Home

NBA 2K12 Developer Insight #4 - Playcall System

This is a discussion on NBA 2K12 Developer Insight #4 - Playcall System within the NBA 2K Last Gen forums.

Go Back   Operation Sports Forums > Basketball > NBA 2K Basketball > NBA 2K Last Gen
A New Patch Creates That Urge to Start Fresh
NBA 2K25 MyNBA: How to Avoid Too Many Free Agents Staying Unsigned
College Football 25 Guide: What Goes Into a 'Best Playbook' and How to Find Your Own
Reply
 
Thread Tools
Old 09-05-2011, 11:43 PM   #281
MVP
 
stillfeelme's Arena
 
OVR: 10
Join Date: Aug 2010
Re: NBA 2K12 Developer Insight #4 - Playcall System

Quote:
Originally Posted by mutumbo888
.



good points. as long as the AI defense doesn't have some godlike response and recovery when switching sets in a possession, and there is a risk to doing it, should be ok.

Idk I'm undecided about how realistic it is to have cpu actions that create a magical pressurization at the push of the button. for example when someone presses 'double team' when someone is about to shoot, it's almost like they really pressed "turbo pressure." even if the 2nd defender isn't there, you get a magical pressure effect simply by pressing the double team button. not entirely saying it shouldn't be in the game, just saying that knowing when to press the double team button shouldn't take precedent over 'on the court' instincts of manually positioning your player, etc.
From what I have been hearing from Da_Czar in this thread the CPU plays real without cheese. I think he was talking about at the All-Star level. There was another preview given by Jr?? in that CBS preview and he was answering some good questions about how realistic the CPU plays. Once you are able to simulate real action without the need to speed up the CPU movement or give the CPU any advantage to keep the score close, then I think we will have a game that comes down to how well we are able to execute. I think this is where 2K is taking it from everything I have read or seen. I don't think it will be like 2K11 where you could see the CPU get a speed burst. I know what you are saying though.
stillfeelme is offline  
Reply With Quote
Advertisements - Register to remove
Old 09-06-2011, 12:40 AM   #282
Rookie
 
OVR: 2
Join Date: Jul 2007
Re: NBA 2K12 Developer Insight #4 - Playcall System

Quote:
Originally Posted by mutumbo888
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
On the same token, people online change their plays to lead pass. There needs to be balance on both sides.
secondcity t is offline  
Reply With Quote
Old 09-06-2011, 02:18 AM   #283
Rookie
 
OVR: 0
Join Date: Aug 2011
What's the next insight about? And will there be a presentation insight?
vicente is offline  
Reply With Quote
Old 09-06-2011, 04:04 AM   #284
Rookie
 
OVR: 1
Join Date: Dec 2008
Re: NBA 2K12 Developer Insight #4 - Playcall System

Quote:
Originally Posted by mutumbo888
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.
I think you're overreacting a bit and forgetting how fast plays happen. In your hypothetical scenario, the defense wouldn't be able to adjust fast enough, so it wouldn't make sense to constantly change your strategy.

1. Once you break the full court press, the defense is at enough of a disadvantage where you should be be able to get a good look. (at the very least, you'll have a 4 on 3 or something.

2. Assuming you don't score after breaking the press, let's assume you pass it into the post. If opponent decides to lock down the paint, they'll send a double team at your man. You should have an open man somewhere (most likely 3 pt land), so you pass it out to him.

3. If he presses "Pressure Shooters," it's too late because the defense is forced to rotate and they're on their heels. You should have an open shot and if you don't, even with Lockdown Paint on, you'll have a defender flying at you relatively out of control. It won't be hard to pump fake and get past him or just drive right by him. From there, it's all about getting to the rim or finding the open man if the defense rotates in time.

I have to say, I'm loving the offensive updates. I've been dying for a playcall system that had multiple options and really used offensive set type designs instead of just singular plays. For example, NBA teams don't really call plays every time down but there is usually a plan and organization that you don't really get when you freelance in 2K.

