at Gamescom

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Originally Posted by Dewie12
You are right on. This helps explain why the transistion game doesn't matter as much in 2k. Speedier players (especially big men) don't have enough room to run to the rim (of course 2k also nuetered them with stopping at half court AI).

This is sad. Really takes away from what is probably shaping up to be a great game again. One fatal flaw that will contribute to the poor transition game. And I know this isn't something that can be "patched" in. This would take a complete rework of all the 3d modeled stadiums.
Someone should make a thread about this issue. You can if you want. I will support you with this video evidence. Basically in 2K11(as well as past 2K games) the court is short by at least 10 feet.

Because the length/distance between the half-court line and 3-point line is short 5 feet one side of the court. This means both sides=10 feet.
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Old 08-18-2010, 03:20 PM   #109
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Re: NBA 2K11 Video: From the Demo at Gamescom

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Originally Posted by DaReapa
I'm hoping that, too. Defense was virtually nonexistent in that clip. It looked more like a dunkfest than anything. That's the one thing that somewhat bothered me up to this point with 2K promoting this game....I've heard very little in the way of improvements on the defensive AI.
Thats because you dont take the time to read the developer insight. Let’s start first and foremost with onball defense

This is from one of their insights.

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AI – preventing the ball handler from penetrating and getting to the hoop. When we first began development on NBA 2K11, revamping the defensive movement model was one of our top priorities - from both user-control and AI standpoint. This is essential especially for onball defenders. We could write the most intelligent defensive AI, but without the responsive and tight movement system to complement it, the whole system would feel broken. As often is the case with basketball games, the dribbler feels like they have so many tools at their disposal to break down the defender. With this new movement model, our AI defenders can easily keep up with the dribbler and react to moves and quick changes in direction. On top of that, we gave our defenders a cutoff move this year. It’s a quick hop move (in any desired direction) that allows our defender to react to the dribbler’s first step. Our onball AI defender, based on their defensive rating, will utilize this move at the first sign of a drive from the ball handler. The user can also execute this same move, but we can touch upon that on later Insights about controls. Going back to anticipating a drive/attack, the defender will sag off and give space when the dribbler sizes him up on the perimeter. That extra space could mean the difference between getting beat and getting a body on their man.



Logic for shading has also been improved. Defenders will shade their matchup to their dominant hand and force them to drive on a non-favored side – our Off-Hand Dribble rating plays into steal successes, making shading a valuable tool. The AI will be smart about this and will take into account the ball handler’s dribbling ability when shading, so you wouldn’t see a defender shading Chris Paul, who can pretty much go either way. Another aspect of the game where shading is utilized is forcing a player baseline from the wing, using the out of bounds line as a second defender (add in the backboard as a third). As a side note, the baseline cheese has been addressed in NBA 2K11, making this part of the court difficult to exploit this year. Forcing them to baseline can yield dribble-loss from bodyups (losing the ball or picking up their dribble) and tough baseline contact shots.

Help defense has also been given an upgrade this year. One of the issues last year was that our help defender took the shortest route possible to pick up the dribbler. It really killed them in the end because by the time they get close enough to the threat, a clear path to the basket is already available to the ball handler. What we’ve done this year is make the defender smarter by taking into consideration where the basket is at when committing to help. Instead of homing in like a missile, they will look for the driving lane and estimate the best point of intersect. Their priority is to close out the dribble lane, thus denying an easy look at the basket. Help defenders also now reduce pressure and sag off their man as they detect an incoming threat. This puts them in a better position to make that play at the ball.



Overall, our chase and pursuit logic has been reworked to better position the defenders on the court. For offball (and onball) defenders, they will now cut under the traffic when chasing after their man out in the perimeter. This way, they do not get tangled and get beat especially if their man is making a cut to the basket. It was pretty frustrating last year when AI defenders put themselves in a bad situation because of a poor pursuit angle and decision making. This is much better now with NBA 2K11.



Double teaming in the post has been improved to detect mismatches on the floor. Guys will now help out a vulnerable/overmatched defender – resulting from switches and rotations – when he’s being backed down. This way, when you find Nash being backed down by a big, best believe you will get some help down low.



Defenders are also smarter now in reacting to pick and rolls. Guys will hedge out to help his teammate. They will also drift towards the basket with the cutters, making you think twice about making that pass.



Rotation has been completely refined for 2K11. We’ve made it so that the rotation system is consistent; making it a part of the pick and roll, double team, and offball screen system. Whereas in years past they were handled separately by whatever system triggered it, it’s now centralized. What this means is that you will get consistent and smarter switches on the floor.

It's funny that it seems like none of you guys take the time to read anything. Either that or you dont know how to read, seeing as most of yall are reminding me of 3rd graders anyway.

If you cant read the quoted part and understand what is trying to be said, I guess their's no hope for you.
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Old 08-18-2010, 03:20 PM   #110
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Re: NBA 2K11 Video: From the Demo at Gamescom

The court spacing looks fine when the player is on offense. It's when he's on defense and just randomly flicking the control stick about that it gets all wonky, cuz the assistant AI is trying to compensate for the massive gaps he keeps leaving open, causing players to jumble about in a massive clustercopulation.
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Old 08-18-2010, 03:20 PM   #111
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Re: NBA 2K11 Video: From the Demo at Gamescom

Really like how they upped the presentation again. Really nice broadcast style! Can't judge the game just on this video, hope we will get some more vids over the next days. Gamescom ends at friday.
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Old 08-18-2010, 03:21 PM   #112
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Re: NBA 2K11 Video (possibly casual-mode): From the Demo at Gamescom

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Originally Posted by ace23

On-ball d is definitely improved @ 1:33 and 1:38.
There should have been contact @ 1:43, but this is casual mode, so..
I love the scoreboard, much more TV broadcast-like than 2k10.
Overall this vid was pretty encouraging.
00:45-00:50 is pure GOLD

And thats the CPU doing it!!!

The half court - 3pt line is an eye sore now that he pointed it out...maybe the Mavs logo is larger than the celts? could be the vid format as well...
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