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Fixes Coming For NBA 2K17 Shot Timing, Pass Speeds, Moving Screens, Defense and More

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Old 10-14-2016, 04:53 PM   #113
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Re: Fixes Coming For NBA 2K17 Shot Timing, Pass Speeds, Moving Screens, Defense and M

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Originally Posted by ronyell
I'll apologize for that but I do feel that is a lacking component of life now days... more people playing MYPark basketball on a video game than at the PARK. But I digress.

Thank you Trek for stating my points so eloquently in long form


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No problem. And forget real PARK hoops, man;

Driveway hoops FOR LIFE. I will never part with my driveway hoop, even if my driveway is uneven and I had to prop up one side of my hoop's base to make it level ...
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Old 10-14-2016, 05:17 PM   #114
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Re: Fixes Coming For NBA 2K17 Shot Timing, Pass Speeds, Moving Screens, Defense and M

The moral of many of these threads is that we want the best game possible. Unfortunately that's not exactly possible with 2K merging different styles of gameplay into one. Bottom line.


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Old 10-14-2016, 05:19 PM   #115
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Re: Fixes Coming For NBA 2K17 Shot Timing, Pass Speeds, Moving Screens, Defense and M

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Originally Posted by ronyell
The moral of many of these threads is that we want the best game possible. Unfortunately that's not exactly possible with 2K merging different styles of gameplay into one. Bottom line.


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They're going to reopen the door for EA and Live to make a comeback if they don't watch out.
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Old 10-14-2016, 05:40 PM   #116
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Re: Fixes Coming For NBA 2K17 Shot Timing, Pass Speeds, Moving Screens, Defense and M

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Originally Posted by trekfan
I don't believe anyone on OS is an "elitist." But there has been a noticeable and detrimental effect on 2K since the introduction of MyPark, Pro AM and VC. The game has gone from "let's build the most realistic game of basketball ever in digital form" to "let's build a game of basketball where we can give our players a chance to play against one another and buy advantages against one another."

They've turned the simulation 2K into a pay for play model -- if you want to be the best, you got to drop some (additional) cash to be the best. Yes, you can grind your way to a lot of this, but 2K isn't dumb; if the consumer is given the choice of instant gratification or spending large chunks of time to get the same thing, the consumer will more often buy the instant gratification than spend time earning it.

I don't think Pro Am/MyPark is the root cause of the sim crowd's woes; it's the VC. If there was no VC, if people had to earn the skills by playing sim/real basketball, we wouldn't be here. If there was no option to buy your way to the top, we wouldn't have so many complaints from the MyPark/Pro Am guys; but we do and it's a monster of 2K's making because they sold them the idea that if they bought their skills, they'd be the best and now they want to play that way when they -- as a user -- don't have the understanding or skill to do so. Their player might be maxed out, but the user hasn't learned anything new and some don't even understand the fundamental rules of basketball.

When you sell someone the idea that, if they spend more money they'll be better, people are going to want to see it. And if they don't see super-high shooting percentages and backstepping, fading threes with a defender in their face, they're not going to feel they got their money's worth.

And the truth is, they haven't. And they won't. Which is why the backlash from the online guys is so high and full of vitriol because not only did they pay for the game, the majority of them sunk even more cash into it to bump up their player avatars and aren't seeing the results they expected.

It's not their fault. Like us sim guys, they put down money and didn't receive the product they wanted. We're in the same boat, and that's the problem, we need to be in different boats that suit the two communities' unique needs.

We're not "elitists" here at OS; we have a fundamental disagreement on how 2K basketball should be played with the majority of the online players and there's no way to resolve that without one or both communities getting completely shafted. The best solution is for those two portions of 2K to be divorced from one another -- if not in actual form, then at least in updates/tuning so one side doesn't affect the other.

Whether that's a possibility is in question, but that's the best solution for all parties; as it stands right now, neither community gets the game they want.

If everyone loses, no one wins.
great post
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Old 10-14-2016, 05:40 PM   #117
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Re: Fixes Coming For NBA 2K17 Shot Timing, Pass Speeds, Moving Screens, Defense and M

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They're going to reopen the door for EA and Live to make a comeback if they don't watch out.
I actually wanted EA to do so well. I hope they come back better
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Old 10-14-2016, 06:05 PM   #118
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Re: Fixes Coming For NBA 2K17 Shot Timing, Pass Speeds, Moving Screens, Defense and M

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Originally Posted by Gosens6
This series is slowly but surely loosing it's roots as an NBA simulation .

I know when this update drops, the offline guys will be ecstatic when we get real defense, and shooting percentages in the high 40s, low 50s like they should be.

I already know that will only last for a few days. The majority audience of this game doesn't care for an authentic, NBA simulation. They want authentic, street ball, make every shot they take because they refuse to except they can be bad at the game.

It will only be a matter of time before shooting percentages go through the roof again. Unfortunately this is just the way it has been, and once the online crowd sees that they can't make every shot in the park anymore, it'll all come crashing down on us guys who just want to play with NBA teams.

I've never seen a year worse in the history of 2k where guys are complaining so much about missing shots. I literally want to ask them when they go outside and play, do they make 80% of their shots? I really don't get it.

