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NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

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Old 09-01-2016, 02:19 PM   #65
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Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

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Originally Posted by scottyp180
It was confirmed in this thread. Beluba is Mike Wang, the developer who wrote this blog, so anything he posts on this site can be taken as fact.
Sorry, I definitely should've checked the thread! Thanks for the heads up!
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Old 09-01-2016, 02:22 PM   #66
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Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

Really hope the flashy passes have been tone down and be more inaccurate to guys who can't do them.

Im sick and tired of flashy passes being on point from guys like JR Smith or other players who are not known to make. They look like the goddamn Harlem globetrotters team.

Really hope 2k17 addressed this.



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Old 09-01-2016, 02:22 PM   #67
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Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

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Originally Posted by LO6IX
Will there be more charging/blocking fouls in the paint this year? In 2K16 the defender would often bump the offensive player instead of trying to take the charge, resulting in blocking fouls.
Also, will pull up shots with the stick go in at a higher rate? Can I pull up with players Curry, or Durant smoothly without being penalized, or will I have to stop and pop?
Yes to both, you'll see more blocking and charging fouls on dribbler/onball defender collisions this year. As I mentioned in the blog, it's important to take proper driving angles this year. If you try to truck through the defense it'll almost certainly be a turnover.

Pull-up jumpers have been re-tuned and we're bringing back the Shoot off Dribble rating, plus a Difficult Shots badge. Makes the pullup game much more usable this year.

Also, if you undercut shooters, there's a good chance you'll get called for a shooting foul this year. So you have to be careful about sprinting into shooter's legs as a defensive strategy.
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Old 09-01-2016, 02:22 PM   #68
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Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

The risk/reward stick vs shot button is a brillant idea honestly. There is no reason to really decide between one of them but rather use both at different times. Wide open corner three with Klay you might want go for the button but say a difficult mid range pull up for the win you might want go for the stick to get that bonus if you aim it well.

Very very neat.
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Old 09-01-2016, 02:23 PM   #69
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Originally Posted by Ed21
Sorry, I definitely should've checked the thread! Thanks for the heads up!
No worries man. It can be a pain trying to read through a thread just to find that one bit of important information you want to see.
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Old 09-01-2016, 02:24 PM   #70
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Originally Posted by Beluba
No. For ideal Pro Stick aiming, you always pull straight down toward 6 o'clock or straight up to 12, whether you're in Broadcast or 2K or any other camera.

As for the boost you get with Aiming, I don't want to give you the exact number because that conversation could spiral out of control. But the boost is noticeable if you're really good with aiming. Of course, if you're inconsistent with it, it actually might be to your benefit to shoot with the Shot Button.

I like to think of the aiming mechanic as driving manual or turning off driving assists in a racing game. If you suck, you should probably stick to Automatic with assists on (shoot with the button), but if you're really good on the sticks you'll probably see a boost to your %'s if you exclusively use the Pro Stick.
Thanks for the clarification. I am a shot stick guy so I agree with the whole mechanism just wanted to make sure how it worked. I am sure the boost is not enough to severely disadvantage button users, just a cool bonus for using a method that requires some more skill. Can't wait to see if I'm as accurate with the shot stick as I thought I was.
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Old 09-01-2016, 02:25 PM   #71
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Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

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Originally Posted by LO6IX
Are lobs in the half court improved? Not being able to rely on DeAndre Jordan to catch lobs from CP3 made the Clippers not feel like the Clippers. There was also a lot of instances where lobs were being thrown with the wrong hand resulting in turnovers and inaccurate passes.
Alleys are one of the toughest things to balance. Seems like a small tweak here or there is the difference between a clear exploit or a useless mechanic. We spent a lot of time on them this year and added some very cool alley-oop lay ups that really help. I think out of the box they're much more useful this year but you can also defend them if you can impede the oopee or time the pass steal. We can also post-ship tune alley success now, so I'll be looking for feedback on how the balance is.
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Old 09-01-2016, 02:27 PM   #72
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Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

Someone mentioned this question earlier, but I'd like to ride shotgun: what are the new sliders added this year affected gameplay?

Thanks so much for dropping by and answering questions, Mike.
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