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NBA 2K15 Gameplay Video - Cleveland Cavaliers vs. Oklahoma City Thunder

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Old 09-15-2014, 07:30 PM   #329
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Re: NBA 2K15 Gameplay Video - Cleveland Cavaliers vs. Oklahoma City Thunder

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Originally Posted by basehead617
That is a factually incorrect statement.

The courts are precisely the right size in mathematical units, and the player models are the exact heights/dimensions that the real players are, in those same units.
Are you sure? it seems more of an approximation rather than exact units.
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Old 09-15-2014, 07:33 PM   #330
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Re: NBA 2K15 Gameplay Video - Cleveland Cavaliers vs. Oklahoma City Thunder

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Originally Posted by JBulls
Are you sure? it seems more of an approximation rather than exact units.
Why does people think that 2K wouldn't address this unless they feel it's just right?
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Old 09-15-2014, 08:25 PM   #331
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Re: NBA 2K15 Gameplay Video - Cleveland Cavaliers vs. Oklahoma City Thunder

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Originally Posted by KyotoCarl
Why does people think that 2K wouldn't address this unless they feel it's just right?
What ?
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Old 09-15-2014, 08:29 PM   #332
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Re: NBA 2K15 Gameplay Video - Cleveland Cavaliers vs. Oklahoma City Thunder

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Originally Posted by JBulls
What ?
People keep saying players are too big and the court is too small.
If that is the case, why wouldn't 2K adress it? They must have a reason for keeping the court the size the way it is and the player models the way they are.
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Old 09-15-2014, 08:32 PM   #333
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Re: NBA 2K15 Gameplay Video - Cleveland Cavaliers vs. Oklahoma City Thunder

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Originally Posted by BlackSheep2910
Nobody said anything was easy. And i never claimed to have more knowledge than the actual develop team. I don't know how to build a t.v either. But if i pay $800 for a brand new t.v built in 2014, i KNOW it better not be "standard definition" without even looking on the box. When i buy a basketball game in 2014, is not reasonable to expect, to be able to pass and rebound?
Wait. So you're saying you can't pass or rebound in the game? You see, this is talking in superlatives because I KNOW you don't mean you can't pass or rebound *at all* in the game. So what exactly are you not able to to?

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How could something that has been done before be impossible on bigger better more powerful consoles? More in depth about legacy issues....
Again - superlatives.

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Passing: The player models are too big in proportion to the court size.
Based on what exactly? Can you provide a screenshot and show that the players are bigger with relationship to the court? You're talking about dudes that are 6'6" on average on a 94' court. Show me a shot where the ratio of player body dimensions are not consistent with court dimensions. VC has said for YEARS that the players are exactly to scale with the court. If you don't believe me, ask Czar. I'm sure he's been back and forth with them directly and is now part of the team. If the court to player ratios are NOT right - it would REALLY screw up all of his work.

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Therefore causing them to take less steps/movement to clog the passing lanes. This results in defensive players being able to move faster than the offense can move the ball.
I can show you COUNTLESS videos that show REAL NBA players covering a LOT of ground in 2 to 3 steps. Just go watch a video of LBJ. He can get from the 3pt line to below the circle in TWO steps. So to cry about covering distance from guys that have LONG strides falls flat. Now, are some of the movement too fast? Yes! I would agree with you to a certain extent. Maybe they are mocapping guys that are too fast. But this *IS* mocapped data and supposedly unmodified. That means that what you normally see is what was captured. So, apparently, there are some really fast dudes in the world.

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Rebounding: Lack of (or awkward) animation response when attempting to go for the ball. ALL animations when a rebound is up front grabs, should result in the players moving/"fighting" towards the ball. Example: if "I" jump for a ball that is falling away from the side of the rim on, it should result in the best effort allowed by player ratings and situation context. In other words, jump/move TOWARDS the ball instead of jumping straight up in the air. Increased alertness off the situation, so the ball doesn't just smack my player in the face and roll to the ground (which i don't recall being this much of a problem in earlier editions)
So basically, how it works now is OK with you. I was confused there. RARELY do I see a rebound animation not attempt to get to the ball. What stops it is normally someone else is in the way and pushes you off the target. You didn't time it right. Or there just isn't enough coverage to catch the ball at a particular point and time. And from the vids, this looked MUCH improved! So, why hound on this is beyond me.

