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NBA 2K13: Finding the Right Gameplay Blend With Sliders

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Old 10-23-2012, 10:33 AM   #41
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Originally Posted by raiderphantom
Because some people enjoy realism. What's so much better about having a release point dictate whether your shot goes in? In real basketball, it's about getting open looks. In 2K13, I can hit probably half of my threes with just a tiny bit of separation, even off the dribble. Go play NBA Street if realism is "super garbage" to you.
Yeah, because it's really realistic to make jump shots when you're on the way down from the apex of your jump. Timing the releases is one of the more enjoyable aspects of the game to me, just surprised that so many people feel differently.

By the way, I played a quarter with the "real %s" just to try it out, and it was the highest FG% I had in any quarter all game.
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Old 10-23-2012, 10:49 AM   #42
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Re: NBA 2K13: Finding the Right Gameplay Blend With Sliders

This is a very good game....but also the most frustrating game in how they've tuned the gameplay regarding the fastbreak. In all the slider sets I've ever created for a sports title, these are THE MOST TOUCHY and hard to figure out. It's like one small move with one slider totally sets off a HUGE hole with another slider. And thanks for the props in the first post... My goal with creating sliders is #1: create realism with regard to player movement & to get what I see on TV into the game itself. #2: THEN get the statistics to play out in simulation form. I think the reason many guys have good, but not great, sliders is they do this in reverse...
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Old 11-15-2012, 03:52 AM   #43
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Two different opinions. Does anyone know for sure which one is right? I always wondered about this option. It seems like you would not want the real FG or FT % on because with it off my shot stick timing would be the main influence but the player ratings still would have influence over the accuracy of the shot, wouldn't it??
Real Player % takes in for account the ratings only and applys it to when you press the shooting button..... So basically it makes the game do the shooting for you. (which in my opinion is bad if you as a player want to play the game.)
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Old 11-15-2012, 12:40 PM   #44
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Re: NBA 2K13: Finding the Right Gameplay Blend With Sliders

Quote:
Originally Posted by JasonMartin
I wish Ronnie or LD2K would response to that. I don't see any good reason to remove that option.




2K is really good at removing proven and decent gameplay features. 3 steps forward, 4 steps back.
This is not true and I think you have them confused with another company. Please tell us what major features have been removed in the last few years.
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Old 11-15-2012, 12:45 PM   #45
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Re: NBA 2K13: Finding the Right Gameplay Blend With Sliders

No, please don't.

It has nothing to do with this thread and we don't need this devolving into a "company/game war" type thread.

Ignore it and move on.
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Old 11-25-2012, 10:44 AM   #46
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Why is the 3PT slider for the Simulation style set on 47? Why is it not on 50?
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Old 11-25-2012, 11:29 AM   #47
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Re: NBA 2K13: Finding the Right Gameplay Blend With Sliders

It is frustrating at times because I feel like I spend 50% of the time adjusting sliders and settings trying to get the game or teams to play more true to life than actually spending time to play the game. I've gotten to the point I'm tired of adjusting sliders, because alot of the gameplay issues are also because of 2K rosters and the teams playbooks not being good. I've now basically have adjusted the coaching profiles to calm down the crazy CPU fastbreaks, and to get post players more involved, applied vannwolf's playbooks to each team, slightly adjusted the sliders to make the cpu not attack the paint as much and fastbreak, and I've adjusted big men tendencies for more post shots, and finally put the gameplay to Pro instead of Allstar. Right now with all of this seems like this is most realistic I can get the CPU teams to play, I'm curious though to see what 2K will address with the patch.
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Old 10-20-2013, 05:36 PM   #48
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Regarding the Simulation sliders, why is 3PT Shot Succes at 47 and not 50? Why is Inside and Close Shot Success at 45 and not 50? What is the purpose for these changes?
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