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NBA 2K11 Developer Insights: Enhanced Control

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Old 07-31-2010, 01:56 AM   #41
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Re: NBA 2K11 Developer Insights: Enhanced Control

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Originally Posted by nickdp23
am i the only one who noticed that booz is only wearing one sock. lol
It's been discussed in the IGN preview thread. In my opinion, it's an issue of an early build, since there should also be a calf sleeve - and we already know there's a bug concerning the sleeve-sock (in 2K10). Also, he isn't wearing his forearm band. Gotta be something about an early build.
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Old 07-31-2010, 02:34 AM   #42
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Re: NBA 2K11 Developer Insights: Enhanced Control

I actually really enjoyed the little details that were written. Some of the things that excited me:

Quote:
That meant more response to controller input, less auto dribbling, and more weight/momentum.
In 2K10, running around the defender(with the ball) using turbo was the same speed as running straight at the defender. A physical impossibility. No more of that with more weight/momentum.

This is what I'm talking about:



Quote:
Many of you have been clamoring for foot-planting technology. What we realized was that we all wanted a feeling of being planted on the ground, especially when making changes of direction.
Yes! Yes!! Yes!!! Maybe now this means momentum jumpshots will be added. Also jumpshots look different depending on how long you hold the button/shot stick.

Quote:
All of this translates in appropriate movement models like backpedals, less jittering when making small adjustments, shading appropriately when necessary, etc.
Perhaps the bolded part is the animation I've been clamoring for awhile. The simple yet critical animation of offball defenders 'putting a hand on their man' which will reduce backdoor cuts/lack of resistance when heading towards the rim/lead pass abuse.

Quote:
Additionally, we wanted to accurately replicate the feeling of getting a good block in the game. Due to the fact that blocking shots has been made popular again with the great chase down blocks that we’ve seen from Lebron, Wade, Kobe and others.


This means the AI CPU can now do canimation blocks(hoping for real-time blocks) human users can do. In the Draft Combine, the AI CPU was able to do canimation blocks but in 2K10 it was left out(probably to make the game easier).

Quote:
Our AI, smart as it has been has been beefed up on both sides of the ball. We were able to spend good time adjusting transition and fast break behaviors, on both ends of the floor. We added smarter decision making from the AI ballhandlers, incorporating more attacking moves.
Very nice to see as the AI CPU was easy to exploit when you try to run-n-gun. They were too slow to react and they were predictable. Also nice to see more attacking moves from the AI CPU because in 2K10, they didn't use enough crossovers.

Quote:
We have a new in air collision system that automatically adjusts and reacts to every situation, providing the game with a different experience every time you pick it up. This system provides accurate physical resolutions to in- air contact, as well as air to ground (say for example in a Take Charge) situations.


I'm sick of seeing the same canned layup animations and with the new in air collision, it will be a blast. Something different happens each time you drive. Which means more body adjustments/contact and perhaps more fouls such as a slap of the hand/arm.

Also probably means some of the hard fouls in 2K9 will return. Other than they won't be the same canned layup foul animations.

Quote:
Passing was another area in need of a major upgrade. We wanted to differentiate good passers from bad ones both from a User standpoint and from a ratings standpoint.
At last, no more crazy accurate/bullet lead pass from every player.
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Old 07-31-2010, 02:40 AM   #43
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Re: NBA 2K11 Developer Insights: Enhanced Control

I'm sure defense will have its own developer insight. Having said that, I just want a defense that incorporates the 'Ball/You/Man' concept everyone is taught.

With this programmed, help defense will be realistic/on time as well as help the helper.
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Old 07-31-2010, 04:04 AM   #44
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Re: NBA 2K11 Developer Insights: Enhanced Control

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Originally Posted by fatleg3
the bulls red unis are shinny in real life. Just like denvers light blue, and mil. green , and im sure theres more but i cant think of them now
Nah they are not that shiny as how 2K has made them the last few years.



These are how they should look. 2K's version the red is still a bit off and it's too shiny, but that's a different discussion and I'm not too worried about it, it just stood out to me so I pointed it out earlier. Miami is another team in real life that has shiny jersey there black one.

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Old 07-31-2010, 10:13 AM   #45
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Re: NBA 2K11 Developer Insights: Enhanced Control

Quote:
Originally Posted by bearschicago
I actually really enjoyed the little details that were written. Some of the things that excited me:



In 2K10, running around the defender(with the ball) using turbo was the same speed as running straight at the defender. A physical impossibility. No more of that with more weight/momentum.

