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NBA 2K12 Developer Insight #4 - Playcall System

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Old 09-03-2011, 09:10 PM   #249
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Re: NBA 2K12 Developer Insight #4 - Playcall System

My question now is. WHERE IS THE DEMO?!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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Old 09-03-2011, 09:12 PM   #250
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Re: NBA 2K12 Developer Insight #4 - Playcall System

Quote:
Originally Posted by Goffs
What I'm interested in seeing is how they actually move now when setting up the play. As smooth and pretty the animations are there are instances where the animation would play out and they end up running in place when someone is on the way. There is no break animation in between so off ball contact animations are needed.
Goffs can you show me some video of what your describing ?
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Old 09-03-2011, 09:41 PM   #251
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Re: NBA 2K12 Developer Insight #4 - Playcall System

Quote:
Originally Posted by tcnumba10
Just wondering if there are different ball carriers up the court now? I remember reading that plays now does not have to start with the PG. So for example does Wade, James and Chambers take turns bringing the ball up for Miami?
Yes although they had this in last year. I like the implementation this year even better. With Wade and James on the floor James will do most of the play initiating. If James subs out Wade and Chalmers split it depending on the play calls ( wade won't initiate plays he finishes).

When Chalmers is on the floor with out either of the big 2 he is the primary ball handler.

Quote:
Originally Posted by tcnumba10
question is that, is the catch and shoot less effective this year? I remember in 2K11 that the cpu ran the same plays for Deng, Carter, Durant and others to catch and shoot after an off-ball screen which was very annoying especially when you are playing against the Bulls since the cpu didn't focus (run as many plays) on utilizing on Rose on offense like they should.
There were a few indirect issues with this. I don't know what the end result will be but when I played last this was not an issue. In 2k11 the 4 play limit really screwed you with your stars or main scorers.

The combination that caused this were too few authentic plays for your main guy. Last year you were forced to have plays for EVERY player on the floor even a guy who may never shoot. So although the plays were authentic they weren't deep enough to allow you to see a guy score in the variety of ways he might.

The cpu was also limited in not knowing playtypes and which one a player should prefer.

The defense was at a supreme disadvantage trying to trail a guy coming off any types of screens due to movement/ animation limitations.

This year you have play types which are ranked in order 1-4. They looked at the AI for calling plays and made sure the AI would have access to and utilize all plays in the playbook.

Think about it. Last year you played 48 minute games ( some of you) with 4 plays and now you can have 1 play type with as many of those types of plays in your playbook. So if you have 20 iso plays and you have a player who is an Iso he has access to all of those AND all of up to 3 more types of plays.

So the play pool has greatly expanded. This means the cpu can have multiple post and iso and pick and roll plays that are only limited by the playbooks.

The defensive movement has also been improved which will cut down on the number of wide open shots wing players will receive.

So from a design standpoint all the major issues with that were addressed. Now the only question is how well was it implemented.

Also when you get the game don't forget we didn't want the cpu to just run away from plays that were working and just have generic play distribution. If you can't stop something then why would we run anything else ?

So there is a delicate balance there and we won't know till you guys get it and play it if went to far or stopped too short. So good quality feedback will definitely be helpful prior to any patches if there are any.

Quote:
Originally Posted by tcnumba10
lastly, how does the cpu utilize their superstars and their own playbook? It was great reading Rob's playcalling system and it sounds terrific for the user to utilize, but it would be all useless if the cpu doesn't utilize it as well as the user. Does the cpu run the entire playbook and gets the user guessing every-time the cpu is on offense? Is the AI smarter? How is the substitution patterns made by the cpu?
The CPU is a BEAST on using their stars. Combine the spacing with the branches and the improved defensive speeds ( no real cheat burst on defense)

Like Dirk is unstoppable. Period. I had Lebron score 17 of his teams 25 points in one quarter against me. Just dominate. So for me on the build I played that was not even an issue. I can't lie I have a HUGE smile anytime I see the cpu correctly use a branch on me as I cheat one of the angles.

It's not perfect though its a first year implementation and I didn't get every idea I had in because of time but I think it represents one hell of a first step into making the cpu more life like and less predictable.

Miles ahead of 2k11 anyway.
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Old 09-03-2011, 10:01 PM   #252
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Originally Posted by Knickerbocker
All strategies do is change your coaching sliders (and def settings), I'm almost certain. Since on the screenshot with strategies there was the option to set to "Coach default". So I think you can't have both, since leak out most likely ups your fastbreak slider.
If the strategies are linked that way with sliders...then that is perfect
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Old 09-03-2011, 10:31 PM   #253
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Originally Posted by iLLosophy
For those who only play online, this is putting the horse before the carriage. Saving plays should be priority #1.
Speak for your self. Man saving plays online is cool but a robust play calling system more than helps me forget about that feature. I think that "play calling is useless without online save" argument should be for another thread as it is irrelevant to this insight.

