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NBA 2K13 - 25 Things We Know (GameInformer)

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Old 08-12-2012, 01:56 AM   #73
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Re: NBA 2K13 - 25 Things We Know (GameInformer)

/\ this addition could be one of the best additions ever.

This is something i've tried to implement into my roster as best as I can.

But, if done right, signature skills will be amazing in the sim world.

Think about how it will effect My Player and Crew Mode potentially.

The fact that Rob Jones mentioned Rudy Gay is a great thing. He's obviously heard complaints about how Rudy Gay is ridiculously overrated in 2k. Glad they noticed this and took advantage of it by adding an addition to fix it. That's why 2k is the best.
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Old 08-12-2012, 02:27 AM   #74
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Re: NBA 2K13 - 25 Things We Know (GameInformer)

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Originally Posted by DurtySoufReppin
/\ this addition could be one of the best additions ever.

This is something i've tried to implement into my roster as best as I can.

But, if done right, signature skills will be amazing in the sim world.

Think about how it will effect My Player and Crew Mode potentially.

The fact that Rob Jones mentioned Rudy Gay is a great thing. He's obviously heard complaints about how Rudy Gay is ridiculously overrated in 2k. Glad they noticed this and took advantage of it by adding an addition to fix it. That's why 2k is the best.
This is one of my top likes so far. You will see players display their strengths more. You didnt see Lebron chase down blocks or Perkins set strong(illegal at times) picks.

Yeah, I want to see how they incorporate Sig Skills in My Player. I think we might be able to choose one to start with then have to earn alot of XP to gain more. So we might be able have our players play they way we envision them. I think this can also help teammates who are good at something. Good 3pt shooters would miss more than they take and good defenders would give up alot of points.

But, I hope not every position can get the same sigs and ratings play a factor. I dont want to see a Big Man being a Ankle breaker or a PG having a rebounding skill. I also want to see ratings play a part. I dont want see a player with 60 3pt with Corner Specialist. I want to see a starting point for some skills to be selected.
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Old 08-12-2012, 02:31 AM   #75
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Re: NBA 2K13 - 25 Things We Know (GameInformer)

I agree if implemented right this could impact all game modes very well vs. the CPU, user, my player online and association. When I was reading this I was thinking wow they are taking it to a whole different level and I admit I wanted this in the wishlist thread. I basically said they need more attributes/skills to differentiate players that were more intangibles related. I also think this may in a way create less cheesy play because you will have to play to your players Signature Skills and realize the other teams skills to increase your chance to win, basically simulating real basketball more. The more you play to your strengths the higher chance of winning.
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Old 08-12-2012, 03:48 AM   #76
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Re: NBA 2K13 - 25 Things We Know (GameInformer)

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Originally Posted by jfsolo
There has to be someway for that to affect the User when he is controlling a player with poor court vision, or who has been forced into a position on the court where his vision is limited.

If not, then the already great advantage that Users have because of their P.O.V., becomes exponentially greater. If a User makes Jodie Meeks the back up 1 for the Lakers, he should not be able to find players in the half court set in the same way that Steve Nash can. If the A.I. can't do it, then there has to be a way to limit human players as well.
(Hopefully this post makes sense) I mean, I kinda see what you're saying...but I don't know, some things I just don't think you'll be able to put User and CPU on an even playing field for like that. At the end of the day, we're human intelligence controlling virtual players. We BECOME the players with our decision making. It becomes extremely hard for someone like me, with great awareness of my 4 other teammates, to NOT catch a man open and give it to him so I have no idea how they would limit someone with my vision from being aware that the player's open. It's kind of like shot selection. Much like vision, we can control the quality of shots we take. I can choose to ignore my man on the cut to the basket wide open with Hasheem Thabeet with the ball. much like I can get triple-teamed with Kobe and choose to jack it up...But why would I when I'm the one controlling them? I may have just gotten besides the point, but to stay relevant to yours, here's something that could possible be a workaround:

To help kind of keep guys from playing out of their element, having MAAAAJOORR passing skill difference between those two would make a world of difference. Even if we choose the type of pass we want, there should be differences on speed and accuracy, maybe even flash. But if I put Meeks at the one and continuously **** up should-be good passes, it's going to make me WANT to put Nash back in because I know he's less liable to make those mistakes. It's going to finally show the user the benefit of playing a true point there.
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Old 08-14-2012, 01:15 PM   #77
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God damn, the lack of a manually-triggered bounce pass in 2K12 was infuriating. I'm glad they've rectified it.

also glad they've altered the shot stick. Accidentally heaving up a half-court prayer after performing a successful steal got real old, real quick.
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Old 08-14-2012, 02:55 PM   #78
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Re: NBA 2K13 - 25 Things We Know (GameInformer)

Quote:
Originally Posted by richmo
(Hopefully this post makes sense) I mean, I kinda see what you're saying...but I don't know, some things I just don't think you'll be able to put User and CPU on an even playing field for like that. At the end of the day, we're human intelligence controlling virtual players. We BECOME the players with our decision making. It becomes extremely hard for someone like me, with great awareness of my 4 other teammates, to NOT catch a man open and give it to him so I have no idea how they would limit someone with my vision from being aware that the player's open. It's kind of like shot selection. Much like vision, we can control the quality of shots we take. I can choose to ignore my man on the cut to the basket wide open with Hasheem Thabeet with the ball. much like I can get triple-teamed with Kobe and choose to jack it up...But why would I when I'm the one controlling them? I may have just gotten besides the point, but to stay relevant to yours, here's something that could possible be a workaround:

To help kind of keep guys from playing out of their element, having MAAAAJOORR passing skill difference between those two would make a world of difference. Even if we choose the type of pass we want, there should be differences on speed and accuracy, maybe even flash. But if I put Meeks at the one and continuously **** up should-be good passes, it's going to make me WANT to put Nash back in because I know he's less liable to make those mistakes. It's going to finally show the user the benefit of playing a true point there.
I agree with everything you're saying. It is an absurdly tough thing to implement without so kind of somewhat artificial limiter on User input. In addition to speed and accuracy of the pass, and I know that some people won't like it, release speed of the pass as well. This is to simulate the inferior court vision and offensive awareness of various players.

In NCAA football this year, it you're controlling a Defender and his head is turned so that he can't see the ball coming, he won't try to swat or pick it, even if you the User can see it and are feverishly pushing the button.

Some people hate that lost of User control, but IMO, these kinds of things are vitally important to keep the User with his omniscient view from having too big an advantage over the CPU, by making every player have near flawless offensive and defensive awareness.
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Old 08-14-2012, 03:37 PM   #79
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Re: NBA 2K13 - 25 Things We Know (GameInformer)

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Originally Posted by Da_Czar
It's not a literal fog. Just means the AI controlled player can't see as much of the floor as if there was a fog.
Can you confirm how this works during a game? Inaccurate passes when passing outside a player's vision? Turn & look animations prior to passing to those areas?
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Old 08-14-2012, 05:58 PM   #80
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BETTER WITH KINECT?

Like FIFA and Madden, NBA 2K13 takes advantage of the Kinect’s voice recognition software to offer players a new way to interact with the game. The Kinect controls work for several basic menu functions, such as calling a timeout, substituting players, changing defenses, or calling plays.

Most of the commands are conversational and supplemented with AI logic. If you notice Kevin Garnett is tired, simply say “substitute Kevin Garnett” and the AI will chose an appropriate player. If you want to bring a resting star like Kevin Durant off the bench, say “bring in Kevin Durant” and the AI will choose who should sit.

These conversational commands extend to playcalling as well. Rather than calling out specific plays for players, you can simply say “Run a screen play for Kobe” and the game will automatically choose one of the many screen plays for him. Once the play is activated, the play vision art will appear on screen to guide you though the attack.

You also need to watch your mouth when using Kinect. If you swear after a bad call, the ref may decide to issue a technical foul. Stay tuned for more information on NBA 2K13 in the coming weeks.





I think that's a great idea to put NBA 2k13 on the kinect but I would also like to have that techinical foul feature on the playstagionn by using the playstation eye.
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