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# 201 qnzballa5 @ 09/05/10 12:12 AM
Hey czar I would like to know about passing during the middle of and before the finish of some user controlled moves this year.Can i pass the ball out after my first step of the euro step with d rose, if not can i pass out after the second step? Same for spin layup, if we can branch out of all animations, does it look fluid trying to pass out of a spin gather or hop step, pass the ball in mid air or the hop step because artest just helped off of korver(supid move) and he is at the three and unless i get him the ball mid air hopstep he wont get a clean open look. Maybe you can flirt with things of that nature and report to us, and if you cant answer now maybe when they lift the shhhhh button off your computer if you could let me in on that later. Thanks for the insight on everything though.
 
# 202 Shakedowncapo @ 09/05/10 12:38 AM
Quote:
Originally Posted by Da_Czar
Is this OS ? How in the world is no one talking about how the cpu controlled Heat had lebron dominating the basketball ?

Has another game ever done that ? He was actually running a big part of the offense as the SF.

Last year they would bring the ball up a few times then pass it to the pg to run the offense....
Right...But the only problem is, Mo Williams isn't next to him. I need Wade to control the ball a little more or see a balanced attack.
 
# 203 Da_Czar @ 09/05/10 12:52 AM
Quote:
Originally Posted by Shakedowncapo
Right...But the only problem is, Mo Williams isn't next to him. I need Wade to control the ball a little more or see a balanced attack.
Your probably not going to see that in one video. There seems to be a lot of variability in the game this year so going off one video is tuff. Its not a simple AI your playing where everytime you play a team they come at you the same way. ( from my limited time with the game)

I have seen games where for the spurs Duncan goes off and Ginobli is quite then visa versa. I have seen the cpu run plays right at a mismatch also. We have seen them isolate on mismatches but not call plays to take advantage. You may want to play a team with several other teams before immediately concluding that things need to change. IMO of course but as 2k adds more to their AI then what your doing or what player you have on the floor will begin to introduce more variables into the possible outcomes that you see.

I have seen games where some guy will be silent for 28 minutes and then go off also. So it may not be that cut and dry. Also that is a rather small sample size your looking at.

Its still doesn't take away from the fact that non primary ballhandlers dominating the ball is an AI advancement that needed to happen. And no game has ever had them initiate the offense for plays that terminate without them scoring.

EDIT. Having said that I still think we should keep an eye on this post launch as with the new touches tendency it should be an easy thing for them to adjust .
 
# 204 Da_Czar @ 09/05/10 12:55 AM
Quote:
Originally Posted by qnzballa5
Hey czar I would like to know about passing during the middle of and before the finish of some user controlled moves this year.Can i pass the ball out after my first step of the euro step with d rose, if not can i pass out after the second step? Same for spin layup, if we can branch out of all animations, does it look fluid trying to pass out of a spin gather or hop step, pass the ball in mid air or the hop step because artest just helped off of korver(supid move) and he is at the three and unless i get him the ball mid air hopstep he wont get a clean open look. Maybe you can flirt with things of that nature and report to us, and if you cant answer now maybe when they lift the shhhhh button off your computer if you could let me in on that later. Thanks for the insight on everything though.
I didn't try to pass out of those situations. It takes a minute to just get used to being able to control those moves let alone start passing out of them. LOL so I guess we will have to wait until a dev can answer that one.
 
# 205 Da_Czar @ 09/05/10 12:59 AM
Quote:
Originally Posted by 23
I'd like to piggyback off of this with a question

Does the CPU ever slow down the game to control the pace?

If they're up do they always rush it up the court like what we see here?

Thats one thing I think this game is missing that might even help it feel even better if not.

If it doesnt, this should be considered in a patch from the beginning
I need a much bigger sample size of full games to answer that question about controlling the pace. Most of my games were close or I was losing.

I didn't play with every team but I did play with a few. I don't recall anyone walking the ball up the floor if that is what your looking for.

They all get the ball up the floor with about 19-21 seconds on the shot clock. With the aggressive defense that is actually a good thing most of the time.

Where you see pacing differences is how teams operate once the ball is across the half court line. Not including fastbreaks and transitions.

The warriors have a lot of plays with only 2-4 quick passes or one screen so they usually get shots up quicker.

