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NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

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Old 09-01-2016, 07:25 PM   #209
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Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

Quote:
Originally Posted by jyoung
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.
The new offball collision system should be able to handle slowing down those perimeter board crashers. We haven't noticed it as being an issue in our tests.
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Old 09-01-2016, 07:26 PM   #210
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Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

1. On pick and roll drives are you able to get a shoulder past the defender and keep him trapped behind you on the pick and roll (like Chris Paul)? Or is the defender always able to sprint back into a guarding position?

2. Is offensive rebounding at a point where you can use a big lineup with good offensive rebounders to punish an opponents use of small lineups that have no rebounding?

3. Can you get into a defensive stance without using the defensive assist button thia year?

Thanks again for all the work you have done. It definitely means alot.
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Old 09-01-2016, 07:26 PM   #211
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Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

Will the new layup types work with the eurostep modifier? So can you do a strong left hand euro, or a euro floater?
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Old 09-01-2016, 07:35 PM   #212
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Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

Mike,

Will there be halftime & post game highlights on PS4 this year no matter the length of quarter?
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Old 09-01-2016, 07:38 PM   #213
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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.
I kind of wish they weren't introduced either, Beluba. :P Feels like they've encouraged players to hunt for greens the last few years and make that a focal point of the game rather than just playing basketball, and lead to some of the tuning weirdness we experienced in 2K15.

Green releases also tend to kill the suspense and drama when a well timed shot is in the air, but at least in 2K16 there was a chance that it could miss. With automatic Greens looks like that suspense is gone completely.

Is there a setting that only shows the green release AFTER the shot has gone through the net?

I do see the predicament with introducing Greens as a "perfect release" feedback mechanic-- if they occur often, they would need to be less automatic less they become overpowering. If they occur rarely, then they can be closer to automatic-- but having them *almost* always go in trains players to expect them to always go in, and their rarity causes players to feel robbed when they don't.

Maybe missed Greens would have received less complaints if they were plentiful from the get go with a high miss rate, and introduced just as feedback for excellent shots, but count me in one of those that would prefer them removed or to not have been added to the game. And if they must be kept, I'd rather they occur commonly with a high miss rate, but not sure how that would be received given how many players think of them now.

Quote:
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.
It's a little bit sad that you have to refer to leaked footage to show us the great work this year, Mike.

Last edited by Sundown; 09-01-2016 at 07:45 PM.
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Old 09-01-2016, 07:42 PM   #214
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Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

About the Hall of Fame badge.

Do you have to play on HOF to get this badge?

Can elaborate a little more on the badge its self?
Ex: if I'm a sharpshooter and I have monster game at the rim will unlock a boost for layups/dunks?


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Old 09-01-2016, 07:45 PM   #215
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Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

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Originally Posted by silverskier
@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


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Here, I'll deep dive into the dribble system a bit further, since I left most of the details out of the blog.

The sig combos are all triggered the same way. If you're in 2K cam facing the rim at the top of the arc with the ball in right hand, in clock terms:

9 -> 3 = Double cross
7 -> 2 = Tween to Cross
7 -> 5 = Tween to Tween
7 -> 6 = Tween to BHB
6 -> 6 = Double BHB
3 -> 3 = Hesi Combo

The Tween to _____ combos are a 3 anim package (25 to choose from)
Double Cross is a single anim (26 to choose from)
Double BHB is one (13 to choose from)
And Hesi Combo is one (17 to choose from)

You pick a base sizeup package. There are 12 of them: 2 Basics, 4 Normals and 6 Elites. The packages contain the standing Isos: cross, tweenlegs, escape cross, bhb, stepback, hesi, escape hesi, in and out/double tap, spin and cross spin. All performed by different athletes so there's a good mix of styles here, but since they're packaged by the same player, there's a consistent look to each package now.

You also can equip a rhythm dribble (39 in total). this is the only "canned" dribble sequence left in the system. you can break out of them at anytime though.

You can mix and match the above however you want to create the style of dribbler you want.

So to answer the original question, yes, they're all triggered the same way, but the timing will be different for each person depending on what anims/packages/etc. they choose to equip.
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Old 09-01-2016, 07:47 PM   #216
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Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

@Beluba So nice to read all this info, thank you!


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