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What Went Right in NBA 2K17, What Needs Improving in NBA 2K18

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Old 06-17-2017, 02:35 AM   #89
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Re: What Went Right in NBA 2K17, What Needs Improving in NBA 2K18

the cpu drive game need to be better, the cpu could baraley blow past the user
and that made them way easier to defend, pacthes and updates improved it over the course of the season but it wasent on the level of 2k16 and prior. they need to improve the cpu drive game while keeping the midrange and
3point game great like it is now.
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Old 06-17-2017, 08:10 AM   #90
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Re: What Went Right in NBA 2K17, What Needs Improving in NBA 2K18

This thread is probably too little too late as the game is heavily into the next development cycle but what the heck:

1. my first and foremost pipe dream is deemphasizing overall rating and developing a system that values individual skills such as Defense or three point shooting when it comes to playing time, contracts, trades, and free agency. Stop inflating attributes for three and D guys so their overall is boosted up enough to start. Instead place values on certain attributes that will then result in these players still being valued in playing time and free agency without artifiically boosting their speed, athleticism, etc. As of now this artifiical boosts to other attributes makes it harder to see the differences on the court between true superstars and rank and file players. I would like to see a far wider spread of overall ratings so that certain guys could be rated as low as a 40 "overall" but still have value as a shot blocker, a corner three guy, etc. As of now the spread of ratings is far too close to really see the separation of top tier talent vs. the everyday player like you do IRL.

2. court movement must be improved in all aspects. No more moving screens. No more getting sucked into animations. No more seeing the AI team being so much faster in transition than your team. Slower recovery times for defense but at the same time more scrambling on D. if you watch a NBA game you see constant rotation, constant scrambling, constant hedging and cheating towards certain players or the paint. 2k simply lacks this and instead overcompensates with defenders being too difficult to beat off the dribble and recovering too fast. It should be much easier for quality dribblers to gain separation but they should be met by rotating players.

3. shooting. make it realistic. Real NBA stats are readily available that show that even top notch shooters don't make more than 55% to 60% of "open" threes, but at the same time they also make 35% of "contested" threes. Most NBA shots are taken with a hand within 2 feet of the shooter's face. At the same time, 2k lacks the truly wide open threes where great ball movement results in a guy being open by 10 feet. More contested shots need to go in, fewer open shots need to go in and guys should be hitting no more than 60% or so at the rim (again look it up).

4. streamlined version of mycareer. Simply took too much time. Offer more options. some may want to start as a low overall and grind up, others may want to start as a highly touted lottery pick. offer a random option but most of all don't have top picks have attributes that would make them struggle in the D league.

5. work on trade logic, draft picks, etc. in myleague. having protected picks was a nice addition but it would be good to see things like trade exceptions added or protected picks that change over time to mimic real life. trade logic will never be perfect but coding so that teams having bad years look to move big contracts for picks, top teams look to add talent (especially aging vets looking for a title), etc. would be better. Need to find a way to stop the stockpiling of stars at the same position on teams.

6. This is a small thing but a major pet peeve. For the love of all that is good and decent code the rotations so that fouls take precedence over anything else. It's not rocket science. get 2 fouls, don't play again until a certain point in the 2nd quarter. get a 3rd foul, you are done in the 1st half. Period. Same thing in the 2nd half. Seeing guys get 4 fouls in the first half, fouling out 3 minutes into the 3rd quarter, it's just ridiculous. It's not hard to code a progression of how rotations should work. Start with the set rotation minutes then if fouls occur that is 1st priority. Fatigue or rotation would be second priority depending on settings. And then in blowouts set a certain point differential and time fram when the bench gets emptied.

7. Progression/Regression: This needs an overhaul. IRL some attributes rarely move up. Guys get to the NBA with speed, vertical, quickness, etc. largely at peak. It's the other things that should be progressing. Same with regression. Why in the world is a 30 year old losing basketball IQ? It should be the opposite actually. Most players continue to get smarter and craftier as they age to compensate for losses in some physical attributes. Having a blanket regression or progression in almost every category simply isn't realistic. Regression should start later for most players and IQ areas should not regress. Shooting should also stay high until late. Speed, quickness, vertical, those types of categories should take the hit.