This is what I'm talking about:





Yes! Yes!! Yes!!! Maybe now this means momentum jumpshots will be added. Also jumpshots look different depending on how long you hold the button/shot stick.



Perhaps the bolded part is the animation I've been clamoring for awhile. The simple yet critical animation of offball defenders 'putting a hand on their man' which will reduce backdoor cuts/lack of resistance when heading towards the rim/lead pass abuse.



This means the AI CPU can now do canimation blocks(hoping for real-time blocks) human users can do. In the Draft Combine, the AI CPU was able to do canimation blocks but in 2K10 it was left out(probably to make the game easier).



Very nice to see as the AI CPU was easy to exploit when you try to run-n-gun. They were too slow to react and they were predictable. Also nice to see more attacking moves from the AI CPU because in 2K10, they didn't use enough crossovers.



I'm sick of seeing the same canned layup animations and with the new in air collision, it will be a blast. Something different happens each time you drive. Which means more body adjustments/contact and perhaps more fouls such as a slap of the hand/arm.

Also probably means some of the hard fouls in 2K9 will return. Other than they won't be the same canned layup foul animations.



At last, no more crazy accurate/bullet lead pass from every player.
Bears... Family... I love your passion. But this HAS to be the 5 or 6th time I've seen you go into these topics and points . I'm sure they have see it by now family. LOL I keep reading though the whole thing too expecting something different and its these same exact points. No disrespect at all but I truly believe you have gotten your point across.
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Old 07-31-2010, 10:24 AM   #46
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Re: NBA 2K11 Developer Insights: Enhanced Control

Quote:
Originally Posted by Da_Czar
Bears... Family... I love your passion. But this HAS to be the 5 or 6th time I've seen you go into these topics and points . I'm sure they have see it by now family. LOL I keep reading though the whole thing too expecting something different and its these same exact points. No disrespect at all but I truly believe you have gotten your point across.
You are right. It's just that I want it implemented in 2K11 so much. You know? I'm just going by what the developer insight says.
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Old 07-31-2010, 10:41 AM   #47
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Re: NBA 2K11 Developer Insights: Enhanced Control

Btw Da_Czar, Mike Wang and the 2K team have seen it:

Quote:
Originally Posted by bearschicago
I'm wondering if 2K11 will finally include a simple animation of offball defenders 'putting a hand on the man he is guarding' especially within 15 feet? This occurs all the time in the NBA.

This will prevent cheap backdoor cuts/lead pass as well as providing some resistance when players try and cut to the rim.

First basketball video game to implement this animation will go a long way in the Sim department.

Also the lead pass needs to be toned down. Currently it is too fast and accurate. Needs to be fixed in two ways.

1. Lead pass is slow but accurate.
2. Lead pass is fast but not as accurate(have to gather to catch the ball).

For more info on this: http://www.operationsports.com/forum...realistic.html

Also the ultimate Sim wishlist. I posted this also on 2K Sports forums and also PM'd it to SimBaller here on OperationSports. He hasn't replied to me yet.

http://www.operationsports.com/forum...shlist-54.html Post #539 and 540.
Quote:
Originally Posted by bearschicago
Beluba, could you please provide an answer or is it too early to discuss gameplay? Perhaps could you mention at least that you guys are tweaking on lead pass/passing in general and adding a simple animation of 'offball defenders putting a hand' on their man?

Would be much appreciated especially within this Sim community.
Quote:
Originally Posted by Beluba
Sorry. It's too early to disclose info. Once we get closer to ship I'll be happy to share more details on what you can expect for 2K11. We have read your wishlist though and are incorporating your feedback the best we can.
So you are right. I don't need to say it anymore. Unless they mention it in the developer insights.
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Old 07-31-2010, 01:46 PM   #48
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Originally Posted by AD2084
Nah they are not that shiny as how 2K has made them the last few years.



These are how they should look. 2K's version the red is still a bit off and it's too shiny, but that's a different discussion and I'm not too worried about it, it just stood out to me so I pointed it out earlier. Miami is another team in real life that has shiny jersey there black one.
yea i was going to say mia too but i couldnt remember for sure. I thought chi reds were shinner then that but i guess its not after seeing the pic
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