I play 95 percent online so I know how you feel but it is a little ridiculous to say this is useless.

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Old 09-03-2011, 10:54 PM   #254
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Re: NBA 2K12 Developer Insight #4 - Playcall System

This looks really cool, but it only makes me wish it were College Hoops instead!
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Old 09-03-2011, 10:56 PM   #255
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Re: NBA 2K12 Developer Insight #4 - Playcall System

Quote:
Originally Posted by Da_Czar
Yes although they had this in last year. I like the implementation this year even better. With Wade and James on the floor James will do most of the play initiating. If James subs out Wade and Chalmers split it depending on the play calls ( wade won't initiate plays he finishes).

When Chalmers is on the floor with out either of the big 2 he is the primary ball handler.



There were a few indirect issues with this. I don't know what the end result will be but when I played last this was not an issue. In 2k11 the 4 play limit really screwed you with your stars or main scorers.

The combination that caused this were too few authentic plays for your main guy. Last year you were forced to have plays for EVERY player on the floor even a guy who may never shoot. So although the plays were authentic they weren't deep enough to allow you to see a guy score in the variety of ways he might.

The cpu was also limited in not knowing playtypes and which one a player should prefer.

The defense was at a supreme disadvantage trying to trail a guy coming off any types of screens due to movement/ animation limitations.

This year you have play types which are ranked in order 1-4. They looked at the AI for calling plays and made sure the AI would have access to and utilize all plays in the playbook.

Think about it. Last year you played 48 minute games ( some of you) with 4 plays and now you can have 1 play type with as many of those types of plays in your playbook. So if you have 20 iso plays and you have a player who is an Iso he has access to all of those AND all of up to 3 more types of plays.

So the play pool has greatly expanded. This means the cpu can have multiple post and iso and pick and roll plays that are only limited by the playbooks.

The defensive movement has also been improved which will cut down on the number of wide open shots wing players will receive.

So from a design standpoint all the major issues with that were addressed. Now the only question is how well was it implemented.

Also when you get the game don't forget we didn't want the cpu to just run away from plays that were working and just have generic play distribution. If you can't stop something then why would we run anything else ?

So there is a delicate balance there and we won't know till you guys get it and play it if went to far or stopped too short. So good quality feedback will definitely be helpful prior to any patches if there are any.



The CPU is a BEAST on using their stars. Combine the spacing with the branches and the improved defensive speeds ( no real cheat burst on defense)

Like Dirk is unstoppable. Period. I had Lebron score 17 of his teams 25 points in one quarter against me. Just dominate. So for me on the build I played that was not even an issue. I can't lie I have a HUGE smile anytime I see the cpu correctly use a branch on me as I cheat one of the angles.

It's not perfect though its a first year implementation and I didn't get every idea I had in because of time but I think it represents one hell of a first step into making the cpu more life like and less predictable.

Miles ahead of 2k11 anyway.

I just gotta say Czar, you are the man and absolutely LOVE the fact that 2k involved you in the process of developing this game. With them reaching out to you in this way and Mo on the trailers, to me it shows an incredible appreciation and respect for their fan base and I am hard pressed to think of another company that includes the people that keep the boat afloat in such a marvelous way. Kudos man and much respect for 2k
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Old 09-03-2011, 11:08 PM   #256
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Re: NBA 2K12 Developer Insight #4 - Playcall System

Thanks again for your insight and answering my questions Da Czar! It's great to have someone like you who represents the NBA 2K Nation Community!

I have a few more questions if you don't mind bud, regarding the penetration and defense.

How's the defense by the cpu when the user tries to force and drive their way in for a dunk? How does the cpu defenders prevent the user abusing this strategy? Faster rotations? More physical one on one D? Less dunks in the paint? Abusing turbo by the user is a non factor this year?

Another main concern was the lack of pull-up Js. It was extremely hard for the user to drive and stop and pull-up esp using Kobe trying to emulate what he does in real-life since he's not as athletic as he once was. Are pull-up Js easier to execute and does the cpu utilize it as well more often?

Although it was confirmed by Mike Wang that there will be a walk-up the court animation this year, I didn't see it in the demo. Can you confirm to us again if it is in 2K12 and it's utilized by the cpu too?

How are accessory colors this year? Can you choose different headband colors for home and away games? I know that in 2K11 that the armband, sleeves would change color if you used the 2ndary accessory color option but those colors were already preset...

Lastly, are there any new user/cpu gameplay sliders and/or player tendency/attributes that are in 2K12?

Thanks alot man, really appreciate your time and feedback!
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Last edited by tcnumba10; 09-03-2011 at 11:28 PM.
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