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NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

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Old 09-01-2016, 07:09 PM   #201
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Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

Thank you for the detailed reply, Mike. Can't wait for 2K17!
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Old 09-01-2016, 07:10 PM   #202
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Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

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Originally Posted by Beluba
1. Yes, the penalty gets stronger the higher the difficulty

2. I flip flop on this one all the time. But in the end, I was getting WAY too many complaints about missing greens. And to some extent, I agree with the feedback. If we're reinforcing that you're "doing everything right" by showing you positive feedback, it does kind of suck to have you fail just because you didn't hit the dice roll. So I think it's better to make green releases more rare, but be more consistent with the outcome when you do get them. TBH, I wish I never introduced green releases at all.


Green releases been in the game for awhile. The thing is in 15, I believe you started making them automatic so in 16 people started complaint about missing them. I wish you would have kept it how it was before like 2K11 a few others, you got green a lot but that didn't mean you knew you was making the shot.

I just hate people can hit green and just know the shot is going in. Even in 2K16 it was better than making all greens. You pretty much knew it was good but it was a slight chance it could be off. But I kind of agree. Wish it was never introduced in 2K15 as automatic. But you could always switch it back to how it used to be. People will just adjust


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Old 09-01-2016, 07:11 PM   #203
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Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

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Originally Posted by Beluba
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.

I still think that momentum meter from CH2K was fantastic.

Don't know if you guys ever considered it, but that plus a modulating rwody crowd would be killer.
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Old 09-01-2016, 07:15 PM   #204
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Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

Quote:
Originally Posted by Beluba
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.
I have a feeling we're going to have to bookmark and quote this a lot in the next few months in the threads.

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Old 09-01-2016, 07:15 PM   #205
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Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

I never believed in that comeback stuff people believed in. But the shot clock stuff from the CPU on HOF is still very real. Especially if another CPU player is the one guarding.


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Old 09-01-2016, 07:19 PM   #206
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Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

Mike, I hope I wasn't seeing things in the footage that I saw, but when a player steals the ball at the halfcourt line does he now pause for a second to give time for the user to react and avoid a backcourt violation?
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Old 09-01-2016, 07:23 PM   #207
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Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

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Originally Posted by MFDOOMBOT
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
Sorry, it's just a shootaround. You can't pass the ball to each other this year.
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Old 09-01-2016, 07:24 PM   #208
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Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

Mike Wang,

I'm glad to hear there will be more charges this year. It was frustrating in 2k16 with the large amount of blocking calls when having good position on defense or the automatic flopping that would occur at times when you did try to draw charges.

What about defense assist? I tried turning that off in the controls last year as I do every year any kind of assistance mechanisms, but from what I read if you pressed LT at all it would still activate. Is that still the case in 2k17?

What about the defensive animations? Such as simply turning around to change directions was very frustrating at times, it felt like the animation to change direction was very slow to start-up sometimes. Also jumping to block shots at times the animation would be some slow wind up animation that prevented you from reacting and jumping quickly. On boxouts it would sometimes do the same thing and make your jump very delayed when trying to jump for the rebound, which usually meant you had zero chance in getting the rebound even though you had great position. Has any of this been addressed?

I played a ton of pro-am in 2k16 as both a pg and center. On the inbound pass by the other team after a made basket many times it would place the guy I'm guarding further down court than I was which made it impossible to catch up to him even when holding down turbo the entire time. So there were many times the others teams center would be wide open running to the basket, since my center couldn't get back in time. I hope that was addressed as well.

Lastly, the bailout fouls inside the paint I hope were toned down a bit as well. There were far too many fouls bailing out ball handlers trying to force up terrible shots inside the paint when there were multiple defenders around them. The random technical fouls I hope was cleaned up a little too, at a minimum I'm hoping they at least don't trigger at all in the 4th quarter. During close games in the 4th quarter when those triggered they could really have huge consequence on the outcome.


Thank you.
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