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NBA 2K16 Gameplay Blog Wth Scott O'Gallagher

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Old 09-07-2015, 06:34 PM   #529
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Re: NBA 2K16 Gameplay Blog Wth Scott O'Gallagher

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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.

One thing is we want to make a basketball game first and not a text simulator. So we don't want to rig things to get s specific number that the game doesn't naturally come to on it's own.

So if the numbers are off but the game is playing out realistically I consider that a primary win. Rather than jacking the engine around to achieve a certain number that gameplay does not support. Thereby breaking something else.
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Old 09-07-2015, 06:37 PM   #530
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Re: NBA 2K16 Gameplay Blog Wth Scott O'Gallagher

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Originally Posted by LorenzoDC
There were already some post plays in 2k15 that often caused a switch where a 3 was guarding a low post 4 or 5 due to the play motion. This year Czar rebuilt almost all the plays so I expect there will be play options to create mismatches in lots of places.

2k15 Swing Motion was able to create some mismatches in freelance, too. I expect we'll see even more of that from redone freelance this year.

Yes. We included those same plays Cle ran to put Lebron in mismatches vs switching defense. I would expect us to figure a way down the line to have the AI attempt this in an adjustment.
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Old 09-07-2015, 06:40 PM   #531
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Re: NBA 2K16 Gameplay Blog Wth Scott O'Gallagher

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Originally Posted by Da_Czar
One thing is we want to make a basketball game first and not a text simulator. So we don't want to rig things to get s specific number that the game doesn't naturally come to on it's own.

So if the numbers are off but the game is playing out realistically I consider that a primary win. Rather than jacking the engine around to achieve a certain number that gameplay does not support. Thereby breaking something else.
Exactly i mean from all perspective of gameplay the outcome range from statistics to animations to rim/ball interaction etc. everything has to have a range of 0-100 which i mean no projected outcomes to make it realistic because the real life never gets that projected outcomes, the averages do.

I hope you guys don't ever loose that philosophy.
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Old 09-07-2015, 06:43 PM   #532
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Re: NBA 2K16 Gameplay Blog Wth Scott O'Gallagher

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Originally Posted by 8KB24
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.
All good, man! We added a "team panel" as well to the defensive settings menu so you could change the team scheme in one shot. Otherwise you will have to go player by player and change your hedge/pressure options etc. To answer your question, it's not all the way as specific as you like but hopefully we'll get there soon!
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Old 09-07-2015, 06:53 PM   #533
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Re: NBA 2K16 Gameplay Blog Wth Scott O'Gallagher

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Originally Posted by OGSPORTS
All good, man! We added a "team panel" as well to the defensive settings menu so you could change the team scheme in one shot. Otherwise you will have to go player by player and change your hedge/pressure options etc. To answer your question, it's not all the way as specific as you like but hopefully we'll get there soon!
Thanks again for taking your time and answering all the questions not by myself but from all the dudes here, I really appreciate you putting time in time AND in making such strides these past two years with AI etc.

And the team panel thing will satisfy me...for now. Already can't wait what you have in store for 2K17
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Old 09-07-2015, 06:56 PM   #534
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Re: NBA 2K16 Gameplay Blog Wth Scott O'Gallagher

h
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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.
Thanks for this.

Will there be more fouls called on jumpshooters when the defender commits a wild closeout and jumps into a shooter?
Calling more fouls would add a risk to the turbo closeouts, and Keep people from flying around the court trying to block every jumper.
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Old 09-07-2015, 07:29 PM   #535
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Re: NBA 2K16 Gameplay Blog Wth Scott O'Gallagher

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Originally Posted by Da_Czar
One thing is we want to make a basketball game first and not a text simulator. So we don't want to rig things to get s specific number that the game doesn't naturally come to on it's own.

So if the numbers are off but the game is playing out realistically I consider that a primary win. Rather than jacking the engine around to achieve a certain number that gameplay does not support. Thereby breaking something else.
No Doubt. Just Asking. I'm one of those stats freak. I know how hard it is to translate zeros and ones into something organic and beautiful as the game will be. And sliders always help with this...I was playing 2k15 again this week and i'm getting good numbers. After reading all the blogs and everything that is coming, 2k15 still is a fun game to play. 2k16 is gonna blow my mind.

Thanks, keep the great job.
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Old 09-07-2015, 07:51 PM   #536
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Re: NBA 2K16 Gameplay Blog Wth Scott O'Gallagher

Quote:
Originally Posted by Da_Czar
One thing is we want to make a basketball game first and not a text simulator. So we don't want to rig things to get s specific number that the game doesn't naturally come to on it's own.

So if the numbers are off but the game is playing out realistically I consider that a primary win. Rather than jacking the engine around to achieve a certain number that gameplay does not support. Thereby breaking something else.
THANK YOU! i hate the comments of wanting " sim stats".
The game plays out differently every time and will have to be rigged to have 45% shooting etc etc etc
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