Something like, you call "Set A" - from here the PG can either dribble to the left wing or the right wing. If he goes left, the wing player (lets say SG) on the left cuts down and spaces the floor out. Big man on the left posts up and big man on the right flashes high. If you give it to the man posting up, the PF cuts to the rim and everyone just spaces out and plays over.

If you give it to the PF, the C moves towards the middle and tries to post up his man there. If that doesn't work, C clears out of the lane, and the plays dead. If you give it to the wing at the top of the key, you have to swing the ball to the other wing, then the bigs shift over and try to get the ball in the post on the other side.

I would love the option for the PG to dribble to the opposite side in the beginning of the play and trigger the same play but with the different players. So everything would be the same except the C would be flashing high and the PF would be posting up this time. This is just a basic play but I'd love to have the option of really running an offense. Not just singular plays.

Kinda long winded, but I'm ecstatic about this insight especially the inbound plays. Such a small detail that makes a huge difference - especially since there are so many options and strategies behind out of bound plays. (How many times have you gotten stuck inbounding with your best shooter when you needed a 3 with 1 second left )
mgrand15 is offline  
Reply With Quote
Old 09-06-2011, 04:20 AM   #285
*S *dd*ct
 
NINJAK2's Arena
 
OVR: 28
Join Date: Jan 2003
Posts: 6,195
Blog Entries: 4
Re: NBA 2K12 Developer Insight #4 - Playcall System

Quote:
Originally Posted by mutumbo888
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.
Maybe these strategies will work similar to the defense, shot selection, rebounding, and (forgot the fourth one) strategy choices during timeouts. In other words once you select a strategy you have to wait for the time of that strategy to elapse before selecting another. If not, hopefully the constant switching of defenses and/or the type of defense selected (ex: constant pressure) will have a bigger effect on fatigue.
__________________
EA and 2k have the unfortunate task of trying to balance on a tightrope of fun and sim while trying not to fall 10,000 feet to their death. Instead of a safety net waiting down below there will just be angry customers quick to move out of the way and talk of their failure.
NINJAK2 is offline  
Reply With Quote
Advertisements - Register to remove
Old 09-06-2011, 02:55 PM   #286
Rookie
 
OVR: 3
Join Date: Feb 2008
Quote:
Originally Posted by NINJAK2
Maybe these strategies will work similar to the defense, shot selection, rebounding, and (forgot the fourth one) strategy choices during timeouts. In other words once you select a strategy you have to wait for the time of that strategy to elapse before selecting another. If not, hopefully the constant switching of defenses and/or the type of defense selected (ex: constant pressure) will have a bigger effect on fatigue.
That would be a good idea as well
guesswhozbak17 is offline  
Reply With Quote
Old 09-06-2011, 04:28 PM   #287
MVP
 
OVR: 15
Join Date: Aug 2005
Location: Saint Louis MO
Re: NBA 2K12 Developer Insight #4 - Playcall System

Quote:
Originally Posted by tcnumba10
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.
Im also hoping we won't have to edit the gameplay sliders or players/team tendencies that much in 2K12 for the game to emulate the real NBA. NBA 2K12 looks like it is stepping in that direction, can't wait for this game...
STLRams is offline  
Reply With Quote
Old 09-06-2011, 06:49 PM   #288
Banned
 
OVR: 41
Join Date: Apr 2011
Location: U.S.A
Blog Entries: 11
Re: NBA 2K12 Developer Insight #4 - Playcall System

Quote:
Originally Posted by STLRams
Im also hoping we won't have to edit the gameplay sliders or players/team tendencies that much in 2K12 for the game to emulate the real NBA. NBA 2K12 looks like it is stepping in that direction, can't wait for this game...
This I hope the best sliders ever are built into the game and we get good game play and any difficulty
Green Magic is offline  
Reply With Quote
Reply


« Previous Thread | Next Thread »

« Operation Sports Forums > Basketball > NBA 2K Basketball > NBA 2K Last Gen »



Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On
Trackbacks are Off
Pingbacks are Off
Refbacks are Off



All times are GMT -4. The time now is 07:42 AM.
Top -