2K Sports has just posted another NBA 2K11 Developer Insight. This one focusing on making a smarter game, written by Mike Wang and Jerson Sapida.
Quote:
"Now let’s talk about AI. Authenticity and Signature Style have always been strong points of 2K basketball. For NBA 2K11, we really wanted to take that to new heights both on the player level, as well as the team level. When I came back to the team last year and saw how much work the guys had done with the player tendencies, in partnership with 82games, I was really impressed. The thing I was most impressed by is how well all of the new tendencies had been integrated into the code. You can really see how each player rating and tendency is translated into how a real basketball player “thinks” out there on the floor. When I first played NBA 2K10, the difference between the superstars and the not-so-superstars immediately came through. But as I took the game to the lab, and really dissected each player and team, it really gave me an appreciation for just how much work had been done in that regard. Kobe loved his dribble pull up, Melo attacked like Melo on the perimeter as well as in the post, and J.R. Smith launched any shot from anywhere and everywhere without hesitation."
If they do, it's rare. At least when I play the CPU.
For example, on a clear 1 on 1 fast break opportunity at the rim, instead of them stopping and popping a leaner or a floater over the top, they would much rather ram into me and draw a charging foul.
If they do, it's rare. At least when I play the CPU.
For example, on a clear 1 on 1 fast break opportunity at the rim, instead of them stopping and popping a leaner or a floater over the top, they would much rather ram into me and draw a charging foul.
Yeah its rare...You actually see more shot options in NBA Draft combine rather than NBA 2k10..
Crossover, I guess you missed the countless thread from Ronyell(if im not mistaken)about this problem
I'm getting hyped up for this game again this year, 2k Basketball seems to have the simulation and the flow of a real NBA game. Even though they don't have one of the big telecast contracts it still claims the title each year. I am excited to see these new controls on offense and defense, I'll definitely checking out the new playbooks & looking forward to more developers insights in the coming weeks.
If they do, it's rare. At least when I play the CPU.
For example, on a clear 1 on 1 fast break opportunity at the rim, instead of them stopping and popping a leaner or a floater over the top, they would much rather ram into me and draw a charging foul.
Quote:
Originally Posted by Jukeman
Yeah its rare...You actually see more shot options in NBA Draft combine rather than NBA 2k10..
Crossover, I guess you missed the countless thread from Ronyell(if im not mistaken)about this problem
I might be me, but I usually see a lot of runners, some leaners, few drift shots, and very rare fadeaways.
I agree. This is something that was sorely missing.
Also for the USER controlling what shot you are taking is not an exact science especially on broadcast camera. I wish they would map the offensive shot stick to absolute so left always meant left hand layup, right- right hand layup, down was a pull up fade and up a floater. Down+Right = drift right. Down+Left = drift left. Etc......
We added an Absolute option for the Shot Stick if you don't like it camera-relative.
We added an Absolute option for the Shot Stick if you don't like it camera-relative.
and any other positive emoticon you can think off.
That's great that option will be available, I much prefer it to the camera relative option especially when playing in a broadcast type camera like i prefer.
I might be me, but I usually see a lot of runners, some leaners, few drift shots, and very rare fadeaways.
Interesting. When I play the AI CPU they consistently use runners,(although not enough during fast-breaks) hardly use leaners/drifters and I've never seen them do a fadeaway(not talking about in the post).
We added an Absolute option for the Shot Stick if you don't like it camera-relative.
hey Beluba. Any chance you can address how jumpshooting will work this year? I loved Live 10's "momentum jump shooting" in which the players would perform more "moving jumpers" if they were moving at the time of the shot...2k's jump shooting felt a bit sluggish because too often the players would stop to plant their feet and take a too-slow "spot up" jumper, even when they were moving when you activated the shot stick. i feel that if you are moving your player with the left stick and then you shoot, the player should shoot a "moving shot" because his momentum was still active when the user executed the shot command.
I wonder if headtracking will finally be in place this season. I'm tired of seeing players run up the court on fast breaks without turning their heads. Its like these guys have telekinesis or something..
hey Beluba. Any chance you can address how jumpshooting will work this year? I loved Live 10's "momentum jump shooting" in which the players would perform more "moving jumpers" if they were moving at the time of the shot...2k's jump shooting felt a bit sluggish because too often the players would stop to plant their feet and take a too-slow "spot up" jumper, even when they were moving when you activated the shot stick. i feel that if you are moving your player with the left stick and then you shoot, the player should shoot a "moving shot" because his momentum was still active when the user executed the shot command.
I wrote about shooting in another Insight. Should be released in a couple weeks.
Looking forward to that insight, I really don't want to purposely drift left or right anymore. Purposely making the shot difficult just to make it look realistic, was I the only one who constantly did it for no reason?
I hope they have changed end game logic. Hopefully teams will run inbound plays!
I have never understood why basketball games don't make the last two minutes of the game a lot different. Where you call a timeout and pick a play in the huddle. Like a different mode even.
Hopefully the game is better in the last two minutes.
Wow. I can't believe they never thought of this before. It should definitely allow you to pick your play during the timeout. The play, who inbounds, who the 1st option is etc.
It's much better then the system now where you have like 5 seconds to pick an inbound play and hope for the best before you get called for a violation.
Wow. I can't believe they never thought of this before. It should definitely allow you to pick your play during the timeout. The play, who inbounds, who the 1st option is etc.
It's much better then the system now where you have like 5 seconds to pick an inbound play and hope for the best before you get called for a violation.
I've lost games like that...My friends sit there and think they played the great inbound defense of all time....SMH..But this has been a problem for the last 2-3 years.
If they do, it's rare. At least when I play the CPU.
For example, on a clear 1 on 1 fast break opportunity at the rim, instead of them stopping and popping a leaner or a floater over the top, they would much rather ram into me and draw a charging foul.
Quote:
Originally Posted by Crossover1
I thought they did already...
They alread do. I been playing with ffaacc03 roters in my franchise. And the players do it all the time. So I don't know want your talking about...