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NBA 2K13 Video - Zach Timmerman Talks About Signature Skills

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Old 09-03-2012, 01:34 PM   #33
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Re: NBA 2K13 Video - Zach Timmerman Talks About Signature Skills

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Originally Posted by HisMommaCallHimClay
Why not just adjust their attributes accordingly?
Because then you wouldn't have the team altering affects. And a chase down blocker couldn't just have his block boosted into the 80s cuz then you'd have LeBron blocking shots all over the place when he doesn't really do that.
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Old 09-03-2012, 01:49 PM   #34
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Re: NBA 2K13 Video - Zach Timmerman Talks About Signature Skills

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Originally Posted by Eman5805
Because then you wouldn't have the team altering affects. And a chase down blocker couldn't just have his block boosted into the 80s cuz then you'd have LeBron blocking shots all over the place when he doesn't really do that.
Set LeBrons chase down blocks high and tone down regular blocks. Seems like a waste of time to me.

Why does the obvious need to be stated. We know Durant is ice water I don't need an icon to tell me that.

And for that matter why only 5 icons/player. I'm sure there are some players who could easily have more. And I doubt just cuz they ran out of icons, that players trait will not be absent in the game. It will be there just with out an icon.

Do you see my point?

It's like saying they have equipped Kobe Bryant with a fade away attribute. Heres the icon for it.
That's not needed, just make it so when he does it, it's usually more successful that others.
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Old 09-03-2012, 03:40 PM   #35
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Re: NBA 2K13 Video - Zach Timmerman Talks About Signature Skills

Quote:
Originally Posted by HisMommaCallHimClay
Set LeBrons chase down blocks high and tone down regular blocks. Seems like a waste of time to me.

Why does the obvious need to be stated. We know Durant is ice water I don't need an icon to tell me that.

And for that matter why only 5 icons/player. I'm sure there are some players who could easily have more. And I doubt just cuz they ran out of icons, that players trait will not be absent in the game. It will be there just with out an icon.

Do you see my point?

It's like saying they have equipped Kobe Bryant with a fade away attribute. Heres the icon for it.
That's not needed, just make it so when he does it, it's usually more successful that others.
Your point falls flat, I'm afraid. Fadeaways aren't specific skills. It's all under the header of jump shooting. To use your example in another area, there's no sig skill for behind the back dribbles. It's all under Ankle Breaker. But Kobe hitting a fadeaway, which he DOES have the tendency to shoot a lot of, plus having the skill Shot Creator will do what you're talking about. But a sig skill just for fadeaways is trivializing things to the point where it gets silly.

It's the less tangible things that these sig skills seem to be more geared towards. The things that exist between attributes and that have a certain influence on other players.

And also you've created a situation where players who never get chase down blocks suddenly DO get chase down blocks because you just invented a whole new attribute that every player will now have. Not to mention you'd have to give the attributes arbitrary values, will LeBron get an 94 or a 98 chase down block? Solves one problem by creating two new ones. And it's easy to go "Just give him dadada", but it's something the developers have to do. And they'd have to finely tune the game to distinguish a 60 chase down block attribute from a 90, otherwise what's the point?

Not cost effective usage of time when you've got one year to put a new game out.

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Old 09-03-2012, 06:28 PM   #36
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Re: NBA 2K13 Video - Zach Timmerman Talks About Signature Skills

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He Threw it On the Ground and made me...another Lonely Island song.

Wasn't right out of Diaw's hand either. The ball didn't just kinda lose all momentum and float to the ground. It got pasted and ricocheted off the boards.

Me likey. Me likey aloty.
I have seen zero blocks like what that in 2K12. The blocks have physics now, none of that floaty hit the ground
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Old 09-03-2012, 09:48 PM   #37
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Re: NBA 2K13 Video - Zach Timmerman Talks About Signature Skills

Quote:
Originally Posted by Eman5805
Your point falls flat, I'm afraid. Fadeaways aren't specific skills. It's all under the header of jump shooting. To use your example in another area, there's no sig skill for behind the back dribbles. It's all under Ankle Breaker. But Kobe hitting a fadeaway, which he DOES have the tendency to shoot a lot of, plus having the skill Shot Creator will do what you're talking about. But a sig skill just for fadeaways is trivializing things to the point where it gets silly.