I'd also suggest offering the option of making progression/regresson random. Make it a setting that can turned on/off for those that wouldn't care for this. But allowing your lottery pick to be a bust or your 2nd rounder to turn into Draymond Green would be a nice idea IMO rather than the straight potential system we have now. Same thing with existing players. Again make it optional but IRL sometimes guys suddenly tank at 29, while others play great until 36 or 37. No reason to make progression/regresson so uniform

Finally allow me to refuse a retirement if I want. I can say yes or no to all the retiring players.

8. D-league. Doesn't have to be playable. Just a text D-league where I can see stats and keep tabs on guys I put down there and then grab a high performing player when I need a body.


What they got right:

1. Rotation options. Loved the ability to set my rotations by minutes. Now expand that and allow me to set when to empty the bench in a blowout for both my team and in settings for the AI teams. The other improvement is implementing a foul priority where foul trouble takes precedence over the minute allotments

2. Custom courts, expansion, franchise movement. Loved being able to download my own ads, court logos, etc. Expansion mode was fun to dabble in as well.

3. Game looked great. We can quibble over Kevin Durant being too skinny but overall game looked great.

4. thought in some ways the AI got smarter this year in gameplay. Always good to see.
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Old 06-17-2017, 11:47 AM   #91
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Re: What Went Right in NBA 2K17, What Needs Improving in NBA 2K18

What went wrong in NBA 2K17, gameplay issues only!

1. Defense - Players stand, ball watch, run the wrong way, stop, back up, leave their man, not attempt steals in passing lanes, get stuck behind screens or other players.

1.5 Transition Defense - Players run to the middle of the lane allowing open 3s and jumpers, switch in transition for no reason or not guard their man or anybody at times.

2. Speed - User players run slow, CPU is faster than attributes, speed animation is unrealistic and takes two dribbles before it takes effect. CPU gets speed burst the user doesn't have, fighting different speed animations.

3. Passing - passing is too slow, lobs into the paint are too high and slow, passes are toward the defenders, can't control the velocity of passes, alley oops are often off, long passes not close to players, short passes are floaty, passes take player out of good position or away from the goal.

4. Unnecessary Animations - dribble animations; unwanted cross overs, unwarranted post ups, speed animations slow the user, movements that slow players or detour players, animations that take players out of bounds or back court. MOST OF THE ANIMATIONS ARE TOO SLOW AND TOO LONG.

5. Physics - sliding, foot planting, unrealistic CPU speed recovery, and CPU force fields.

6. Morphing - the ball morphs through players, hands, and the back board giving the CPU advantages, CPU gets majority of the lose balls because of this.

7. Legacy Issues - still missing too many open layups,
http://www.escapistmagazine.com/news...d-in-Real-Life

8. Plays - Plays are too slow, players don't sprint but jog to their spots, plays are 10-15 secs instead of 5-7 secs.

9. Psychic Defenders - CPU reacts to user buttons before controlled player does, always know where the user is going, runs to the spot the user is going.
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Old 06-24-2017, 06:21 PM   #92
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Re: What Went Right in NBA 2K17, What Needs Improving in NBA 2K18

With the edition of expansion teams and easy changing of uniforms/logos for existing teams, all I ask is for 2k18 to allow carry over saves from MyLeague. I hate having to restart MyLeague every year.

Another thing I wish 2k18 would approve upon is scheduling. For example, if two teams met in the NBA Finals the previous season, they should be scheduled to face each other on Christmas. Big games should be on Thursday evenings, Saturday evenings, and Sunday afternoon to follow the TNT/ABC scheduling of games.
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Old 07-01-2017, 05:59 PM   #93
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Re: What Went Right in NBA 2K17, What Needs Improving in NBA 2K18

(Offline vs. the AI) i don't play any of the online modes park etc....


