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Taking the Slamball Out of Our NBA Games

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Old 12-31-2008, 04:30 PM   #17
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Re: Taking the Slamball Out of Our NBA Games

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Originally Posted by deepen03
2k9 has an amazing off-ball animation system. the players are constantly moving around as long as you know how to use the play-calling system. Please learn how to play the game properly before criticizing.
He was refering specifically to 5 on 5, and even if that werent the case, its not actually possible for human players to manually trigger most of those animations off ball, which is a problem ive had with basketball games for a while. Playing the passing lane shouldnt be the only way to keep the ball out of the hands of a superstar guard.
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Old 12-31-2008, 05:51 PM   #18
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Re: Taking the Slamball Out of Our NBA Games

Played about 4 online games today and everyone I played, played the same way: Inbound to PG pass to C streaking upthe court, layup dunk. Anytime they couldn't get that play they didn't know what to do. I need some decent people to play online against in Live
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Old 12-31-2008, 07:07 PM   #19
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Every single Team Up experience I've had with 2k has been fantastic. Better than good. Like anything else, if you play with guys whose game doesn't agree with yours, you'll have a disagreeable experience.

Lack of Turbo penalty and momentum is a problem in all bball game modes, but if you play team up with sim gamers, the game is built to give you a really fun experience. It's new and it still needs work, but it's not so bad that you should have to shelve it.
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Old 01-02-2009, 10:54 AM   #20
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Re: Taking the Slamball Out of Our NBA Games

Getting rid of the turbo button and adding pressure sensitivity to the analog control is the answer. The further in a direction you move the stick, the faster your player will run. Most sports games have this feature to some extent, but the turbo just multiplies a players speed at least five-times. Guys like Tim Duncan should never be able to keep up with Chris Paul, etc.. And w/ Duncan using turbo and Paul not, this happens all the time.

Again, like some have said, the answer is all in the engine and physics.
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