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NBA 2K16 Gameplay Blog Wth Scott O'Gallagher

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Old 09-07-2015, 01:32 AM   #513
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Re: NBA 2K16 Gameplay Blog Wth Scott O'Gallagher

Anything done about close outs? Didn't I read ball speed was sped up which is great IMO and needed with swinging the ball as you could never really get a great look in the corner making the extra pass due to incredibly fast and unrealistic close out speeds. The defender would usually be faster than the pass. Or even players not having the ability to blow past defenders running and closing out at full speed and then stopping on a dime to recover. Was this looked at at all?
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Old 09-07-2015, 01:34 AM   #514
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Re: NBA 2K16 Gameplay Blog Wth Scott O'Gallagher

With some of the newer mechanics with defenders, is it more achievable to replicate a Westbrook pull up in transition game? (edit: I mean, in your opinion OG - this COULD be an opinionated question in some peoples eyes).


IRL defenders shuffle back profusely just to account for his speed and then he often pulls up from 18-20 feet out in transition/semi transition.


Very hard to replicate to date. It's all hinged on where the on ball defender decides to "plant" and then the "sucked in" animations kick in.


And again, thank you for your hard work OG. AMAZING job.

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Old 09-07-2015, 11:06 AM   #515
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Re: NBA 2K16 Gameplay Blog Wth Scott O'Gallagher

Quote:
Originally Posted by OGSPORTS
I would expect more turnovers just from off ball steals and denials being improved this year. Everyone is different so I can't speak on what simulation numbers you're looking for. This a BIG system, heavy ISO players will need to change their approach. Again, this is on the higher difficulty levels I'm referring to.
Thanks For the Answer. I'm Looking for good (real life) numbers.LOL.

One more thing. I'm not a coder but i don't think that this is difficult to do. DO we have different types of referee ? I mean, in each game we are presented with the trio and the foul calling on the game flows according with them. The dynamic is different in each game.
Some guys treat the superstar "better", others let the game flows to a certain point.
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Old 09-07-2015, 11:33 AM   #516
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Re: NBA 2K16 Gameplay Blog Wth Scott O'Gallagher

Quote:
Originally Posted by Mickeyknoxx
Thanks For the Answer. I'm Looking for good (real life) numbers.LOL.

One more thing. I'm not a coder but i don't think that this is difficult to do. DO we have different types of referee ? I mean, in each game we are presented with the trio and the foul calling on the game flows according with them. The dynamic is different in each game.
Some guys treat the superstar "better", others let the game flows to a certain point.
I'm not a coder.. But I think what you suggested is one of those things that sounds easy but is Extremly complicated.

They already have difficulties programming proper foul numbers, I assume they aren't close to being able to have the foul generator change as the refs do
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Old 09-07-2015, 11:38 AM   #517
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Re: NBA 2K16 Gameplay Blog Wth Scott O'Gallagher

Wow, these guys are so amazing! Another must buy!!
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Old 09-07-2015, 11:58 AM   #518
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Re: NBA 2K16 Gameplay Blog Wth Scott O'Gallagher

Quote:
Originally Posted by vannwolfhawk
Anything done about close outs? Didn't I read ball speed was sped up which is great IMO and needed with swinging the ball as you could never really get a great look in the corner making the extra pass due to incredibly fast and unrealistic close out speeds. The defender would usually be faster than the pass. Or even players not having the ability to blow past defenders running and closing out at full speed and then stopping on a dime to recover. Was this looked at at all?
The. Problem was they didnt run to close out. They super-speed crab shuffled. Meaning they could defy ratings and could stop the shot and drive because they're squared up.

With that said, this might be a Mike Wang question since its not a.i
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Old 09-07-2015, 12:17 PM   #519
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Re: NBA 2K16 Gameplay Blog Wth Scott O'Gallagher

Quote:
Originally Posted by Mickeyknoxx
Thanks For the Answer. I'm Looking for good (real life) numbers.LOL.

One more thing. I'm not a coder but i don't think that this is difficult to do. DO we have different types of referee ? I mean, in each game we are presented with the trio and the foul calling on the game flows according with them. The dynamic is different in each game.
Some guys treat the superstar "better", others let the game flows to a certain point.
Neat idea but I can only imagine how many complaints people would have. They think the games cheating them when a team makes a comeback (in a game of runs smh). Imagine if the refs were making phantom calls like the real nba. Haha.

Also I'm pretty sure that level of A.I would be more difficult than one might think. They've just got personalities and tendencies for players right after how many years?
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Old 09-07-2015, 03:06 PM   #520
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Re: NBA 2K16 Gameplay Blog Wth Scott O'Gallagher

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Originally Posted by 2_headedmonster
The. Problem was they didnt run to close out. They super-speed crab shuffled. Meaning they could defy ratings and could stop the shot and drive because they're squared up.

With that said, this might be a Mike Wang question since its not a.i
The super speed crab shuffle is one funny looking animation. I hope defense got some footplanting love....
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