What Needs Improving:

Arenas and atmosphere - This has been an ongoing thorn in this franchise's side for as long as i can remember now. Was hoping the switch to the new consoles and the addition of new hardware a few years back would have resolved this. Unfortunately this area of the game is still below average.

Poor crowd audio and too many lapses in crowd awareness continues to kill any immersion when playing the game.

Misrepresentation of arena lighting in classic venues like Staples and MSG. Not to mention the new Nets arena being off in this regard.

Player Models - I have no idea what happened this year. Fingers crossed that this will be resolved in 2k18.

ACE - Not very informative and a little confusing in-game, in regards to it's functionality. Hoping for more consistent in-game indicators in NBA2K18.

Also, hopefully once the issues with basic double team principles are resolved that were in 2k17, the devs can continue to expand on help defense in general moving forward.

When double teaming in the defensive settings menu is set to AUTO, for perimeter and post players, it would be nice to see not only more varying double teams of hot players and mismatches, but also trapping of bad passers and the trapping of ball handlers in the corners by the AI (team specific).


What went right:

Customization - This game is 2nd to none in regards customizing it offline vs. the CPU. The ability to edit the game in all phases is probably at the top of the list of why i purchase it every year. And 2k17 took it to another level. So much you can do to tweak the game to your liking.

The new rotation feature is probably my favorite addition this year. It allows a level of detail to users who control all 30 teams in season mode or Myleague that is greatly appreciated. Hopefully they find a way to incorporate foul trouble into the system for 2k18.

Presentation - In studio updates for pregame, halftime, and postgame are well done. The upcoming game advertisements/commercial during the playoff game breaks, are also really cool. Player interviews pregame, after the 1st qtr break and post game just adds to the overall presentation.

The exterior arena shots/city land marks are nice also. I'm still seeing a couple of new ones every now and then.

CPU Play execution and playbooks - The AI continues to improve in executing in the half court. My only issue with this is, to maximize the improved AI the individual tendencies need to be tweaked a bit.

Minus a few broken plays, there were noticeable improved differences to how teams played as Czar made changes to the authentic sets throughout the year, which was definately a good thing.

Shoe Game - The shoe updates throughout the year were great. The best this series has ever seen. They even had a ton of PE's. The quality of some of the shoe scans varied but the support throughout the year by hawktastic was a first for the franchise.
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Old 07-02-2017, 05:07 AM   #94
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Re: What Went Right in NBA 2K17, What Needs Improving in NBA 2K18

I hope 2k18 is a major leap from '17. Needs to be more skill-based than CPU-controlled. To be able to win in '17, is really having the least amount turnovers & unnecessary mishappenings, you have no control of.

*Thread should be 'What went WRONG in '17, What needs improving FOR '18.
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Old 07-02-2017, 02:14 PM   #95
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Re: What Went Right in NBA 2K17, What Needs Improving in NBA 2K18

Quote:
Originally Posted by keshunleon
What went wrong in NBA 2K17, gameplay issues only!

1. Defense - Players stand, ball watch, run the wrong way, stop, back up, leave their man, not attempt steals in passing lanes, get stuck behind screens or other players.

1.5 Transition Defense - Players run to the middle of the lane allowing open 3s and jumpers, switch in transition for no reason or not guard their man or anybody at times.

2. Speed - User players run slow, CPU is faster than attributes, speed animation is unrealistic and takes two dribbles before it takes effect. CPU gets speed burst the user doesn't have, fighting different speed animations.

3. Passing - passing is too slow, lobs into the paint are too high and slow, passes are toward the defenders, can't control the velocity of passes, alley oops are often off, long passes not close to players, short passes are floaty, passes take player out of good position or away from the goal.

4. Unnecessary Animations - dribble animations; unwanted cross overs, unwarranted post ups, speed animations slow the user, movements that slow players or detour players, animations that take players out of bounds or back court. MOST OF THE ANIMATIONS ARE TOO SLOW AND TOO LONG.

