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NBA 2K16 Gameplay Blog With Da_Czar

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Old 09-06-2015, 09:46 AM   #177
NBA 2K Gameplay Producer, Offensive AI System - SIM NATION
 
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Re: NBA 2K16 Gameplay Blog with Da_Czar

Quote:
Originally Posted by Taer
I am very excited for both offensive and defensive ai advances. It was a long time in the making but I do feel like a real improvement between last gen and current gen is afoot.

The only question I have about all this sweet delicious stuff is: did it all make it into MyCareer?

If so, I am completely satisfied with what I read.
Yes, last year we were not sold on forcing users into a particular offensive scheme especially something advanced like the triangle etc.

This year we turned it all on for my career. I do still think user can opt out but i am not certain.
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Old 09-06-2015, 09:47 AM   #178
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Re: NBA 2K16 Gameplay Blog with Da_Czar

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Originally Posted by Da_Czar
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.
You guys do a pretty good job of that for someone who has an occasionally specific but otherwise shallow understanding of basketball play calling. So often my GSW offense is a Mark Jackson offense that consists of Curry doing Curry things and oh-look-someone's-open.

In fact you guys might do too good of a job. :P I always mean to delve deep into the play books but never get around to it because freelance just works for the most part.

I'm really hoping to deepen my hoops knowledge this year in being able to directly compare what sets my team runs and find them in the game to exploit myself. The return of Practice Plays is going to be so vital to this. Same thing on the other side of the ball-- being able to have such an extreme as Bogut (not) guarding Allen and dropping back to loiter near the paint is going to allow so much realism and flexibility we didn't have. It often felt like you had to fight the AI to replicate certain things the league does.

Speaking of plays, did the Weave that the Warriors run make it into the game?

Last edited by Sundown; 09-06-2015 at 09:56 AM.
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Old 09-06-2015, 09:52 AM   #179
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Re: NBA 2K16 Gameplay Blog With Da_Czar

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Originally Posted by Da_Czar
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
Neat. This is something I've been curious for awhile, Da Czar.

Do you code? Or are 2K's tools so well developed that they allow a designer to craft complex basketball logic and court awareness without coding? Or do you direct an AI coder in crafting the behavior you want?
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Old 09-06-2015, 09:53 AM   #180
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Re: NBA 2K16 Gameplay Blog with Da_Czar

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Originally Posted by Bexthelegend
Czar can you clarify for me how the "1-4" freelance is different from Flex? You classified 1-4 as closest to Sloan's offense, but the flex was what Sloan ran in Utah.

Is 1-4 what Stockton/Malone ran whiles Flex is the D-will/booze/ak era?
I think I answered you on youtube but in case that wasn't you. In short we have a traditional flex in the game. I always loved the options they ran with Malone and Stockton starting out of their 1-4 set so since all the other plays we have from that formation are called 1-4 I went with a conventional ( to our game) name.

Plus his actual flex offense would have been a bit tougher to pull off. He had so many little reads in that thing it would have taken way too much time. LOL.

So between the traditional flex and the 1-4 freelance you should be able to get close.

I love the ucla cut actions out of that 1-4.
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Last edited by Da_Czar; 09-06-2015 at 10:38 AM.
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Old 09-06-2015, 10:00 AM   #181
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Re: NBA 2K16 Gameplay Blog With Da_Czar

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Originally Posted by king doe
I mainly play the cpu in these basketball games, so reading and seeing that the cpu play even more realistic got me excited.
I love playing vs the AI so as long as I am here you can expect improvements in this area every year. My goal is to one day have those guys are prefer to play vs humans actually enjoy going head up with the AI.

It's going to take a lot of work but that is the game I want to play. LOL.
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Old 09-06-2015, 10:04 AM   #182
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Re: NBA 2K16 Gameplay Blog With Da_Czar

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Originally Posted by rjohns23
Man this is great! It's really going to fill like a chess match especially on hall-of-fame...

The one question I have is in regard to module magic, pnr module, and the attack module. This is awesome news that 2k has implemented this AI knowledge. I wonder if the CPU, especially in the pick and roll situation, will shoot more pull-up 3s. For example, Deron Williams (in real life)will come off the pick and will "look" to shoot the 3 especally if the defender will ice.

That was the one thing missing from 2k15 was the lack of pull up 3s off the dribble. It seemed like the only way the CPU will shoot a pull up 3 is if you play way off or you would have to butcher the roster and sliders. Hopefully, theses modules will address that. I would love to play against Curry, and he just pulls up in my face from just little separation. That would be awesome !

Another thing I noticed in the blog was how the new AI will recognize shot blockers. I wonder will this be used for contested layups as well. For example, as a user I would always change my shot in mid air to avoid shot blockers but I rarely if ever see the CPU do this. Derrick Rose , for example does this a lot in real life. Hopefully, I pray this is implemented this year for the AI.
They definitely will in pick and roll. Before you never really had to worry about the AI if you went under the screen. This year we made sure to address that.

I think most will find it jarring because it never really happened before so I was in a habit of always going under the screens. Adds a nice bit of flavor to the offensive side of the ball.

To be clear though it won't always make the correct read. We still need to develop that more but they do look to shoot those now.
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Old 09-06-2015, 10:07 AM   #183
NBA 2K Gameplay Producer, Offensive AI System - SIM NATION
 
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Re: NBA 2K16 Gameplay Blog With Da_Czar

Quote:
Originally Posted by cthurt
Melo doing work was more like Melo shooting bricks, but the movement was a thing of beauty
SEE. If I show him making everything it's this game has no defense. #SimNation
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Old 09-06-2015, 10:10 AM   #184
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Re: NBA 2K16 Gameplay Blog With Da_Czar

I've noticed that we haven't seen the ball go through the net in any of theses clips. Is that something they want to show later because of the new net physics ?
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