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NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

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Old 09-01-2016, 11:25 PM   #321
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Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

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We’re also now using a dynamic blending system that calculates the most ideal blend times for different parts of the body when transitioning from one animation to another in an effort to smooth out things like posture and back angle changes, facing pops, etc. while still maintaining the responsiveness that gameplay animations require. One of our engineers also created a new limb collision system that combines animation and a physical simulation to allow limbs to collide with other objects/players and react in a more natural and dynamic way. Sometimes you have to pause the game and watch a replay up close to appreciate just how amazing the tech is. We’ve seen players get wrapped up during rebounds, react to glancing collisions as players brush past each other and everything in between. It really brings the game to life and most of the time we can’t tell if the new limb collision system is at work or if we’re watching


I've been waiting for this my whole life. lol
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Old 09-01-2016, 11:30 PM   #322
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Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

I hope they keep all these improvements they have put into the game... Last year once they dumb down the game with one of the patches, because people were complaining it was too hard to score. It took the joy of the game away from me. And I barely played it after that.


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Old 09-01-2016, 11:30 PM   #323
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Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

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I've been waiting for this my whole life. lol
What, you're not going to miss players morphing through defenders for layups, the ball morphing through guys heads for another guy to get the rebound, and the occasional dislocated arm flying out of a socket and falling back into place during contact under the rim?

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Old 09-01-2016, 11:33 PM   #324
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Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

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Yeah, whatever.

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Old 09-01-2016, 11:36 PM   #325
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Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

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Yeah, whatever.

See you in the

"They HAVE to get rid of comeback code" thread in 3 months.
That's why I bookmarked this. Gonna have it ready, and spam it as necessary.

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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, 11:37 PM   #326
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Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

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I won't derail the thread w/ any additional posts on this topic, but I take the non-answer on this to mean no. If true, very disappointing as it is a realism killer in my opinion for CPU offenses and as a result user defenses. The pick and roll/pop is an absolutely integral part of today's NBA and to have AI ballhandlers only be able to go in one direction in an on ball screen situation is a huge oversight. I'm actually very surprised more people here aren't concerned/interested about this with how many that consider themselves wanting a pure simulation experience.

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You arent the only one who was waiting to hear the answer to the question you proposed. Ball screen rejection is a lethal tactic in real life. Hopefully the AI will grow to the point where there is a tendency that dictates how often a guy rejects the screen.

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Old 09-01-2016, 11:44 PM   #327
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Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

I am wondering if the canned foul animations was reworked or at least tuned down so it wouldn't happen as much. One of the very few issues I have w/ the gameplay.


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Old 09-01-2016, 11:45 PM   #328
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Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

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Originally Posted by LorenzoDC
What, you're not going to miss players morphing through defenders for layups, the ball morphing through guys heads for another guy to get the rebound, and the occasional dislocated arm flying out of a socket and falling back into place during contact under the rim?

Haha not one bit. My biggest gripe was when my hand would go through the ball when i should've blocked it. Love these guys and how they are treating this game on the gameplay front.
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