5. Physics - sliding, foot planting, unrealistic CPU speed recovery, and CPU force fields.

6. Morphing - the ball morphs through players, hands, and the back board giving the CPU advantages, CPU gets majority of the lose balls because of this.

7. Legacy Issues - still missing too many open layups,
http://www.escapistmagazine.com/news...d-in-Real-Life

8. Plays - Plays are too slow, players don't sprint but jog to their spots, plays are 10-15 secs instead of 5-7 secs.

9. Psychic Defenders - CPU reacts to user buttons before controlled player does, always know where the user is going, runs to the spot the user is going.
This captures a lot of my issues with 2K17

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Old 07-02-2017, 04:31 PM   #96
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Re: What Went Right in NBA 2K17, What Needs Improving in NBA 2K18

The major thing that went wrong for me is legacy fatigue and the game bearing no resemblance to the game we were promised. It's 2017 with 4 years on current gen, and the game is no cleaner than last gen.

People are tired of catching a rebound only to have the ball be scooped through the back of their hands by the CPU. People are tired of never getting a loose ball because the CPU speeds into action before the ball is even really loose. People are tired of having to slog through last gen animations all the time. When you're sprinting up the floor on a fast break, if the ball changes hands without you doing a crossover, it causes your players knees to buckle and slow to a crawl. I mean c'mon.

People are seeing the great games other companies are producing with this technology and wondering why on earth we're still stuck with attributes that cost money and are basically meaningless when playing against the CPU.

We all want and need 2k to be great every year, but the archetype system is terrible from a personal standpoint and has been introduced purely for their e-league. I hammered park mode in 14, 15 & 16 but it's so boring watching playmakers try to glitch animations together all game, every game that I just can't face it anymore and have given it a miss all game apart from the odd game here and there to help a mate out.

Now it seems as though we've got an updated archetype system for 18 which I'm dreading. This game has shrunken the modes I want to play because of these changes so I've only played career this year, but I'm still governed by these limitations. I could handle it if the game was improving, but this years version is a major step backwards from last years, and I didn't really like that one as much as the previous one.

I challenge anyone to go and play a career game on HoF and just observe it playout; it's an absolute mess. To cap it off, fun has been removed, like oops; it's head scratching to watch Anthony Davis clank open oops of the rim all game, and I just don't get it.

The physicality of this years game is horrible, as is the CPU sliding constantly to cut you off, regardless of the cpu attributes (attributes mean nothing) you're playing against.

I understand e-league is a massive opportunity for their business to expand, and a bigger 2k, should result in a better on-court product, but I've seen nothing but bad things from the game since they took this road, so maybe they need to think about 2 games in the future; one for those wishing to compete in that, and another for people who play to have fun, because without fun, there's no point really playing any video game, and 2k17 has sucked the fun out of the product.

Where my sympathies with 2k exist, is the fact that they obviously have a lot of diligent and passionate basketball people working on the game, so we get this mix of caught between sim and arcade, but this game has no ability for sim play when the game can't even iron out legacy issues, so I'm just really confused by what this game is trying to achieve.

I won't be pre-ordering 2k next release and will only buy it once I'm able to pick up a pre-owned copy, because I can't justify it to myself after this release, but I will be pre-ordering the other game because we desperately need to encourage competition and have at least 2 games in healthy condition moving forward.

Overall I'm sad that this game was released at all as it's left a bad taste in my mouth. 2k took over my gaming time on current gen, but this years release has allowed me to catch up on games I've missed out on because I was dedicated to 2k in the past.

I know this probably reads as really negative but it isn't really meant to, I'm just frustrated that the game is getting worse with ridiculously improved technology, which is the opposite of how I believe these things should go.

This forced crawling through mud fight against bad, slow animations, whilst hoping you get the right one is no way to enjoy a game at all.

The game releases in 3 months so we'll find out for sure which way this series is heading and despite the negativity, I know we're all hoping that 2k blows us away, so all I can do is cross my fingers and hope.
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