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NBA 2K12 Developer Insight #4 - Playcall System

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Old 09-04-2011, 09:48 PM   #265
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Re: NBA 2K12 Developer Insight #4 - Playcall System

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Originally Posted by Da_Czar
I remember when I used to be concerned that the cpu wasn't tuff enough or wasn't able to score against too much pressure. But honestly after the heat had me down 26 in the first half the first time I put it on allstar I was like F the cpu... LOL The game was tougher and you can't just say oh it's tougher for this reason or that. It is a combination of things.

Now again after I get the game and play it for awhile then maybe things will be different but as it stood the cpu was no punk and not is a cheese to keep it close way that I could see.
That said I don't feel I should ever be down to the cpu by 26 points on all star.
Man oh man I knew the Gamescom gameplay had to be on Pro. From what I saw the cpu could and should have been abusing some of those players reaching for days. It sounds like the CPU will make you pay until you learn how to stop what they are doing or they go cold. I like what I am hearing Czar tough but no cheese
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Old 09-04-2011, 09:51 PM   #266
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Re: NBA 2K12 Developer Insight #4 - Playcall System

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Originally Posted by Goffs
yes I know that but I don't know where it begins..I'm not one of those that memorize a few plays as I like to get everyone involved....again you move wrong and the play breaks...
I just don't see how you can run plays playing someone on the same screen without indicating to the other person what the play is. Memorizing is really the only option.
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Old 09-04-2011, 10:03 PM   #267
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Re: NBA 2K12 Developer Insight #4 - Playcall System

look...the arrows got to go is all I'm saying ....I.played live 10 with my brother next to me and I had no trouble running plays since its only indicators....

I just don't like seeing arrows as I find it distracting...small indicators I don't mind....ugh...

jeez doesn't anybody here play against people in person?
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Old 09-04-2011, 10:08 PM   #268
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Quote:
Originally Posted by Goffs
look...the arrows got to go is all I'm saying ....I.played live 10 with my brother next to me and I had no trouble running plays since its only indicators....

I just don't like seeing arrows as I find it distracting...small indicators I don't mind....ugh...

jeez doesn't anybody here play against people in person?
I do, but I think learning the plays by heart is the best option.
For me that's fun.


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Old 09-04-2011, 10:10 PM   #269
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Re: NBA 2K12 Developer Insight #4 - Playcall System

it's good if you sick with one team but I like playing random...that way I can utilize the plays whomever I play with...
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Old 09-04-2011, 10:33 PM   #270
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Re: NBA 2K12 Developer Insight #4 - Playcall System

Many thanks again Da Czar for providing your insights and info on 2K12! Can't wait till the PC release date.

Hopefully we don't have to edit the gameplay sliders too much or change the entire playbook for teams in order to make the game emulate the real NBA.
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Old 09-05-2011, 04:34 AM   #271
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Re: NBA 2K12 Developer Insight #4 - Playcall System

At this point...no matter what news... It may get me excited for a certain amount of time...But I just want the game in my hands...give me it....GIVE ME IT...NOWWWWWWWWWWWW!!!




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Old 09-05-2011, 07:58 AM   #272
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Re: NBA 2K12 Developer Insight #4 - Playcall System

changing D on the fly has cheese written all over it imo. it's already in the game but this takes it even further.

changing D on the fly (all in one possession) is very unrealistic. at max you'd see an Nba team doing a press and a zone but that happens pretty rarely.


I suspect cheesers will be doing something like:

the opponent inbounds --> press FC trap pressure
the opponent passes it into the post --> press Lock Down Paint
the opponent passes it backout to a 3pt shooter --> press Pressure Shooters

that's cheese if you ask me. it becomes not a game of reactions by manually
controlling the players, but a game of "coach" reactions, pressing buttons to have the CPU do all the work for you. it's like in a football game someone called a "run-stop" on the fly play AFTER the snap, and after you see that it's a handoff. ...not realistic.

Nba teams usually stay in the defensive set for the entire possession. it would be almost impossible for the players to collectively react that fast to the coach barking out the play. but in videogames, the players will respond immediately with no consequences.

there should definitely be a limit on how many times you can switch it up in one possession (pref. 2x or less) and that it tires your team out. this has been some undercover cheese that's gone on in
nba2k imo.

that'll be something to watch for when I jump online.

other than that, this should expand the game a lot and the CPU will probably play alot better too.
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