This series used to be the pinnacle of simulation. Now, it's like playing a next gen, And-1 mixtape. I'm hoping 2k proves me wrong about this, and once we got shot %'s to where they should be, they stay put. Their track record with changing things to cater to one target audience doesn't give me much hope.

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I'm gonna be real with you. Take it how you want, I really don't care.

While I want the game to play like a simulation, and having to use real basketball tactics to win, there really has to be some give and take. Like I've stated countless times, what people need to realize is that the scoring should be tuned as a reflection of game length. You really think people want to be shooting in the 40% range when these quarters only last 5 minutes as opposed to 12 minutes? Especially when you have some players who take nothing but wide open shots and drives when the paint is almost wide open?

You have to give a bit of leeway for people with actual skill at some point. And nobody wants to 'feel cheated' when they're doing their best to play smart and shoot only when open, only to be 'rewarded' with clank after wide open clank just to meet this 40% from-the-field quota.

And it becomes even worse when we've now been hit with archetypes. If I'm a Sharpshooter and I feel like I have to get 'cheated' on everything that isn't a green release in order to drag my percentages down to 'meet a quota', I'd rather just move on to another game. Especially considering the entire archetype revolves around jumpshots. If a Shot Creator finds his shots aren't really falling, he has a fallback option to drive with pretty good ratings to finish around the rim. Same with Playmaker. If a Slasher feels he can't get to the rim at will, he has a fallback option with decent shooting stats in the midrange. Same with a LDD.

Sharpshooters literally do not have that option with any sort of consistency. If their jumpshot isn't falling because they aren't getting greens, they're pretty much dead bodies out there. Sure, you can drive every once in a while when the lane opens up, but let a single body be there and see just how 'good' you are. They have no real consistent fallback option.

If you made a SC, would you really feel like playing regularly if you knew you had to miss more than half your open shots in order to meet a quota? If you made a Slasher, how would you feel if you drove knowing that there was a 60% chance for you to miss open layups and open dunks? Etc etc.

(If this sounds like it's a rant for SS, it's not. It's just an example I'm using while speaking on the online gameplay as a whole)

Last edited by Caelumfang; 10-14-2016 at 06:56 PM.
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Old 10-14-2016, 06:09 PM   #119
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Re: Fixes Coming For NBA 2K17 Shot Timing, Pass Speeds, Moving Screens, Defense and M

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Originally Posted by Caelumfang
I'm gonna be real with you. Take it how you want, I really don't care.

While I want the game to play like a simulation, and having to use real basketball tactics to win, there really has to be some give and take. Like I've stated countless times, what people need to realize is that the scoring should be tuned as a reflection of game length. You really think people want to be shooting in the 40% range when these quarters only last 5 minutes as opposed to 12 minutes? Especially when you have some players who take nothing but wide open shots and drives when the paint is almost wide open?

You have to give a bit of leeway for people with actual skill at some point. And nobody wants to 'feel cheated' when they're doing their best to play smart and shoot only when open, only to be 'rewarded' with clank after wide open clank just to meet this 40% from-the-field range.

And it becomes even worse when we've now been hit with archetypes. If I'm a Sharpshooter and I feel like I have to get 'cheated' on everything that isn't a green release in order to drag my percentages down to 'meet a quota', I'd rather just move on to another game. Especially considering the entire archetype revolves around jumpshots. If a Shot Creator finds his shots aren't really falling, he has a fallback option to drive with pretty good ratings to finish around the rim. Same with Playmaker. If a Slasher feels he can't get to the rim at will, he has a fallback option with decent shooting stats in the midrange. Same with a LDD.

Sharpshooters literally do not have that option with any sort of consistency. If their jumpshot isn't falling because they aren't getting greens, they're pretty much dead bodies out there. Sure, you can drive every once in a while when the lane opens up, but let a single body be there and see just how 'good' you are. They have no real consistent fallback option.

If you made a SC, would you really feel like playing regularly if you knew you had to miss more than half your open shots in order to meet a quota? If you made a Slasher, how would you feel if you drove knowing that there was a 60% chance for you to miss open layups and open dunks? Etc etc.
This goes back to 2k needing to add back simulation, casual and default settings.

If you wanna play 5 minute quarters and score bucket after bucket, play on casual.

As for as archetypes and all that go, I know nothing about it, so can't comment. Don't play any of the online modes.

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Old 10-14-2016, 06:13 PM   #120
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Re: Fixes Coming For NBA 2K17 Shot Timing, Pass Speeds, Moving Screens, Defense and M

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Originally Posted by Gosens6
This goes back to 2k needing to add back simulation, casual and default settings.

If you wanna play 5 minute quarters and score bucket after bucket, play on casual.

As for as archetypes and all that go, I know nothing about it, so can't comment. Don't play any of the online modes.

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I didn't say anything about scoring 'bucket after bucket.' I said shooting percentages should be tuned to match the fact that games are significantly shorter than its real life counterpart. Barring all the stoppages, quarters add up to 20 minutes in-game vs 48 minutes IRL. That's less than half.
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