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NBA 2K: Let's Talk About Some NBA 2K Audio Issues

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Old 07-12-2015, 12:59 AM   #17
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Re: NBA 2K: Let's Talk About Some NBA 2K Audio Issues

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Originally Posted by ThaLiveKing
2K has a lot of work to do with their crowd, It's one part of the game that is so stale. The amount of money they put into their game and can't even get the sound right is embarrassing. Rim sounds in 2K don't bother me as much as Live does, but they both could use some tweaking.

After a big shot or a big dunk, the announcers get hyped with the 'Oooooooooooohhhh what a play" and the crowd is no where to be heard. The crowd should react to every steal, every block, every basket, but they don't. Even with the introduction, it's just one tone and that's it. Usually when the PA Announcer calls the last player, the franchise player, they usually get the loudest ovation, things like this matter. I wish they would get it right


Man I agree the crowd is not only partly involved but don't give us the proper responses at the right time. Sometimes you go on a run or hit a big shot or even 2 in a row and they not only go dead but they sit down instead of stand up.

Imagine Reggie Miller hitting those 3s in the playoffs vs the Knicks and the arena went dead silent. It just doesnt happen.


Another thing that REALLY needs work is what used to get on my nerves in NBA2K5 when you dunked the ball. Sometimes it would go down like you finger rolled it.

This was fixed a couple of years ago when they decided to make the ball go through the rim with more force on dunks... Well shooting long 3's, its pretty much the same at times. It feels like an Al Jefferson finger roll.

What you get is the ball softly going in, and the sound is really weak, you NEVER hear the net rip...kinda like you do here around 13 seconds


With the rim being pulled down, and the net snapping or swishing hard, that would do wonders for the sound of this game in that area. Its been ignored/left as is for years although some have made mention of it.

All of the improvements in the game and keeping this the same makes it stick out even more and more.

Here is a regular normal swish that could easily stand for a regular jumper which sounds more like paper right now than this

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Old 07-12-2015, 02:11 AM   #18
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Re: NBA 2K: Let's Talk About Some NBA 2K Audio Issues

THE problem is that nothing the crowd does makes sense in context to what happens on the court EXAMPLE: while they sometimes respond to late game situations they ONLY respond actively during these situations as if thats the only thing they came for, the crowd is NOT DYNAMIC.

SOLUTION/hope. The game MUST introduce a new system of how sounds are orderd and presented for crowds, no longer "CANNED" moments that sometimes work or don't (4th quarter crowds must react). Build a NEW sound library of authentic basketball sounds, dunks, rebound grabs, players falling/landing, rim flex/all directions, ball hitting the rim/backboard, nba crowds ect. This is not a hard as you might think as there aren't a lot of different sounds that the game of basketball makes just sound intensity. ONCE these things are done they can be put in the game and paired as they were.




CROWDS/robots. Crowds simply don't respond to basketball they ARE BLIND and it disconnects the player with there lack of emotion, a system that recognizes situations on the court and applys the correct sounds would be ideal, LIKE a valuable player coming in from injury the crowd reacts and cheers them in during the regular season but, during the playoffs they respond even louder and if that player gets a rebound/point you'll know why their cheering extra loud. Same for momentum, if our team gets a steal in lets say the 8th minute of the 1st quarter the crowd shouldn't explode in cheering as if your in crunch time but still get loud enough and cheer that its a pick me up for the player and team. BUT if we were on a scoring run, or facing rivals, in the playoffs/elimination, in that same time the crowd should erupt, and as the game gets closer to the end of regulation the system recognizes that and the crowd gets louder and more active movements with each scored basket especially if its a close game/back in fourth. Booing opposing players/teams, chanting player names(rare) booing ref calls, jumping up and down after a game winner/crazy sequence of plays (grabing a rebound for every missed shot on the same possession by same player or different players on same team) these things and MUCH more should make the crowd appear as real as ever before.


SOUNDS NEED TO BE DYNAMIC. Aside from money players PLAY FOR FANS!! End of story. Some of the most memorable moments in nba HISTORY happened because of players seeking attention from the fans. Their just as much part of the history of basketball as the Celtic, Laker dynastys without them there would be no game. 2k needs to realize this and simulate them with the same accuracy as they simulate the rest of there game no longer a after thought. ITS TIME TO STEP IT UP.



Wish i could post examples but ps4 suxs as a computer.

Last edited by WishListGOD 1 OF 2; 07-12-2015 at 02:24 AM.
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Old 07-12-2015, 02:12 AM   #19
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Steve Kerr talking about how he is coaching too.
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Old 07-12-2015, 02:44 AM   #20
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Re: NBA 2K: Let's Talk About Some NBA 2K Audio Issues

One rim sound that I love, but doesn't happen all that often, is when a guy hits a straight away jumper (usually a 3), and the ball grazes the back of the rim just right and makes that thump noise.


I've never heard that in a 2K game.
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Old 07-12-2015, 03:28 PM   #21
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Re: NBA 2K: Let's Talk About Some NBA 2K Audio Issues

That video of the audio mod was amazing. The other game does a much better job of rim and net sounds. Please fix, 2k.
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Old 07-12-2015, 04:48 PM   #22
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Re: NBA 2K: Let's Talk About Some NBA 2K Audio Issues

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Originally Posted by TreyIM2
This stuff is not my issue with the sounds. Proper crowd reactions, responses and swells to what's happening on the court is still not right nor consistent. Big plays by the home teams barely get a reaction sometimes.
This more than anything. Stuff like game winners need to have better reactions.
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Old 07-12-2015, 04:55 PM   #23
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NBA 2K: Let's Talk About Some NBA 2K Audio Issues

Quote:
Originally Posted by WISports
One rim sound that I love, but doesn't happen all that often, is when a guy hits a straight away jumper (usually a 3), and the ball grazes the back of the rim just right and makes that thump noise.


I've never heard that in a 2K game.

Only on OS could I find someone who can appreciate this...

I was trying to explain this to my boy and he looked at me like I was crazy, lol

Completely agree with the thread...an overhaul is WAAAAY overdue on this
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Old 07-12-2015, 07:45 PM   #24
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Also, the rims sound a little different in each arena (as I believe was mentioned in the article). MSG and Dallas come to mind as a couple that are really distinct. This is probably asking way too much right now but I'd like to get to the point where they capture rim sounds for different shot/dunk makes and misses in each arena. Or at least enough arenas where there is more variety
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