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NBA 2K Tidbits: Necessary Improvements

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Old 09-04-2009, 02:29 PM   #17
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Re: NBA 2K Tidbits: Necessary Improvements

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Originally Posted by NINJAK2
Well DC I will cosign your take on too many end of team shot clock baskets going in, but as far as end of halves/games it was not overdone imo. No 2k ..
This is a completely different story. Shot clock and end of half/game/quarter shots are two completely different things.
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Old 09-04-2009, 02:32 PM   #18
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4. “Trailing” Steal Attempts – While I love these animations, I hate this game mechanic. Why? Because while the CPU won’t abuse any advantage it can, human players will. What’s strange is that you can’t do this to a CPU-controlled player without being whistled regularly for a foul. But when battling against another user, gamers hit the steal button from behind a ball handler to impede fast breaks and other breakaway attempts at will. Solution? Easy, let’s see this called as a reaching foul nine times out of 10 like it probably would be in the NBA.

17. Steal Attempts – While many other elements of NBA 2K have become more simulation over the years (including steal attempts), the ability for users to abuse the steal button remains a major headache. The NBA game tends to be about position defense, and most steals come from playing passing lanes. More fouls and more penalties for reaching should be in effect.
11. Fatigue – Dynamic fatigue has been a necessary feature for some time. And although a tremendous amount of work has been done in this regard, there are still certain behaviors during gameplay that should have more tangible fatigue consequences -- but don’t. Take, for instance, the constant double-teaming that unscrupulous players used to ruin gameplay two years ago. Couldn’t this have been rectified by a system where players who did this tactic fatigued at three times the normal rate, thus these users had to constantly sub bench players in for key minutes or risk playing with fatigued and ineffective players? What about a full-court press all game? I think Rick Pitino’s quick NBA pit stop all but proved the ineffectiveness of this tactic. Few, if any teams are in the condition to press for 48 minutes. Let’s not forget defensive assignments either.

There’s a popular adage that sums it up: “You don’t get tired playing offense.” I would like to see a more fatigue drain when I assign players to play “tight" D, use the lockdown mechanic and harass offensive players. These are just a few of the benefits that a more dynamic fatigue system would allow.

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Old 09-04-2009, 02:32 PM   #19
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Re: NBA 2K Tidbits: Necessary Improvements

man id be lying if i didnt say that i do see that i do see a high % of shots go in at the end of the shot clock....as well at the end of quarters etc....everybody sees something different...lol i remember DC used to argue me down that big men didnt hit uncharacteristic jumpers in 2k8 when i was seeing it consistently...go figure lol
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Old 09-04-2009, 03:00 PM   #20
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Co sign this article. These things would go a long way toward making tis game more sim. I don't really have a problem with the rebounds on free throws, only occasionly.
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Old 09-04-2009, 03:02 PM   #21
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Re: NBA 2K Tidbits: Necessary Improvements

Great Article
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Old 09-04-2009, 03:28 PM   #22
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Great breakdown. I can agree with most of it and would add that the pick and roll passing needs to be fixed. Most times, when I hit the button to pass to the rolling player, the AI chooses to bounce pass, unnecessarily most times and the pass ends up getting knocked around then stolen.

I would also add to the stealing animation post that the animations just need to be fixed. A lot of time, my guy will animate in some wonky, non-contextual way that takes the user out of the play and it's still prevalent in the Combine.

The fatigue thing I'm not sure of. I would play full court press and even step it up on defense with that option to boost a particular aspect of your team that was given twice per quarter and my guys seemed like they would never fatigue playing at such a high level of defense. However, the auto subbing would be "somewhat higher" when playing at that high level. More times than not, I could shut down other teams with my Nets on All Star when playing that type of defense.

The buzzer beater deal I definitely co-sign on. Players would usually act like they just made a regular ole shot or sumthin' and would kill the moment.

As for post play, the controls are too wonky, and more times than not, my player would do something to trigger that clumsy falling forward animation which would trigger that "knock the ball of my hands" animation by the defense.
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Old 09-04-2009, 03:45 PM   #23
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someone ship this article to 2k sports
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Old 09-04-2009, 04:02 PM   #24
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LOL! you guys are funny...who'd have thought that buzzer-beaters at the end of the quarter/half/game would cause such controversy...i've never seen as an issue of these-shots-go-in-way-too-much, but maybe that's just me...

in response to flamangatang2k5 i hear what you're saying about defenders jumping on pump fakes but i think it happens much too often. defenders on the perimeter are taught NOT to jump. maybe as a compromise we should see it more in poor and average defenders, true? the ray allen/noah example is a good one...but wouldn't you agree that situation was a perimeter mismatch and that allen SHOULD have been able to toy with him?
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