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NBA 2K9 Patch Released For 360/PS3, Impressions Here

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Old 12-07-2008, 08:49 PM   #449
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Re: NBA 2K9 Patch Released For 360/PS3, Impressions Here

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Originally Posted by Winged Supreme
I apologize if this was mentioned already, but my first post-patch game in association felt really off. I was missing a lot of wide open looks and my opponent (Utah) turned the ball over 22 times (I only turned it over 4 times). Was this an anomaly or are other people experiencing this?
play some more games first. could be ur settings
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Old 12-07-2008, 10:47 PM   #450
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Re: NBA 2K9 Patch Released For 360/PS3, Impressions Here

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Originally Posted by Winged Supreme
I apologize if this was mentioned already, but my first post-patch game in association felt really off. I was missing a lot of wide open looks and my opponent (Utah) turned the ball over 22 times (I only turned it over 4 times). Was this an anomaly or are other people experiencing this?

I feel you...The computer really makes dumb passes against me and don't make smart decisions. They'll pass it to a teammate with one of my guys right in front of him. This is on Pro by the way.
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Old 12-08-2008, 10:14 AM   #451
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Re: NBA 2K9 Patch Released For 360/PS3, Impressions Here

Nice ideas Pared and Kruza, but do you think they are willing to risk losing fans by bumping up the defense's intelligence? Which would in turn make the game less offensive? I am with you, I want to see more turnovers but I mean how much more longer do we have to wait for these simple basketball mechanics?
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Old 12-08-2008, 11:07 AM   #452
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Re: NBA 2K9 Patch Released For 360/PS3, Impressions Here

Quote:
Originally Posted by EWRMETS
Using the hop step back with Kobe and then waiting for his slow release sucks.
I hear you man... the hop-step back is entirely too slow. There is no in between animation and with one, that move would become deadly, as it should be.

Right now, after the hop step back, the player needs to go back into the square up position, then shoot, allowing the defense to get back. It's very hard to get the right separation. The lack of defensive momentum plays a part in this problem as well; Guys can go with you one way and change direction quicker than the offensive guy.

Quote:
Originally Posted by DCAllAmerican
Nice ideas Pared and Kruza, but do you think they are willing to risk losing fans by bumping up the defense's intelligence? Which would in turn make the game less offensive? I am with you, I want to see more turnovers but I mean how much more longer do we have to wait for these simple basketball mechanics?
It's only a matter of time before we start seeing a bigger focus on defense. Mark my words.
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Old 12-08-2008, 11:28 AM   #453
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Lightbulb Re: NBA 2K9 Patch Released For 360/PS3, Impressions Here

I don't know. But where it could possibly start is to have an 'Easy,' 'Advance' and 'Simulation' options instead of the difficulty levels that exist. Fix the overall intelligence of the off-ball defenders to be realistic no matter which setting. Just make the easier level result in more subtle defensive mistakes happening out on the court which would lead to more free throw attempts (called shooting fouls) and called blocking fouls.

Scoring can still be up with this improvement, but the points would come from increased number of turnovers, which would help this aspect of the game as well. And this leads to another point...

The turbo button has to go -- no doubt about it. Make an individual player's Top Speed, Quickness (how long it takes to accelerate to top speed) and Agility/Balance (change of direction capability) ratings be the determining factors in how well he can move whenever the left stick is pushed. If a user jerks the left stick back-and-forth while controlling a player who is not agile, then that player is likely to stumble or maybe even fall if this rating is low enough. A stumbling guy will obviously lose the basketball if he was handling it. And speaking on ball handling, make the ratings for Handle and for Hands more restricting overall. Not every guard or swingman can consistently dribble around in traffic without mishandling the basketball or traveling with it. Not every big man who has the basketball in the post against a physical defender can consistently make every move he wants to make without mishandling it or traveling with it. And not every big man can consistently catch a drop-off pass in traffic without bobbling it. There are far too many players in NBA 2K9 are rated high in these two attributes than there should be.

At any rate, I think improving these things would have a considerable domino effect in improving the overall realism of the game. If gamers still have problems with how it plays then they can tweak the sliders to make it as "arcadish" as they want it to be. A simulation-type game should aim to be realistic as it could be at default. It shouldn't be the other way around as it currently is, where one has to meticulously tweak sliders to achieve realism. That's a-- backwards to me.

Kruza

Last edited by Kruza; 12-08-2008 at 11:59 AM.
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Old 12-08-2008, 11:46 AM   #454
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Re: NBA 2K9 Patch Released For 360/PS3, Impressions Here

I've been preaching for the removal of the Turbo button for 2 years now. It will happen. I know it will. It's just a matter of when.

Honestly since I've brought it up though, it doesn't have to be COMPLETELY removed. It could be a short spurt kind of meter that gradually refills on offense, and perhaps useless on defense.

Plenty of ways to go about it... but you'd have to experiment and see what works, honestly. Talking about it is one thing...

The most important thing is not allowing the user to just hold the turbo button down for... say, more than 3 consecutive seconds... and run around the half court ridiculously. There should be a start and stop. Hardly anyone runs in one spurt for more than 3-4 seconds in the NBA.

Next time you watch a game, keep count... and you'll see even on fastbreaks most guys can go 3/4 of the court in about 4 seconds...
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Old 12-08-2008, 12:33 PM   #455
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Re: NBA 2K9 Patch Released For 360/PS3, Impressions Here

Just a general observation, but does anyone find it very difficult to score with guards under say, 6"4"?

I'm talking about guys like Allen Iverson, Chris Paul, Chauncey Billups.


Lets take A.I. for example. I always hate using AI in 2k. the only way I can score with him is on 3 point shots, and breakaways.

In the half court he is utterly useless, as he is a blocked shot waiting to happen.
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Old 12-08-2008, 12:58 PM   #456
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Lightbulb Re: NBA 2K9 Patch Released For 360/PS3, Impressions Here

Quote:
Originally Posted by Pared
I've been preaching for the removal of the Turbo button for 2 years now. It will happen. I know it will. It's just a matter of when.

Honestly since I've brought it up though, it doesn't have to be COMPLETELY removed. It could be a short spurt kind of meter that gradually refills on offense, and perhaps useless on defense.

Plenty of ways to go about it... but you'd have to experiment and see what works, honestly. Talking about it is one thing...

The most important thing is not allowing the user to just hold the turbo button down for... say, more than 3 consecutive seconds... and run around the half court ridiculously. There should be a start and stop. Hardly anyone runs in one spurt for more than 3-4 seconds in the NBA.

Next time you watch a game, keep count... and you'll see even on fastbreaks most guys can go 3/4 of the court in about 4 seconds...

Point taken, but I believe a turbo or sprint button is not needed if the Top Speed, Quickness and Fatigue attributes are properly implemented. Rapidly pushing the left stick to the extreme at a specific direction should be enough to get a player eventually moving from standstill position up to his fastest straightline speed while sprinting on the break. How long that player has his momentary burst depends on how quick the player is able to accelerate. He'll maintain that momentary burst at top speed as long as his fatigue levels are high. Lower fatigue levels mean lesser amount of time that player reaches his absolute top speed on the rapid push of the left stick. And there's no chance of reaching top speed at any point during a long sprint down the court if the player is tired, which is the way it should be.

I think including an addditional artificial burst will significantly limit the importance of Top Speed, Quickness and Fatigue ratings.

Kruza

Last edited by Kruza; 12-08-2008 at 01:02 PM.
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