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NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

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Old 09-02-2016, 04:52 AM   #377
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Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

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Originally Posted by Beluba
Oh ok. That's different. If there are individual anims that are killing the flow we would have to identify them and remove them.

One of our engineers did try to change the inbound logic to have the closest guy inbound. Seemed to help.
https://www.youtube.com/watch?v=nHZUYjx2zko

https://www.youtube.com/watch?v=Rp3GA62kaOQ

That won't happen?
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Old 09-02-2016, 05:06 AM   #378
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Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

"As part of this exercise, we also greatly flattened out the boosts that the CPU was getting on Hall of Fame difficulty and have put more of a focus on making the game tougher through making the AI more intelligent in its decision making."

I almost shed a tear reading this Mike lol I've asked for this for the past couple 2Ks but was mostly met with "sliders" responses. Happy to see the boosts acknowledged and that increased difficulty will mean making the AI more intelligent. That's how all sports sims should be.
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Old 09-02-2016, 06:11 AM   #379
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Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

This may be one of OS's best threads ever... just based on sheer content, information and engagement. Love the effort and transparency @Beluba. I went through the entire thread and I don't think I've seen where you missed anyone's questions. Major respect due. Added to the fact that it seems all the niggles I had with 2K16 have possibly been ironed out. I don't usually believe in preordering games but I will be doing so this weekend. Thanks!

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Old 09-02-2016, 06:53 AM   #380
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Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

Is there a modifier this year to fade from a stand still position like we had before 2K16 ? Is there any particular reason why you guys decided to remove it or was it to free up a button for something else ? I think you guys made it automatic and contextual but it didn't really work out in 2K16.
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Old 09-02-2016, 08:12 AM   #381
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Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

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Originally Posted by Beluba
Yeah, turning off the meter just turns off the visuals. If you don't want to play with shot timing at all, you need to change Shooting Type from User Timing to Real Player % in the Settings menu.
is Real Player % an option for MyPlayer mode? if so , is it going to affect MyPark & Pro AM?

what happens when you choose Real Player % at the first game of career...Whats the point of having Real Player % for Myplayer? is it making any difference?
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Old 09-02-2016, 08:29 AM   #382
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Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

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Originally Posted by jbthegreat
Does Jordan have his 1 handed pump fake that he had in 2k11?
Any word on this, Mike? Would LOVE to have this in game again, considering it's a signature move.

Quote:
Originally Posted by JwP23
Hello Mike, I was just wondering..if you have to sprint+double tap to pull spin jumpers, how would jumpers like this work? Half rotate SS + shot button maybe?
they used to have this in 2k13, the half circle ones were amazing but they were taken out in 14, 15 & 16.

Hoping they've made a return, they were spot on for MJ.
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Old 09-02-2016, 08:29 AM   #383
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Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

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Originally Posted by Beluba
Appreciate seeing this. I was so proud of myself when it first went in. Thought it would revolutionize sports games. But nobody cared and it died a quick death. Lol.

I can talk to presentation since I'm not really doing cameras much anymore. Maybe someone can add it next year.
Well it revolutionized sports games for me man, it was my favorite camera to play on. I would lose my mind if it made it to next years game.

Appreciate the response, thanks for taking time to answer me.
You the real MVP.

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Old 09-02-2016, 08:34 AM   #384
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Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

Beluba, I really hope for next year you guys focus on player movement, how the players move with the ball, making it more dynamic, athletic, make the animations look better, more fluid and also hope you will work on footplanting.
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