It's the less tangible things that these sig skills seem to be more geared towards. The things that exist between attributes and that have a certain influence on other players.

And also you've created a situation where players who never get chase down blocks suddenly DO get chase down blocks because you just invented a whole new attribute that every player will now have. Not to mention you'd have to give the attributes arbitrary values, will LeBron get an 94 or a 98 chase down block? Solves one problem by creating two new ones. And it's easy to go "Just give him dadada", but it's something the developers have to do. And they'd have to finely tune the game to distinguish a 60 chase down block attribute from a 90, otherwise what's the point?

Not cost effective usage of time when you've got one year to put a new game out.
Its not specific because 2k didn't make it specific. There are dunk skills though. Which could all fall under dunks right but that wasn't their focus and thats cool, I'm just saying....

I see your point to a degree. I could of used a better example. But you don't see mine. The game would thrive none the less if you never heard about the sig skills and they only used them to develop the game but never incorporated it to something you could see. These sigs, to a degree have always been in the game, (see players doing unstoppable things, now are sigs to a smaller degree )

You are wrong on the chase down blocks part to me. Having a 0 tendency for chase down blocks makes lots of sense or fast break pursuit attribute . You make it seem as if every attribute and scale is 100% explained in 2k12, if so please link me.*

I'm sort of a lurker as of lately around here, so you may be able to explain away any errors or flaws this system may have and I would be none the wiser.

But asking how would you tell a 94 block attribute from a 98 sounds like your.....idk stanning 2k. Explain speed to me in 2k12 when slow bigs keep up with a fast pg. With greater attribute points more than 4. Tell me how they did on fine tuning that?

I'm not saying its stupid to attach these sigs to players just that it should go without saying, you know. Why limit it to five when there are players who would clearly have more.

Once again, will those sigs that don't make it in a players five be totally absent in that players "game". *I doubt it. If said player has 5 offensive sig skills but is good at steals, will he be punished cuz he doesn't have the sig? Proly not.they'll just make up for it with him being good at steals but not having the aforementioned sig skill.

Unless you work for 2k please save that cost affective stuff and how long this or that takes for the birds. Cuz if I was to ask about stuff that could have been done that would take less than hour you'll have an excuse for that, like it doesn't matter.
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Old 09-04-2012, 12:31 AM   #38
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Re: NBA 2K13 Video - Zach Timmerman Talks About Signature Skills

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Originally Posted by HisMommaCallHimClay
Its not specific because 2k didn't make it specific. There are dunk skills though. Which could all fall under dunks right but that wasn't their focus and thats cool, I'm just saying....

I see your point to a degree. I could of used a better example. But you don't see mine. The game would thrive none the less if you never heard about the sig skills and they only used them to develop the game but never incorporated it to something you could see. These sigs, to a degree have always been in the game, (see players doing unstoppable things, now are sigs to a smaller degree )
I mean, yeah. It is basketball. They can only do more to replicate the real thing vs the virtual one. So none of these things are new. But, seems more like it's about giving players certain abilities that attributes by themselves just can't quite capture.

Quote:
You are wrong on the chase down blocks part to me. Having a 0 tendency for chase down blocks makes lots of sense or fast break pursuit attribute . You make it seem as if every attribute and scale is 100% explained in 2k12, if so please link me.*
Like here. Can't think of any attributes are situation triggered on the fly that isn't basic basketball actions. I mean chase downs can only happen on a fast break. And if LeBron is in the situation to go for it, he will always go for a chase down. It's not something you can do off a tendency alone, I don't figure.


Quote:
I'm sort of a lurker as of lately around here, so you may be able to explain away any errors or flaws this system may have and I would be none the wiser.

But asking how would you tell a 94 block attribute from a 98 sounds like your.....idk stanning 2k. Explain speed to me in 2k12 when slow bigs keep up with a fast pg. With greater attribute points more than 4. Tell me how they did on fine tuning that?
Point of agreement. And it's why they made a point to acknowledge bigs keeping up with fast players. It's what I meant by fine tuning the game so these sort of distinguishing factors are more clear. Not sure what you were going for when you stand stanning, typo maybe. But eh.

