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NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

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Old 09-02-2016, 12:41 AM   #337
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Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

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Originally Posted by redux1000
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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Don't take my silence as an auto No. I would just prefer Nino answered this directly. He and our offense AI engineer work on a ton of stuff that I'm sometimes not even aware of so this very well might be in the game. I'm pretty sure I've seen the AI ball handler reject the screen though but I don't want to say 100% w/o confirming with him.
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Old 09-02-2016, 12:51 AM   #338
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Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

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Originally Posted by 2_headedmonster
@Beluba

1) I found it more difficult than it should be in general (even with an interceptor) and too tough on hailmary passes. how have deflecting full-court, bullets into the paint and passes in general been addressed? Has a Madden-like 'ball hawk' feature for passes in the paint online been considered to compensate for lag?

2) I saw that you mentioned there are unathletic blocks for those with low verticals. Has there been low vert rebound animations been added as well? (edit: im happy to see the answer to this is yes)

3) Is it easier to blow by hard close outs? Its been a staple of 2k defense for a while to throw caution to the wind and sprint into the body of a ball-handler without chopping their feet.

4) How severe are the dribble abuse penalties and are they more severe considering the skill of the dribbler? How much leeway does Shaq have with the dribbles lol?

5) In certain situations I feel like defenders can bend the limits of speed and foot-planting. Speed when beat after a move and they can recover and still cut you off. Foot-planting when the on-ball defender is trying to ICE a pick and roll and he shuffle-glides all over the place to cut the ball-handler off.

so my question is are speed and foot-planting more consistent through defensive movement, blocks and steal attempts?


1. I have trouble picking off passes too. But I seem to be alone on that one in the office. The guys did add auto interceptions for user controlled players in very obvious situations, but it's a subtle change. Pass deflection targeting is much better though so you might be fine this year even with lag.

2 and 3 are definitely Yes.

4. Bigs dribbles have been severely nerfed. I don't think Shaq Isoing will be a problem at all. Additionally, you must have a ball handle rating above 75 to unlock and equip the better Iso moves on your MyPLAYER which most bigs will not be able to attain.

5. Not going to say foot planting is perfect or that there's zero sliding, but it's definitely better this year. A lot of the sliding from last year was a bandaid to aid the defense. This year that's been dramatically scaled back as movement has improved.
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Old 09-02-2016, 12:55 AM   #339
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Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

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Originally Posted by WISports
Two questions (sorry if they've been answered).



On rebounds, there's tip-backs this year. Can we control whether we wanna grab a rebound or try to tip it back out?



And last year when your ball handler got a step on his guy, the defender would bump him as he was going by and "suck" him back in. Was this taken out this year?


The back taps happen when there are multiple rebounders fighting for the ball and the offensive rebounder is good enough. We talked about making them controllable but then opted to have them contextual instead.

The sucking of the defender when beat is pretty much gone. If you still see it too much, change the body up sensitivity slider and let me know what value you like.
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Old 09-02-2016, 12:57 AM   #340
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Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

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Originally Posted by Baebae32
Mike, my question is will guys remain outside the 3 point line on drive and kicks and pitch ahead 3's. Last year had a lot of jumpshots with toes on the line for both the user and AI. Thanks in advance


This was definitely worked on by the passing/catching team. Specifically catches in the corner which were very problematic last year. I haven't had any issues with getting long 2s with my 3 attempts.
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Old 09-02-2016, 12:59 AM   #341
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Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

2 Questions, Mike.

1. I see you said that there are more contextual ball recovery situations on loose balls. I felt that ball pursuit and recover was one of the more underdeveloped areas of gameplay, leading to a lot of black and white situations that should have resulted in a greater variance of recovery outcomes. From what you said, you added a lot on the rebounding aspect of it for the individual player animation outcomes. Sounds great. My Question:

Has there been more context and variant added to completely loose ball pursuit and recovery? We haven't been able to fight for a loose ball yet in a basketball game.

2. Has the pass speed been adjusted/increased at all on passes that are intended to be fast? Obviously, we don't want faster lob/high passes, as they are slow in nature, but quick ball swings and bullet chest and bounce passes have struggled to stay true to the axiom "the ball is faster than the man" in 2k games.

I loved the additions to the passes last year, but this particular element could really change the competitive aspect of the scene, adding greater offensive efficiency to teams that move well and pass well.
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Old 09-02-2016, 01:01 AM   #342
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Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

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Originally Posted by 23
Mike

In regards to post basket celebrations in general....

Do we still lose control having to wait for the acorer to finish back peddling before we can take control?

Also the refs holding the ball for an uneccessarily long time before the inbound. Has that been rectified?


I can't say I've noticed being stuck in getbacks as an issue.

The ref holding the ball thing reared its ugly head a few times during the dev cycle but several cases were fixed. I haven't seen it in a long time but for some reason it's a bug that we're having trouble completely killing off. Hopefully it's gone.
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Old 09-02-2016, 01:11 AM   #343
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Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

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Originally Posted by Beluba
I can't say I've noticed being stuck in getbacks as an issue.

The ref holding the ball thing reared its ugly head a few times during the dev cycle but several cases were fixed. I haven't seen it in a long time but for some reason it's a bug that we're having trouble completely killing off. Hopefully it's gone.
Are you able to remove animations in a patch? Specific ones that may not be necessary such as the ball handler getting upset the opponent scored ao he bounces the ball in anger then points randomly.

Its those types of animations i could point out to you that slow the game down without purpose.

Same as not letting theb guy closest to the ball take it out of bounds.

Sometimes we'd have to wait til the big man runs to get the ball then alowly jog back out of bounds before he passes back in the point guard.

I think alleviating those would help with not hindering the pace.


Thanks for the answer also above... I appreciate it sir!
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Old 09-02-2016, 01:19 AM   #344
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Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

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Originally Posted by Beluba
4. Bigs dribbles have been severely nerfed. I don't think Shaq Isoing will be a problem at all. Additionally, you must have a ball handle rating above 75 to unlock and equip the better Iso moves on your MyPLAYER which most bigs will not be able to attain.


This is a welcomed change. I can't tell you how many times I watched someone like Timofey Mozgov perform multiple step-backs only an elite ball-handler could pull off after an opponent's play breaks down.
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