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NBA 2K12 Patch 1.04 Available Now - Post Impressions Here (PS3, 360)

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Old 12-14-2011, 11:28 AM   #313
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Re: NBA 2K12 Patch 1.04 Available Now For PS3, Post Impressions Here

Can anybody confirm that you can call plays for individual plays for players in coach mode and not just quick plays. Thanks.
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Old 12-14-2011, 11:34 AM   #314
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Re: NBA 2K12 Patch 1.04 Available Now For PS3, Post Impressions Here

Wow, they didn't fix the scoreboard issue where the road teams logo and colours are often being shown for an entire game.

Wish I could get my money back for this game. I will definitely not buy next years addition.
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Old 12-14-2011, 11:45 AM   #315
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Re: NBA 2K12 Patch 1.04 Available Now For PS3, Post Impressions Here

Quote:
Originally Posted by jeenafme
My god this guy is licking all over 2K. Just numbers? Do you even watch basketball? It's a sport game and you say just numbers? lmao Just because you don't play association/season mode and for some reason, don't give a **** about the inaccurate stats, you bash the people for pointing it out? i respect the improved gameplays but the numbers are as much important especially in the sport game. Get off 2K's sack so they can be mentioned and be fixed in the next patch. Your riding of 2K is incompetent and disgusting.

Totally agree. Anybody knows if 2k could fix this without the wait for another patch? And in your experience, how long until the next patch? thanks
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Old 12-14-2011, 11:49 AM   #316
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Re: NBA 2K12 Patch 1.04 Available Now For PS3, Post Impressions Here

Has anybody else noticed that there are some replays that you can't skip? Every now and then a replay will start, I'll press a button to skip it, but I'm stuck watching it until it's over.
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Old 12-14-2011, 11:58 AM   #317
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Re: NBA 2K12 Patch 1.04 Available Now For PS3, Post Impressions Here

Would like to know if they address the ingame plays selection little screen ? ... like if they added some kind of tabs to separate plays by playtypes, or changed the order of the plays to go by playtypes or added colors to differentiate them, etc.

While there might be things touched that were not advertised, there seem to be some glaring things (mostly bugs/glitches, not necessarily inclussion of features, thus those addings would be inmensively appreciated) that werent addressed. Hopefully there is a subsequent patch for early next year. Anyways, for the things they did advertise and going by the feedback here, they succeed.
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Old 12-14-2011, 12:06 PM   #318
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Re: NBA 2K12 Patch 1.04 Available Now For PS3, Post Impressions Here

my impressions after playing 4 hours post patch last night. I played on pro allstar and hall of fame with combinations of default/simulation sliders.

This goes for anything above PRO/Default:
There is still something wrong with the momentum switch in the code - Once it is switched on (either you miss a couple of shots, or the CPU makes a couple) there is (almost) nothing the user can do to stop the CPU by trying to play sim basketball.

The CPU just take it inside morph through my players and score, feels like I am not there.
I saved multiple snapshots / replays CPU going through me and my hands to score.
that's the defense.

On offense,
I play with the shot timing feedback and quality feedback on - just to see if I am taking bad shots. When the CPU is on that momentum run - I miss open A+ to B- quality shots from my player's hot zone. not one not two, 5-6 times in a row. But does it really happen every single game? There is no break, I guess I still could not figure out how to turn that switch off. Because once it is on, it's a joke. It almost feels like - no matter what you do, you wont change the outcome that's based on something other than the basketball being played on the court.

[things that I do to keep the momentum neutral:
-I am taking timeouts (even tried couple full timeouts b2b to cool the cpu down)
-Making defensive adjustments (both in defensive settings and coach profiles - yes I watched Da_Czar's videos etc etc)
- I know my team's hot zones - I run plays %95 of the time and I know my plays.
- etc]

I am not saying that momentum should not exist, it's a game of runs I know. I am saying the momentum should not give a %100 boost to the team that has it and a %100 blow to the team on the other side of the momentum. It used to work as it supposed to. CH2k8.

So what's different after the patch:
-players lose handle of the ball more - much better
-passing is somehow better
-when blocking works it works much better
-definitely more control / more response from LS.
-when the cpu takes the ball inside (as I mentioned above) if you are able to bring more than 2 players to surround the CPU player, they will dish it out (instead of going through all the players as in pre patch) - so I guess now they can only morph their way to the basket when there are 2 players or less defending in the paint. btw, when they dish it out and if they have the momentum switch on - they will make the open jumper.
- I am sure there are other stuff improved that I forgot to mention

overall,
it feels like someone at 2k tweaked the sliders and some roster attributes and set the defaults at those values.

I feel like there is very little core code changes (speed issue is still there, momentum thing, no double teams, and tons of other core basketball issues that people keep repeating here..)

so you might say - why not stick with pro/default or use custom sliders. online association! The only cheesers in the online association are the cpu controlled teams.

