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NBA 2K11 Developer Insights: The Sticks

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Old 08-26-2010, 08:33 PM   #113
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Re: NBA 2K11 Developer Insights: The Sticks

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Originally Posted by mikenoob
No it was one of the comments he posted in a thread a while back.
Can you help me find it, dude? I checked his posts history but can't find it. If you're too lazy for that, it's ok.
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Old 08-26-2010, 08:50 PM   #114
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Re: NBA 2K11 Developer Insights: The Sticks

Filthy, straight filthy. I hope the A.I. is proficient in the utilization of sig gathers and all the various set up/space creating moves.
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Old 08-26-2010, 08:53 PM   #115
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Re: NBA 2K11 Developer Insights: The Sticks

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Originally Posted by JulesMendoza
thanks mike! i'm actually playin on broadcast cam angle. if player is driving from the right baseline, the shot stick control would change right?
I believe there's a setting to allow the shot stick to be camera relevant or not, if you don't want it to. Like if you flick the shot stick up in the broadcast am angle, it'll do the same thing when you flick up with a north south view like the 2K cam.
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Old 08-26-2010, 08:57 PM   #116
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Re: NBA 2K11 Developer Insights: The Sticks

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And speaking of sig shots, certain players have multiple ones (like Paul Pierce’s set 3 for example)... so it really pays to spend some time in practice mode to get to know your personnel and master the shot arsenal and timing of each of your players’ shots.
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Many people also complained about how fast jumpshots were last year and that it was difficult to get a “feel” for a guy’s shooting stroke. We re-worked our shot gather and shot release systems to improve on both counts. Now you’ll see much better footwork as well as an improved feeling of weight and gravity on all jumpshots. When releasing a shot, letting go of the Shot Stick will directly correspond to your player’s shot animation. So you can get those quick buzzer beaters off when you need to, or hang a little bit longer to get off a cleaner look when you’ve got better elevation than your defender.
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We’ve completely gone away from the Lockdown Defense idea (aka. Auto-D) and returned the Left Trigger to a movement modifier to give you full control over your facing. In NBA 2K11, playing solid onball defense has returned to being a skill that rewards quick reflexes on the gamer’s part, rather than allowing people to sit back and let the AI do the work for them.
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The second line of defense has been greatly enhanced as well. We’ve implemented a new midair collision system that allows for all kinds of body to body contact. If you meet a shooter in the air on his way for a layup or dunk, or if you slide underneath him to try and take a charge, you’ll see some beautiful collision animations result.
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With the new midair branching system, we can keep the user-controlled defenders under the user’s control and still have a proper collision response when bodies bang. And for those of you worried about high volume scoring in the paint, let me put your mind to rest now. People continually forcing shots inside will pay the consequences this year. We’ve spent a lot of time balancing the inside/outside game and if you want to be successful in NBA 2K11, you’re going to need to distribute your shots evenly and work for high percentage looks.
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And if all that fails, hold RT (R2 on PS3) and push the Right Analog toward the ball handler for a hard foul. That’s always fun.
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And if you force passes into traffic or try to cherry pick, improved interception logic will almost always knock the ball down. If they don’t, expect to see the ball get fumbled (allowing the defense to recover) or a bobbled catch out of bounds. Goodbye, Lead Pass exploit!
These are the highlights for me. Big ups to the 2K Team!
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Old 08-26-2010, 09:09 PM   #117
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Re: NBA 2K11 Developer Insights: The Sticks

Quote:
Originally Posted by JulesMendoza
thanks mike! i'm actually playin on broadcast cam angle. if player is driving from the right baseline, the shot stick control would change right?
I can answer this one. Mike's recording some games right now for you guys

The answer is Yes. Under Controller Settings you have the option for your Shot Stick command to be either Absolute or Camera Relative.

Camera Relative is what we've always had, where stick input takes into account your player's facing, movement, and camera angle. Absolute gives you a one-to-one command for up/down/left/right stick movement.

As an example, in Absolute Control, Up is always the Euro Layup and Down is always the Spin Layup - regardless of camera angle.
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Old 08-26-2010, 09:16 PM   #118
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Re: NBA 2K11 Developer Insights: The Sticks

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Originally Posted by JSapida
I can answer this one. Mike's recording some games right now for you guys

The answer is Yes. Under Controller Settings you have the option for your Shot Stick command to be either Absolute or Camera Relative.

Camera Relative is what we've always had, where stick input takes into account your player's facing, movement, and camera angle. Absolute gives you a one-to-one command for up/down/left/right stick movement.

As an example, in Absolute Control, Up is always the Euro Layup and Down is always the Spin Layup - regardless of camera angle.
Nice!! Now when's it coming out?
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Old 08-26-2010, 09:23 PM   #119
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Re: NBA 2K11 Developer Insights: The Sticks

Quote:
Originally Posted by JSapida
I can answer this one. Mike's recording some games right now for you guys

The answer is Yes. Under Controller Settings you have the option for your Shot Stick command to be either Absolute or Camera Relative.
Oh cool. This was what I'm asking from mikenoob. Thanks J!

And yeah, hopefully, Mike will release those vids real soon.
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Old 08-26-2010, 09:26 PM   #120
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Re: NBA 2K11 Developer Insights: The Sticks

Mike needs to change his name, I keep assuming people are talking about me when I see Mike. It's not like it's a popular name at all. Also those isomotion moves look real nice. Anyone notice the music keeps playing even if the video is done or paused?
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