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NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

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Old 09-09-2016, 12:34 AM   #569
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Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

Can the actual circle be turned off? I know in 2K16 it can't be.
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Old 09-09-2016, 12:55 AM   #570
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Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

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Can the actual circle be turned off? I know in 2K16 it can't be.
*Crossing fingers"
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Old 09-09-2016, 06:14 AM   #571
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Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

Quote:
Originally Posted by WISports
Can the actual circle be turned off? I know in 2K16 it can't be.

It's not the actual circle that glitches through players it's the shot meter and shot meter feedback that stays on for a while after you shoot. If you turn off the meter you won't have the issue. I think they may have done it on purpose so you see the shot meter at all time. Looks ugly though.
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Old 09-09-2016, 06:53 AM   #572
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Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

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Mike, in 2K15 we were able to rotate our player while editing their jumpshots. It made is so much easier because we could see how the base and forms look from the side and back, as well as the front.

Can you tell us why it was taken out last year, and still again this year?

There's a huge community that uses this feature to get all NBA players' shots down perfect. It's a pretty huge part of the game.

So I'm just curious why it was taken away.
This wasn't fixed??? Oh man......
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Old 09-09-2016, 01:30 PM   #573
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Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

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This wasn't fixed??? Oh man......
Nope, major bummer. No idea why it was even taken out. Makes things so much harder for those who edit all these jumpers.
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Old 09-09-2016, 04:45 PM   #574
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Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

I hope The Prelude is an earlier edition but if not the CPU speed still an issue.

I hit turbo and the CPU players are instantly sprinting before I accelerate, also seeing bigmen sprinting past much faster players.

I also see the CPU cheese that makes the user crossover to slow you down to allow the CPU defender to catch up to play defense.
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Old 09-10-2016, 09:30 AM   #575
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Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

Mike- Not sure if you are still reading this forum topic but I have some feedback from playing 2KU in the Prelude..

- Overall, gameplay feels much better. I feel like I'm in better control of my players and I like the new dribbling system.

- I have a feeling everything will be significantly improved when freelance and plays are included. (Retail version)

- Pick and roll defense seems to be significantly improved!

- Offensive and defensive transition logic is light years better than 2K16.

- Absolutely loving the fouls when a defender runs directly into the offensive player. I'd actually like to see more of this, particularly against the CPU on Superstar SIM. Gamers have become accustomed to playing defense in 2K by sprinting at the ball carrier and jamming LS. Running towards the ball handler goes against every fundamental defensive philosophy there is. The game should punish that defense, and reward good positional sliding and beating the ball handler to the spot. Looks like we are slowly getting to that, I'd like to see it called a foul nearly every time on Superstar/SIM (atleast against the CPU)

However, here are a few issues I noticed that I'm hoping your team can address before launch..

- Overhead passing is very slow and used in situations it shouldn't. (Particularly by the CPU) *I know this is already being looked at and addressed*

- Dribbling responsiveness is light years better. However, I am still getting that feeling from 2K16 when trying to explode out of a dribble animation and towards the basket. It just feels like there is some sort of disconnect between the user pressing the left stick towards the basket (with or without Turbo). It would be amazing if your team could find what is causing this delayed input response and remove it.

- I am seeing very little CPU warping or stickiness, and the "ride the hip" animation seems much more realistic. But the issue above where there is a delay when pushing LS towards the basket causes a similar result.

- Regarding the crossover animation... There is definitely still a small hitch in this move that makes it very in-effective against the CPU. I am not sure if your team felt the crossover was too effective and added the hitch to nerf it a bit, but it would feel so much more organic if we could hit a strong crossover and a hard first step towards the basket.

- While the logic for offensive/defensive transition is significantly improved, I do agree with the above poster that the CPU seems to speed up in transition. The Center on the opposing team runs like a cheetah. I'm sure this is designed to create balance, but it would be awesome if all artificial speed boosts would be eliminated in transition.

Those are my thoughts and impressions. Overall, I'm extremely excited for 2K17!!

Last edited by ch46647; 09-10-2016 at 09:38 AM.
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Old 09-10-2016, 10:17 AM   #576
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NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

Will weight & wingspan matter outside of Myplayer... Meaning will their be caps to certain attributes in different weight zones? Are there caps for other ratings and tendencies outside of MyPlayer?


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