You're right, there are forced shot animations. But they don't apply to spin dunks and self alleys as well as turbo sprints with athletic guards like Rose or Westbrook.
First of all, even if I concede that I'm using hyperbole, the same applies to stuff like this:
You probably notice yourself how you represent criticism on the recent teamup impressions in a slightly twisted way. So let's just say we both do this sometimes.
Besides, I'm not for removing anything. But if someone tries a move without the proper context, he should be punished. So the issue with all kinds of spin animations is that the ballhandler is pretty much invincible until the animation is finished. After that, it's possible to apply pressure, true. But with guys like Lebron or Rudy Gay, I really don't have to care about defense that much, because even if I can't trigger the spin dunk, there are still ways to exploit up/unders and so on, which is working not mainly because defenders bite on the fake too often, but due to these animations resulting in the defender sliding towards the basket whether he likes it or not.
|
Quote: |
|
|
|
|
|
|
|
|
|
I get that multiple spin moves are not Sim, and I get that a good chunk of the fan base loves being able to play Sim ball. I agree whole heartedly that the regular games between 2 NBA teams should feel like a real game, and players hardly spam spin moves in the real NBA. This is, however, a video game. Players will do what they need to do to win. So if you are playing online, that notion of sim ball needs either go out the window, or you need to play with your own set of friends who appreciate that as much as you do. When dealing with human players that you don't know, you will never be able to play full sim basketball. Period. They will always use whatever tactic has the highest chance of them successfully winning. So no matter what you do to make the game "As sim as possible", the common player will just repeat the same move over and over again if you don't figure out a counter. If they nerf the spin move, the player will resort to another tactic. Nerf that, and they will find a new one. A player will always do whatever move will get them the win. Especially if you have trouble stopping it. |
|
|
|
|
|
Don't you think NBA players would spam iso moves and sprint all the time if they could win that way? Of course, gamers will do everything they can to win online. But doesn't 2k make the rules? They decide how the game works. And if 2k is rewarding arcade gamers with easy wins, they'll continue to play that way. That's not the point, people can play however they want to. You get my point. The current "exploits" aren't a necessary result of people wanting to win online, but the logical consequence of the way 2k13 is designed.
A maybe subpar example...take some realistic driving simulator, maybe GTR or one of the F1 games. Without any computer aids for casual players, this stuff is pretty hard to get into without spending lots of time.
Basically, the approach you've learned playing Need For Speed won't help you much. It isn't successful. You can do it, but results won't be rewarding. Now do you really think there's another reason for 2k not going into this direction besides most of their customers not being interested into recreating lifelike basketball gameplay as much as simply a graphically accurate representations of their NBA heroes?
Nope, what I essentially want is a game that rewards smart decisions and punishes plays that shouldn't be successful in a real basketball context. If the defense gives you the opportunity to do the same thing over and over again, you'll take it. The same should be true for 2k14. But currently, many things are quite successful with not much relation to spacing, pressure and so on. That's my main point, just to clarify.
I don't see how toning down the efficiency of certain moves is necessarily tied to a hardcoded probability of successs (in your case 66%). Now we could do pointless semantics talk since at the core, videogames are nothing but mathematics, so let's not get into that. I just think you simplyfy the issue quite a bit. Mainly I don't say that move x should have success rate y. Not at all. Why do you ignore context? Everyone can spam spin moves in real life, as long as there's nothing else going on around you. But in a 5 on 5 game, it's a different story. So why are you talking about an arbitrary probability value when the real issue is whether defensive pressure, double teams, fatigue and momentum should have an impact on ball security? Basically I think your premise is missing the point. I don't talk about "nerfing", but realistic interactions between the ball handler and defenders as well as momentum influencing the way you can move. Try to sprint up the court, chain 5 dribble moves, then spin through multiple defenders. Is it a high percentage shot? I mean you've estimated the success of those spin exploits at 50%. Isn't that still much too high really?
I think the analogy with driving sims is appropriate in this context again. Game devs could probably fix this easily, but without simple exploits offering cheap wins as a reward, many people won't play the game. It has to be accessible, I get that. But you know, if I don't like that direction, I think it's okay to criticize that even though I know that my dream basketball game would probably mean 2k would go bankrupt because nobody would want to play it, lol. Still, the problem aren't the gamers, but exploits being enabled by game design in the first place. There are good reasons for going that route, but I don't like it. Which I write about on an internet forum sometimes while still having spent quite some money on 2k products, so I think it's alright if I do that.
Now I'd argue that looking at the NBA, effective dribbling is really limited to less player than most people think, but this paragraph sums up pretty much everything I was talking about. Agree with everything.
I disagree. Why should 2k need to force gamers to play in a certain way? If it's the most successful approach, people would adjust anyway. Nobody is "forcing" me to play normal basketball in real life. I could drive all day, jack up stupid shots and so on. But since it's not successful, it's simply not rewarding, thus not fun at all. Which is why I don't do it. Why do you ignore the possibility of trying to recreate the same kind of thing in a video game? I know it won't be perfect and it's probable that even the most sophisticated try to simulate basketball will still have some holes people can try to exploit on purpose. But I think there's a difference between issues existing because there are limits to game engines, and things you have to simply concede to casual gamers because they're responsible for most of your revenue.
I agree somewhat. But then again, I have to make the comparison with other simulations once again ( I mean come on, COD and Beat 'em Ups are really not about realism, are they?). I can't "exploit" a realistic F1 sim because I'll crash after a few seconds anyway or just suck real bad if I drive too slow. If I play a realistic flight sim, I won't even get the thing off the ground. Now these are kind of niche products, so 2k won't even think about going into that direction, but you make it sound like it's entirely impossible to do so. Which I strongly disagree with. It's not smart in a business sense, but why do you act like it's not possible?
Have no idea what you're talking about there at all, no offense. Why do people (you don't even know) that complain about a certain video game annoy you? If you like the game more than I do, that's cool. But what's annoying about my point of view? If you disagree with my opinion, I'm interested in your thoughts about that. But annoyed by the "whining?" Don't get you at all. The only valid statement there would probably be something like "If you don't like the game, don't buy it!". Which I'd have to agree with. Yet, I really want to like 2k14, I want to support 2k by buying their products. But if it doesn't meet my expectations, I won't. Which is why, with at least some dev interaction on this forum, I'm voicing my opinion about which direction I'd like to see. Isn't that just as legitimate as people requesting "improvements" to wristband colors, shoes and so on?