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Please enlighten me on all the never heard of impossible gameplay improvements i wish to implement.
What improvements? You don't really talk about improvements. All you say is: "This is still broken. I'm going to buy Live!". That's it!

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All you 2k apologist need to wake up 2k has become a little too cocky, mostly because of your blind praise and failure to see no wrong.
Blind praise. According to some of you people, ANY praise is blind praise. But lets talk about praise:

It's one thing to tell a developer what they did wrong and need to fix. But to go along with that, you need to tell them what they are doing RIGHT so that they don't screw it up! You need ALL of it. They need all of it. EVERY single "apologist" you'll find that are regulars on this site will speak to their dislikes AS MUCH AS their likes. Now, if you want to talk apologist, go over to The Padded Cell.

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If they drop a great product, ill be the first one giving them their do credit.
You know, just because a game isn't perfect and may even have critical flaws in certain areas, does NOT mean that it's not a great product. And for all the hate you want to think there should be, the NBA 2K franchise, arguably, is the gold standard of sports video games. It IS a great product and an great franchise. Yet, you have no acknowledged that have you. So this statement is false.

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Understand that YOU are actually hurting the product you love by defending its faults.
Hold on! Where do I defend it's faults? All I did was ask you to be more specific to help them understand your issues. Thereby, making the product better. Do you think you're: "it's still broken, I'm going to go buy Live" helps them?

I've always been VERY candid about my issues. I may not come in here to cry, but I certainly communicate directly with the guys I know are on the forums. My top 3 issues:

1. Shooters are able to plow through defenders. If someone starts a dunk and a defender runs under him, more often than not, that defender guys shoved out of the way. It's MUCH better than it has been in the past, but still not where I want it and that's completely GONE.

2. My defenders get put into multi-actor body up, blocks, and shot animations, but they can't break out of them. If a guy starts a layup and I'm controlling a defender, my player will play a defensive/contest animation. But if I want to just give him the basket and not risk a foul - which CAN happen in these animations - I can't do it.

3. I get frustrated with directional passing going to the wrong guys. Pretty simple really. Sometimes, I point the stick in a direction that I don't realize. I'm fine with that. That's on me. But if I pass the ball back to my PG at the point beyond the arc, and there's a big that running past him in that area, sometimes it would go that big. Why in the **** would I want to pass the ball to him!? Drives me NUTS.


See, was THAT hard to do. Do you think that would make the game better? I sure do. And I did it without veiled threats of switching to another game. I did it without questioning the motivations, knowledge, or ability of the development team. I did it the way that is helpful and respectful. I did it without trashing the other game. Why is this so hard for some of you?
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Old 09-15-2014, 08:33 PM   #334
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Re: NBA 2K15 Gameplay Video - Cleveland Cavaliers vs. Oklahoma City Thunder

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Originally Posted by JasonMartin
What is your source?
The source is the developer itself.
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Old 09-15-2014, 08:49 PM   #335
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Re: NBA 2K15 Gameplay Video - Cleveland Cavaliers vs. Oklahoma City Thunder

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Originally Posted by JBulls
Are you sure? it seems more of an approximation rather than exact units.
Have you ever made a system using non-uniform scale? That means: a system where different objects that interact are of different scales to each other?

Dealing with THAT is MUCH more work! Let me put it to you this way - it is MORE work for a game to make a world where you have to always manage the difference in scale of every object.
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Old 09-15-2014, 09:35 PM   #336
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Re: NBA 2K15 Gameplay Video - Cleveland Cavaliers vs. Oklahoma City Thunder

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Originally Posted by Boilerbuzz
Exaclty. Pro has ALWAYS been the default for ****** players. These demos have ALWAYS been set to default. Why supposed sim head continue to complain about these demo clips in that regard is funny considering they are supposed to have the keen eye and all...
Because the higher you set the difficulty the more see the cpu taking shortcuts instead of playing their brand of basketball
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