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NBA 2K16 Gameplay Blog Wth Scott O'Gallagher

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Old 09-07-2015, 03:36 PM   #521
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Re: NBA 2K16 Gameplay Blog Wth Scott O'Gallagher

Quote:
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
Yeah I think this is more of a Mike Wang question. That said,

Foot Planting should make a difference with this:

Quote:
Foot planting was also re-written from the ground up inside the new engine, this time using sophisticated toe/heel detection, blending techniques and IK (inverse kinematics.) The new foot planting does a great job of making players feel more grounded to the world when cutting, planting or pivoting. However, the thing I love most about it is that it’s not just an aesthetic improvement. Because players aren’t able to cheat physics by sliding or radically shifting momentum it allows the flow of basketball to play out in a more natural fashion.
And passes are faster:

Quote:
Loads of passing improvements: faster ball speeds, better pass animation selection, completely re-written pass lane selection, ability to immediately break out of catches, step in catches around the rim, step out catches when crowded, less sliding on standing catches, boat loads of new content, and much much more. We’ve even added a new option to allow you to pick what’s most important when using directional passing. So you can go with the default tuning or you can bias it more toward stick direction or receiver openness.
Let's stick to defensive AI for OG so he doesn't have to wade through stuff on this thread that is not his arena. He doesn't have to lurk or respond at all, so let's try to use his time well.
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Old 09-07-2015, 03:41 PM   #522
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Re: NBA 2K16 Gameplay Blog Wth Scott O'Gallagher

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Originally Posted by MGSW
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?
I don't code, but I don't think that would be simple to code at all. You'd need to create different assets in game as refs, load styles and tendencies to them, and integrate all those programs into existing gameplay systems.

Refs are now, for all intents and purposes, cosmetic holograms that exist almost as ghosts on the screen from a programming assets perspective. In that respect they are one small step above sideline photographers. To do this they would have to become more "solid" as programmed assets interacting with the environment, and that's not trivial.
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Old 09-07-2015, 05:44 PM   #523
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Re: NBA 2K16 Gameplay Blog Wth Scott O'Gallagher

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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?
Yes closeouts speeds were touched this year. I'll be curious to see what you think. Even though I was working mostly on defense then end goal is always balance.
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Old 09-07-2015, 05:46 PM   #524
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Re: NBA 2K16 Gameplay Blog Wth Scott O'Gallagher

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Originally Posted by 23
That works for me. I know you couldn't make it too cheesy so as long as I have a chance im good. I just think the AI was able to do things defensively in the past the user couldn't so if it's evened out more then great.


I also noticed in that clip with Dwight and Anthony Davis that Ant contested the shot with both hands, the right on the pump then blocked it with the left.... is that a coincidence?
Could be coincidence but also could be vertical contest versus swat. For those that didn't know, I was Dwight in that play! lol
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Old 09-07-2015, 05:55 PM   #525
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Re: NBA 2K16 Gameplay Blog Wth Scott O'Gallagher

Not sure if you saw my additional question to your answer yesterday...
Spoiler


Quote:
Originally Posted by 8KB24
It's good to hear that man Now if only I could play that way with my beloved Lakers I'll be over the moon. Is it possible to install this type of pnr defense in MyLeague with Lakers since they have one and a half decent defenders on their team and this would be most efficient since Hibbert is GOAT at rim protecting.
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Old 09-07-2015, 06:05 PM   #526
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Re: NBA 2K16 Gameplay Blog Wth Scott O'Gallagher

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Originally Posted by 8KB24
Not sure if you saw my additional question to your answer yesterday...
Spoiler
Byron Scott is a traditional "ICE" guy but you have the options in your defensive settings to change that.
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Old 09-07-2015, 06:07 PM   #527
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Re: NBA 2K16 Gameplay Blog Wth Scott O'Gallagher

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Originally Posted by OGSPORTS
Yes closeouts speeds were touched this year. I'll be curious to see what you think. Even though I was working mostly on defense then end goal is always balance.
My bad! Close outs are defense which is why I posted here, but it's more gameplay and not team defensive ai. Sorry! Glad they were worked on and thanks Lorenzo for quoting wang blog with foot planting and pass speeds. My memory is slowly going with my old age I swear!
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Old 09-07-2015, 06:15 PM   #528
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Re: NBA 2K16 Gameplay Blog Wth Scott O'Gallagher

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Originally Posted by OGSPORTS
Byron Scott is a traditional "ICE" guy but you have the options in your defensive settings to change that.
Thanks. This is music to my ears Can we change defensive settings based on players that are on the court? For example if I have Russell-Clarkson-Kobe-Randle-Hibbert I want to guide opponent to Hibbert under basket and that I will change in settings before game starts but if I decide to put Bass/Black instead of Hibbert to counter potential small ball can I set it to 'ICE' without doing it manually when making a substitution?

I know I have a ****load of question so I apologize if I'm annoying or anything...am feeling uncomfortableasking all these question but I already am gameplanning how I want to play defense. And who is better to ask than a dev. So a HUGE thanks for taking your time and answering all the questions, really appreciated.

Last edited by 8KB24; 09-07-2015 at 06:17 PM.
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