The only thing I would say in response to the type of binary (yes/no) stuff you're talking about here would be tough to manage in terms of X always being a blocking call etc. I do think more can be done to keep "turbo spammers" in check, and charging calls is certainly an aspect to it, but charges have been really pulled back over the years in this game because people complained a lot about them (though off-ball, charges still work oddly well in certain modes). I think what was happening with charges in old games is that even when you weren't using turbo you would still be rung up on charging calls, and that could be infuriating.
But I really like the first part talking about choosing what type of on-ball defense you choose to take and being punished accordingly. That I agree with and, again, is why I point out the turbo jumping on defense etc. as a crutch at times.
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Originally Posted by Nevertheles109 |
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Well written, Chase. I'll partake
Community Question: If the shot in the GIF above went in one out of three times in NBA 2K (assuming you’re using a viable 3-point shooter), would you be okay with it?
I'm okay with it IF the user is running an set offense (aka a play from playbook, freelance offense, utilizing proper spacing within the natural flow of his offense ect.) I'm not okay with it if he just choosing to shoot that shot and I see it coming a mile away. I do agree with some of your assessment regarding hand up defense though but if Kobe was closer and had a hand in his face, that defense is effective in real life depending on the proximity. 2K needs to simulate the distance on hands up defense, especially mid-range as some people are barely effected with a slight contest in the mid-range area (Aldridge, Lebron, Melo, Kawhi, Dirk, Kobe back in the day, ect.)
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I really like something you touched on here near the end. I could be wrong, but yes, it does feel like everyone has those "contested shot" animations when shooting, when really they aren't always applicable to everyone. Now, guys like Dirk have those signature fades in the post that don't get contested like this, but even his jumper Dirk is just rising up pretty much no matter the person that's there.
And I wasn't saying Kobe's defense in that GIF wasn't viable, just that contesting even at close range isn't some cure-all.
The caveats here I agree with, and like with everything, it would have to be built around making players stand out who do these things. To me though, It just feels like pretty much no guards can hit these shots at all, while guys like the Haywards and some other players you mentioned need to be able to hit this a bit more. But yeah, no Korver stepback 3s (especially because right now he's a bit of a husk of his former self).
Well, I think as you touched on earlier (and I have in
old articles) is that we need to take Steph out of the equation. Because, yes, I do think he would have no issue taking and making that shot. He takes plenty of good shots, but he also takes plenty of out-of-rhythm, "random room" video game shots as well that go in as well.
As for the overall point though, I do think 2K seems to award those with crisper ball movement and have some semblance of flow to their dribble moves before rising up to shoot. That being said, I'm not sure if that's based on badges, if it's just a placebo effect, or there's more going on than we know about.
But your final point is one I made in the conclusion of the article I think in terms of not just rewarding turbo spam just because the final shot was only semi-contested. At the same time, we do have to remember that in reality most of the "sim" people probably call more plays than actually are called in a NBA game. Teams are not running 20 elevator sets in a game etc. They'll have base sets and motion, but a coach holding up a finger and saying what to run is more minimal at times than perhaps we realize. So deciding what factors into running something with "flow" vs. just jacking it up is a tricky thing to split up. Anyway, yeah, my intent is not to say heavily contested shots and the like should go in 30 percent of the time "just cause" which is why I tried to point out various elements that could be tweaked to help push folks towards both taking better jumpers and feeling as if the rewards will come more often.