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NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

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Old 09-01-2016, 06:48 PM   #193
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Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

Has the box out range for human-controlled defenders been increased this year?

In 2K16 it seemed like human defenders could only trigger the box out animation once the offensive player was below the free throw line or within what the game considers a "close range" jump shot on the wings/sidelines.

This wasn't really an issue against the CPU since they are generally pretty conservative about crashing in their perimeter players for offensive rebounds.

But in modes like MyPark, Pro Am, and Team Up where offensive players are much more likely to sprint down from the perimeter into the paint for an offensive rebound, it was super frustrating that human defenders weren't able to halt or impede the offensive player's path to the rim with the left trigger unless the defender was originally sagging off 8 to 10 feet from his man in what most coaches would deem bad defensive positioning.

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Old 09-01-2016, 06:49 PM   #194
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Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

Quote:
Originally Posted by MFDOOMBOT
You're my dude Earv, but you spelled Wilt Chamberlain wrong
If you look at percentages of shots rebounded, Rodman is easily the greatest rebounder ever.

Wilt pulled down 20+ boards a game because teams jacked up way more shots in the 60's. Even Andre Drummond rebounds a higher percentage of chances than wilt did back in the day.

I got off topic sorry everyone. I agree with the above that Rodman isn't nearly as dominant on the glass as he probably should be given his almost useless offense, so he too often feels like a liability.

Here's my question for mr. Wang: has 2K17 discouraged turbo blocking? It seems like every game is filled with guys making up very unrealistic gaps on defense to block dunks/layups from behind. Too often I felt forced to repeatedly pump fake under the rim even though I had done everything right to beat the defense. I understand chase down blocks happen but evern Lebron only pulls this off a handful of times in an entire season and I'd argue only a handful of players are even capable of doing this, yet it seems it's almost easier in this game to block a shot at the rim from behind than it is from the front. Has that been addressed at all?

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Old 09-01-2016, 06:53 PM   #195
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Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

Hey Mike two question on passing.... So towards the end of the 2k16 cycle. I've really grown to use the fake pass combo.... Especially on the break,in certain pick and roll situations and vs user playing zone. And I'm not taking about the Rondo canned animation. Have any improvements been made to this control or animations? Do we even have it anymore? Has anything been added Fancy pass animations? I started seeing way more different types of fake passes in the last month lol.

But have a great labor weekend! And Thank You!
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Old 09-01-2016, 06:55 PM   #196
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Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

Quote:
Originally Posted by Beluba
You can move your thumb up to CROSS or A pretty easily from the Pro Stick.
...This is the first time I've heard the PlayStation series' X button referred to as "cross" since the PS1 days.
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Old 09-01-2016, 07:01 PM   #197
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Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

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Originally Posted by ch46647
I wrote a long post on page 3 of the previous blog thread. But since its closed I cannot copy it to paste it here..

1. You mentioned your team spent a lot of time on ball handler vs defender interactions. (Great news!!) Can you elaborate on this? Were you able to remove all the suction/warping on the defensive end, and incorporate more first step explosion for ball handlers?

2. The blog states your team removed a lot of the artificial boost for the CPU on Hall of Fame. This is huge news! Has this improved the "momentum" system which seemed to really favor the trailing team? I know you guys say there is no comeback code, and I certainly take you for your word, but I did notice a lot of funky things happen when I take an 8-10 point lead. Hoping all this is removed. (I noticed this on Superstar level as well)


Incredible blog!! Thank you, Mike!
1. With body ups, the main thing I wanted to accomplish was rewarding defenders for beating the ball handler to the spot. Last year, I had to make the onball defender overly grabby to compensate for some sluggishness in defensive movement. Jers did a great job with the onball defender this year, in that he's way more explosive laterally and does a better job at following the user's stick. This gave me a lot more flexibility to dial back the body ups and rides so that they happen only in situations they're supposed to. Makes playing onball D feel much more rewarding. We also added support for single player collision reactions on the ball handler and defender. So the ball handler will raise up his off arm to protect the ball or make a slight adjustment as he glances by a defender. You can see this in some of the leaked videos when a trailing defender is ramming into the ball handler from behind. When these got added, I was able to dial back the 2P collisions even more which also made the ball handler feel more free while also showing some of the physicality of driving through traffic.

So in a nutshell, the combination of these changes really make the body ups in 2K17 much less sucky/warpy and it feels better on both sides of the ball. Plus, the Body Up Sensitivity slider gives you guys the ability to tweak it even further.

2. We've always given the CPU shot and ratings boosts on the higher difficulty levels, that's never been a secret. This year, we're just showing you what they are since everything has been moved to the sliders.

As for the momentum thing, there's really nothing more I can say. It still doesn't exist. The only features that might manifest themselves as rubberbanding would be the hot/cold streak system (which has zero knowledge of time and score) and ACE. I think what happens with a lot of people is that they tend to let up when they have a big lead, or vice versa, tend to concentrate more when they're trailing. Executing poorly could lead to an increase in cold streaks while concentrating would tend toward hot. So you'd see runs in either direction there. ACE is, by nature, an adaptive system. So whether it's the offensive AI learning what's successful and continuing to exploit it, or the defensive AI adjusting to your gameplan and stopping you, that might also look like rubberbanding? Not sure what else to say. The only explicit rubberband code that was ever in 2K since I've been here is the Clutch Factor stuff from circa 2K5. But that was eliminated LONG ago.
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Old 09-01-2016, 07:07 PM   #198
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Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

Mike,

I've read that ProAm teams can practice while waiting for matchmaking, will this just be a shoot around or will Sim ProAM teams be able to run through our sets to get ready for the game?

and private matches in ProAM? patch or next year
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Old 09-01-2016, 07:08 PM   #199
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Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

@Beluba Are there differents combos for each player when dribbling? For example, are kyrie signature movements triggered with the same combination as Curry signature movements? Thx in advance


Enviado desde mi iPad utilizando Tapatalk
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Old 09-01-2016, 07:09 PM   #200
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Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

beluba, have u considered the option to let us choose a team's broadcast camera?
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