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NBA 2K16 Gameplay Blog With Da_Czar

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Old 09-06-2015, 08:48 AM   #169
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Re: NBA 2K16 Gameplay Blog With Da_Czar

With the emergence of online gameplay a few years back and how minimal the AI improvements were every year (and for every games) I really didn't think we would see major AI improvements ever. It just shows 2K's dedication to invest personal and energy into this. Playing the AI gonna be great this year.
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Old 09-06-2015, 08:52 AM   #170
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Re: NBA 2K16 Gameplay Blog With Da_Czar

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Originally Posted by Steve_OS

What’s happening family. It’s your man Da_Czar… I have started my sentences with this phrase too many times to count here on OS. With this, my first official blog post as a developer, I am returning to the format that started it all.

I know many of you here have been waiting a long time for us to talk about gameplay. Well the time has finally come so I won’t waste time with any more introductions.

Read More - NBA 2K16 Gameplay Blog with Da_Czar
wow...bravo, czar.

this game is shaping up to be amazing...and i really enjoyed 2k15. i have such confidence in the devs at 2k at this point. like czar has said before, the great thing about 2k is that they don't "design for the back of the box" - they simply design to improve the game. they're not concerned with adding "flashy, new features" just to build up hype for the latest version - they tweak what needs fixing, and add to what's already working, rather than just revamping everything each year to make the game "feel new". "new features" don't help if they don't work well, or if they break something that used to work. 2k takes their time to make sure something actually works or improves the game before adding or revamping.

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Old 09-06-2015, 09:25 AM   #171
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Re: NBA 2K16 Gameplay Blog with Da_Czar

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Originally Posted by JohnnyCash2015;2047634453[B
]So just so that I can clarify, are you saying that I can assign a pnr play meant for a pg to a guy like Paul pierce?[/b]

Or am I misunderstanding?

I hope I'm not


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Yes, you can.
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Old 09-06-2015, 09:26 AM   #172
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Re: NBA 2K16 Gameplay Blog with Da_Czar

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Originally Posted by The 24th Letter
They should make it so you literally can't shoot 2's when running this offense


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I should have thought of this earlier.
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Old 09-06-2015, 09:30 AM   #173
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Re: NBA 2K16 Gameplay Blog with Da_Czar

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Originally Posted by BA2929
I want to comment something to make me look like I understood what you were talking about with this blog, but to be quite honest I had no idea what was going on with about half of it.


So, here's my official comment:





It'll probably all be super awesome!
We always TRY to design so that you don't need to understand it to benefit from it. In general your teammates should help you out more without you needing to do everything.

So as we add more granular stuff for the advanced guys we then try to use those tools to make the game simpler for those who may not be steeped in hoop knowledge.

One of the things about those freelances is you never "have" to run them correctly. Just kind of do your think and they attempt to work around you within a particular system.

However the more you actually know about them the easier it is to trigger things and you can start anticipating what your teams next move will be without taking time to call a play.
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Old 09-06-2015, 09:36 AM   #174
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Re: NBA 2K16 Gameplay Blog With Da_Czar

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Originally Posted by Rasco11
Czar....AMAZING! Love the hard work, energy, and love you put towards creating a more organic "intelligent" basketball product! He's even teaching the A.I. how to play basketball!!!! Love it!

Couple things, wondering if you could possibly briefly address?

1) Quick Post Up - Any changes, can we select who we want to post up if we get a tasty mismatch or want to feed a particular hot hand?

2) Fastbreak logic - thought I read or heard somewhere that the logic filling lanes, etc. was addressed? Is having a wing or forward innexplicibly run to the 3 pt line gone, or are such actions controllable?

If you can comment on either of those, awesome! If not, no biggie...will find out soon enough. Keep up the great work!!! Dang - 3 weeks gonna feel like 3 months...
1) It was in the design but we ran into an issue too late to adjust. I know you want it. Hell, I want it badly as well. it's on the board.

2) I always want to be clear with you guys. We do NOT have new fast break logic. That was too big of a project with everything else we did this year.

that is also on the board.

Now that said what I did do as a stop gap measure was make the first step in some of the early offenses to force the first big to run to the front of the rim and put the perimeter players in their correct spacing.

So you will sometimes see it look "as if" it's been rewritten but that developer magic tricks. LOL
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Old 09-06-2015, 09:41 AM   #175
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Re: NBA 2K16 Gameplay Blog With Da_Czar

So Czar if I understand correctly, teams will utilize the "Walk up the court" animations to force their preferred pace and allow lumbering bigs to join the offense without having to sprint like crazy every possession? Can I expect 90's east teams or the grizzlies for example to try and slow the game to a grind?
That would be awesome!

Seems like you really went ham this year, and I particularly appreciate the effort you go to in explaining the way you address the issues from a more technical point of view.

Bravo! we have really come a long looong way
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Old 09-06-2015, 09:42 AM   #176
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Re: NBA 2K16 Gameplay Blog With Da_Czar

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Originally Posted by stillfeelme
This game is a simulation on a whole different level. I think we will finally get a real chess match from the CPU. This

Czar how many freelances are tied to the CPU is that hard coded or changes based off the offense?
Still, I know you guys want to be able to assign this stuff. This year unfortunately I couldn't give up the engineer time I would have needed to do that. It's not a simple adjustment and involves a few diff area's.

I hope to get that in soon. Right now ACE handles the distribution and going along with that.

Currently the ACE game-plans are assigned to teams and not coaches. I know that is not ideal but it's just one of those time and resources things.

So how it works is that I give ACE a selection of the freelances that a particular team should run. And he will switch between them when appropriate as part of the game plan.

As a user you can manually switch to any of them at any time and the switch unlike last year should happen pretty quickly.

There are times when you have to make a pass or two first but most times It happens immediately.
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