If I let my impressions about the patch aside, the default, after 1.04 patch NBA2k12 is a good base to work on to create the ultimate offline sim basketball experience (custom sliders, tweaked roster sets, etc etc) if you can overlook the "stats" bug in associations.
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Old 12-14-2011, 12:32 PM   #319
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Re: NBA 2K12 Patch 1.04 Available Now For PS3, Post Impressions Here

It could be the roster update that happened this morning, but after further evaluation and play, my feelings about this game have done a 180 yet again. Whatever enthusiasm I experienced last night is slowly vanishing. The patch, while helpful, still left a lot of areas that needed to be addressed. I'm talking from a gameplay perspective.

As it has been touched on repeatedly in this thread by myself and others, the lack of a speed burst on offense for the user really hurts the overall gameplay. Not only does this affect the fast break, but it also affects the half court game as well. The problem in the halfcourt is that the on-ball defense animations are simply inadequate when it comes to replicating real life defense. What should happen is when the ballhandler is ready to take an aggressive drive to the basket, the defender to angle his hips so that he can keep up laterally. What happens instead is that the defender glides over to the lane, bumping the ballhandler back and impeding his path. The real time collisions that were suppose to be included in the game are noticeably absent in this instance. If you're going to animate the game this way, this should be a foul either way every time.

The user's ballhandler has to take steps to get from Point A to Point B, but the defender gets to slide from Point A to Point B. The opposite happens when the user is on defense. Quick CPU ballhandlers can snake and weasel their way through traffic like it's nothing, but the human defenders struggle to stay in position because the ride the hip animation is completely absent.

To get back to my point about the speed burst, the lack of explosiveness from human ballhandlers makes it more difficult than it needs to be to attack certain mismatches. Everyone knows that height matters in the NBA, but there's a reason why smaller guys still get roster spots: Speed is an asset, too. However, speed guys can't really standout because of the issues I already mentioned. It's got to the point that you're better off just settling for three pointers and jumpshots on offense than actually trying to establish an inside-out game.

And while passing is no longer slow and floaty, it still remains a problematic part of the game, mostly in terms of pass type selection and accuracy. There simply needs to be more animation fluidity in the passing game. The catching animations really slows down execution at times. So while the pass may get there quicker than before, you still have to deal with a defense that is able to recover because of how slow the receiver catches the ball and regains composure.
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Old 12-14-2011, 12:57 PM   #320
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Re: NBA 2K12 Patch 1.04 Available Now For PS3, Post Impressions Here

Quote:
Originally Posted by theenemy
my impressions after playing 4 hours post patch last night. I played on pro allstar and hall of fame with combinations of default/simulation sliders.

This goes for anything above PRO/Default:
There is still something wrong with the momentum switch in the code - Once it is switched on (either you miss a couple of shots, or the CPU makes a couple) there is (almost) nothing the user can do to stop the CPU by trying to play sim basketball.

The CPU just take it inside morph through my players and score, feels like I am not there.
I saved multiple snapshots / replays CPU going through me and my hands to score.
that's the defense.

On offense,
I play with the shot timing feedback and quality feedback on - just to see if I am taking bad shots. When the CPU is on that momentum run - I miss open A+ to B- quality shots from my player's hot zone. not one not two, 5-6 times in a row. But does it really happen every single game? There is no break, I guess I still could not figure out how to turn that switch off. Because once it is on, it's a joke. It almost feels like - no matter what you do, you wont change the outcome that's based on something other than the basketball being played on the court.

[things that I do to keep the momentum neutral:
-I am taking timeouts (even tried couple full timeouts b2b to cool the cpu down)
-Making defensive adjustments (both in defensive settings and coach profiles - yes I watched Da_Czar's videos etc etc)
- I know my team's hot zones - I run plays %95 of the time and I know my plays.
- etc]

I am not saying that momentum should not exist, it's a game of runs I know. I am saying the momentum should not give a %100 boost to the team that has it and a %100 blow to the team on the other side of the momentum. It used to work as it supposed to. CH2k8.

So what's different after the patch:
-players lose handle of the ball more - much better
-passing is somehow better
-when blocking works it works much better
-definitely more control / more response from LS.
-when the cpu takes the ball inside (as I mentioned above) if you are able to bring more than 2 players to surround the CPU player, they will dish it out (instead of going through all the players as in pre patch) - so I guess now they can only morph their way to the basket when there are 2 players or less defending in the paint. btw, when they dish it out and if they have the momentum switch on - they will make the open jumper.
- I am sure there are other stuff improved that I forgot to mention

overall,
it feels like someone at 2k tweaked the sliders and some roster attributes and set the defaults at those values.

I feel like there is very little core code changes (speed issue is still there, momentum thing, no double teams, and tons of other core basketball issues that people keep repeating here..)

so you might say - why not stick with pro/default or use custom sliders. online association! The only cheesers in the online association are the cpu controlled teams.

If I let my impressions about the patch aside, the default, after 1.04 patch NBA2k12 is a good base to work on to create the ultimate offline sim basketball experience (custom sliders, tweaked roster sets, etc etc) if you can overlook the "stats" bug in associations.
I agree with everything you said except about momentum. Yea CPU still goes on its runs while the user misses but It has been tuned a LOT. It doesn't feel near as cheesy. I actually see the cpu closing me out in games. Trust me pre-patch i had not chance on Superstar/Hall of Fame. Allstar is where its at though.

another note if 2k patches the speed of the user and tone cpu recovery speed then this game will be just amazing.
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