NBA 2K11 News Post
NBA 2K11 Videos
Member Comments
# 241
AiRJorDan23 @ 08/25/10 03:02 AM
I see they changed Melo shot i like it, but im gonna miss his 2k10 release. I be killin ppl with his mid range jumper also i kinda don't like the shot they gave JR Smith ......But overall i like what i see except that animation with Melo around the 1:05 mark.
# 242
Boilerbuzz @ 08/25/10 03:12 AM
After watching that video, I have to say that I can totally understand why a few folks were up in arms about a couple of things. But when those issues stood out to me, I took the time try to figure out how I could point out those issues in a way that would help 2K to address for, maybe, a patch. But something happened, I saw potential reasons WHY these things were happening.
1. The over abundance of overhead passes. Saw them more earlier in the video than later. Once you get past the disappointment of seeing them, you start to question: why? Did he really have to throw THAT pass. As I look at those passes, I noticed that most of them came from the player throwing to a guy that was past a crowd of other players. There was no lane to throw a bounce pass or a wrap. In almost every case, I have to say that the pass was appropriate as another player (teammate or foe) was directly between the passer and his intended target. So what then? There's nothing you can do about the human controlled player. He's going to pass where he wants to pass. But the AI is a different story. Because the passes were appropriate, maybe VC should looking into WHY some of those passes were made. Were those passes smart for those situations? Were there better options? The user had a bunch but the AI made a few of those passes as well...
2. AI help versus user help. Starting at 3:54, Vince Carter takes the unabated dribble down the lane for an easy slam. It was like the red sea parted. I looked again and I saw that the user forced a switch by roaming (actually, just stood there). Swapped to Nene on the point and tried to stay with VC as he cut to basket. Nice bounce feed from the point (not an overhead pass btw), but no one comes over to help. Why? Well, one player is guarding Howard in the post and the other guy (Billups), was up high, recovering to the passer. Help's not coming from there. The 2 players on the help side are the only options now. One was on the wing, he was too high and in no position to help. The help SHOULD have come from the corner (KMart). But, guess what? He was guarding Lewis. And he was tight on Lewis as if he were denying. Could it be possible that he was setup to NOT leave the shooter? As I look at the rest of the period, help comes just fine. It was just that one case that "failed" IF it was a failure at all. I think it's something the devs should look at. But if that is by design, then it points to an ability for us to have a player never leave his assignment. That is a "feature" MANY people have been wanting in the game for a while, if I'm not mistaken.
1. The over abundance of overhead passes. Saw them more earlier in the video than later. Once you get past the disappointment of seeing them, you start to question: why? Did he really have to throw THAT pass. As I look at those passes, I noticed that most of them came from the player throwing to a guy that was past a crowd of other players. There was no lane to throw a bounce pass or a wrap. In almost every case, I have to say that the pass was appropriate as another player (teammate or foe) was directly between the passer and his intended target. So what then? There's nothing you can do about the human controlled player. He's going to pass where he wants to pass. But the AI is a different story. Because the passes were appropriate, maybe VC should looking into WHY some of those passes were made. Were those passes smart for those situations? Were there better options? The user had a bunch but the AI made a few of those passes as well...
2. AI help versus user help. Starting at 3:54, Vince Carter takes the unabated dribble down the lane for an easy slam. It was like the red sea parted. I looked again and I saw that the user forced a switch by roaming (actually, just stood there). Swapped to Nene on the point and tried to stay with VC as he cut to basket. Nice bounce feed from the point (not an overhead pass btw), but no one comes over to help. Why? Well, one player is guarding Howard in the post and the other guy (Billups), was up high, recovering to the passer. Help's not coming from there. The 2 players on the help side are the only options now. One was on the wing, he was too high and in no position to help. The help SHOULD have come from the corner (KMart). But, guess what? He was guarding Lewis. And he was tight on Lewis as if he were denying. Could it be possible that he was setup to NOT leave the shooter? As I look at the rest of the period, help comes just fine. It was just that one case that "failed" IF it was a failure at all. I think it's something the devs should look at. But if that is by design, then it points to an ability for us to have a player never leave his assignment. That is a "feature" MANY people have been wanting in the game for a while, if I'm not mistaken.
# 243
bearschicago @ 08/25/10 03:18 AM
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Kudos here to 2K for providing a realistic shot contest.
# 244
domidomdomz @ 08/25/10 03:34 AM
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By the way, I just only noticed that the Magic (home team) Bench are sitting on the right half of the court which where the Magic bench is located in real life. It can't be a fluke cause the Mavs (home team) on the GC videos were sitting on the left half of the court.
# 245
clipperfan811 @ 08/25/10 03:50 AM
I keep reading great things about 2k11 but the gameplay videos have all been pretty unimpressive. I've been trying to reserve judgment for more finalized builds. I keep telling myself, "it's still early".
I was most excited about the completely overhauled player movement, but the videos I'm seeing look much too similar to the movement in 2k10 for my taste. I guess we'll all have to wait for the demo to really get a feel for how the vastly improved movement really plays.
I was most excited about the completely overhauled player movement, but the videos I'm seeing look much too similar to the movement in 2k10 for my taste. I guess we'll all have to wait for the demo to really get a feel for how the vastly improved movement really plays.
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# 248
domidomdomz @ 08/25/10 04:08 AM
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# 249
blingballa333 @ 08/25/10 04:09 AM
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Watch this video then go back and watch the 2K11 gameplay video.
I think you wll eat your words.
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+ Smooth gameplay
+ VC running of multiple screens to get open (can't wait to see Ray Allen!)
+ Presentation
+ Centers jostling for position
+ Player stats during freethrows! (wish they'd use more of the freethrow time to show more stats, highlights etc.)
+ Big versions of the shot clock and gameclock with time winding down
+ Court spacing
- CPU offense, with the exception for VC, stands around too much, especially ball handler
- Not enough good use of the freethrow time!
- Crowd noise (could be cause it's just an exhibition game. Hope they've included playoff crowds and overall more excitement)
+ VC running of multiple screens to get open (can't wait to see Ray Allen!)
+ Presentation
+ Centers jostling for position
+ Player stats during freethrows! (wish they'd use more of the freethrow time to show more stats, highlights etc.)
+ Big versions of the shot clock and gameclock with time winding down
+ Court spacing
- CPU offense, with the exception for VC, stands around too much, especially ball handler
- Not enough good use of the freethrow time!
- Crowd noise (could be cause it's just an exhibition game. Hope they've included playoff crowds and overall more excitement)
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And if anyone's curious, the AI shot 43% and I shot 36% from the field.
# 254
domidomdomz @ 08/25/10 04:43 AM
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# 255
illmatic174 @ 08/25/10 04:45 AM
didnt like that melo shot at 1:05, looks like that sucked in animation from 2k10
I really don't care if it's an old build or not. That **** looks awesome.
I must have this game.
I must have this game.
# 259
strekedesire @ 08/25/10 04:48 AM
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ouch, thats pretty awful there. no doubt the 2k11 gameplay video is miles better than that.
but still, there are areas that could be improved slightly in 2k11 to ensure a better gameplay experience, namely issues with AI player positioning which are affecting court spacing. I explained a lot of it in my unfortunately very long post back on page 19, if you guys decide you want to know what i mean in detail.
And Mike, good to see FT attempts are much higher than they were before. And your number of attempts were higher than the CPU's attempts, I guess that means you attacked their defense more and were rewarded accordingly?
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