I feel where they're going. It's like a rating like pass. I mean, a lot of bigs are great passers, but should their passing be 80? So they don't throw innacurate passes out of the post? But now they're averaging a bunch of assists because the game calculates assists based on a player's passing rating. Do they add a Pass From Post attribute? I bet that idea got kicked around, but can't say I don't mind a special...perk ala a certain first person shooter to the mix.

Quote:
I'm not saying its stupid to attach these sigs to players just that it should go without saying, you know. Why limit it to five when there are players who would clearly have more.

Once again, will those sigs that don't make it in a players five be totally absent in that players "game". *I doubt it. If said player has 5 offensive sig skills but is good at steals, will he be punished cuz he doesn't have the sig? Proly not.they'll just make up for it with him being good at steals but not having the aforementioned sig skill.
Here's where I'm indifferent. Just 5 more than 5. Not really worrying about that. Just 5 max might be enough. No telling until we all get the game in our hands and see how those players you feel deserve more actually handle.

Quote:
Unless you work for 2k please save that cost affective stuff and how long this or that takes for the birds. Cuz if I was to ask about stuff that could have been done that would take less than hour you'll have an excuse for that, like it doesn't matter.
I'll admit I'm throwing notions around for the sake of argument. I have no idea what specifically is cost effective or not.

But I don't need to work for 2K to know how a production works. TV, movies, music, theater, video games, the details can and will vary but the basics are pretty consistent. They're all doing the same things when you get right down to it.

Especially when you're on a super tight release schedule. Being cost effective matters.

I guarantee you there's at least one person on 2K staff that worries about things like that. Hell, I bet they're the neurotic type that gets flustered about everything and the laid back super creative people always make fun of them, but they know damn well they wouldn't get a game shipped on time without them.
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Old 09-04-2012, 05:55 AM   #39
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I can't believe how much debating is going on about what they should do with this system and all the so called "problems" with SIG style when none of you guys even played it yet...unbelievable. a lot of this can very well be null and void when we all get a chance to play the full game...quit wasting your time and reserve a lot of these knocks for after you actually play the game...Jesus Christ lol

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Old 09-04-2012, 08:41 AM   #40
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Re: NBA 2K13 Video - Zach Timmerman Talks About Signature Skills

Quote:
Originally Posted by Eman5805
I mean, yeah. It is basketball. They can only do more to replicate the real thing vs the virtual one. So none of these things are new. But, seems more like it's about giving players certain abilities that attributes by themselves just can't quite capture.

Like here. Can't think of any attributes are situation triggered on the fly that isn't basic basketball actions. I mean chase downs can only happen on a fast break. And if LeBron is in the situation to go for it, he will always go for a chase down. It's not something you can do off a tendency alone, I don't figure.


Point of agreement. And it's why they made a point to acknowledge bigs keeping up with fast players. It's what I meant by fine tuning the game so these sort of distinguishing factors are more clear. Not sure what you were going for when you stand stanning, typo maybe. But eh.

I feel where they're going. It's like a rating like pass. I mean, a lot of bigs are great passers, but should their passing be 80? So they don't throw innacurate passes out of the post? But now they're averaging a bunch of assists because the game calculates assists based on a player's passing rating. Do they add a Pass From Post attribute? I bet that idea got kicked around, but can't say I don't mind a special...perk ala a certain first person shooter to the mix.

Here's where I'm indifferent. Just 5 more than 5. Not really worrying about that. Just 5 max might be enough. No telling until we all get the game in our hands and see how those players you feel deserve more actually handle.

I'll admit I'm throwing notions around for the sake of argument. I have no idea what specifically is cost effective or not.

But I don't need to work for 2K to know how a production works. TV, movies, music, theater, video games, the details can and will vary but the basics are pretty consistent. They're all doing the same things when you get right down to it.

Especially when you're on a super tight release schedule. Being cost effective matters.

I guarantee you there's at least one person on 2K staff that worries about things like that. Hell, I bet they're the neurotic type that gets flustered about everything and the laid back super creative people always make fun of them, but they know damn well they wouldn't get a game shipped on time without them.
First off I commend you for your response. After I wrote that I thought damn that's long. I really respect the fact you took time to actually address every point. :daps:

I guess all we can do is hope for the best. I'm looking forward to a great game tbh.

Oh yeah a "Stan" is someone that has a blind faith for someone/thing. From that eminem song I can't remember the album though.
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