A team like utah I have seen a few times a game get as low as 5 on the shot clock as their sets can be a bit more involved. So I say take a good look at that once the game drops and get in the dev's ears if what you see still doesn't fit the pace your expecting to see even when the CPU is ahead.
 
# 206 qnzballa5 @ 09/05/10 01:01 AM
ight thanks and thats good news on your previous post. For ex. i hope when i play against LA some games kobe gets his teammates involved first and when its time he will try and take over against me. I hope playing against miami is a different game each time and challenging also.
 
# 207 PRAY IV M3RCY @ 09/05/10 01:06 AM
Quote:
Originally Posted by Da_Czar
I need a much bigger sample size of full games to answer that question about controlling the pace. Most of my games were close or I was losing.

I didn't play with every team but I did play with a few. I don't recall anyone walking the ball up the floor if that is what your looking for.

They all get the ball up the floor with about 19-21 seconds on the shot clock. With the aggressive defense that is actually a good thing most of the time.

Where you see pacing differences is how teams operate once the ball is across the half court line. Not including fastbreaks and transitions.

The warriors have a lot of plays with only 2-4 quick passes or one screen so they usually get shots up quicker.

A team like utah I have seen a few times a game get as low as 5 on the shot clock as their sets can be a bit more involved. So I say take a good look at that once the game drops and get in the dev's ears if what you see still doesn't fit the pace your expecting to see even when the CPU is ahead.
I have a question, i dont know if this as been asked before, but while you were playing, how responsive was the iso controls. How did they feel, and how much of an upgrade are they compared to previous iterations?
 
# 208 23 @ 09/05/10 01:15 AM
Quote:
Originally Posted by Da_Czar
I need a much bigger sample size of full games to answer that question about controlling the pace. Most of my games were close or I was losing.

I didn't play with every team but I did play with a few. I don't recall anyone walking the ball up the floor if that is what your looking for.

They all get the ball up the floor with about 19-21 seconds on the shot clock. With the aggressive defense that is actually a good thing most of the time.

Where you see pacing differences is how teams operate once the ball is across the half court line. Not including fastbreaks and transitions.

The warriors have a lot of plays with only 2-4 quick passes or one screen so they usually get shots up quicker.

A team like utah I have seen a few times a game get as low as 5 on the shot clock as their sets can be a bit more involved. So I say take a good look at that once the game drops and get in the dev's ears if what you see still doesn't fit the pace your expecting to see even when the CPU is ahead.
Thanks for the answer Czar

Looking for a more authentic playsets and nba type game than what ive seen elsewhere
 
# 209 domidomdomz @ 09/05/10 01:21 AM
Da_Czar,

Have you noticed if the offensive plays (PlayVision) are easily broken like in 2K10?
 
# 210 Eman5805 @ 09/05/10 01:25 AM
Quote:
Originally Posted by blingballa333
Overhead passes are a valuable tool that many NBA players use to their advantage.

Ask Kevin Love.




Well. Yeah. But that's a half court pass. I've done that same pass from the top of the key to the corner for a 3.
 
# 211 Da_Czar @ 09/05/10 01:47 AM
Quote:
Originally Posted by PRAY IV M3RCY
I have a question, i dont know if this as been asked before, but while you were playing, how responsive was the iso controls. How did they feel, and how much of an upgrade are they compared to previous iterations?
Its tuff to give an answer here that fits all the different perceptions people have about control. So as an example of my control tastes. I felt like 2k8 has the most "realistic" and best control of the 2k series.

With that as my personal standard 2k11 exceed that by a descent amount for me. In fact when you combine the smoothness of the transition between animations in addition to responsiveness then no other 2k game holds a candle to it.

If you found controls in any 2k game to be bearable then I can't see you not thinking this is a marked improvement. The thing is most of us are so used to watching the animations we freeze once they start.

Happened to me a lot until I started to remember I can still work in those situations. Its funny how my body automatically was used to watching instead of playing during those instances.

A lot of people are making assumptions on 2k controls based on 2k9 and 2k10. Those games were abberations to the progress made in 2k8. TO ME it seems like 2k11 is built on top of 2k8's solid base. Just my opinion that is not what literally happened.....
 
# 212 Da_Czar @ 09/05/10 01:48 AM
Quote:
Originally Posted by domidomdomz
Da_Czar,

Have you noticed if the offensive plays (PlayVision) are easily broken like in 2K10?
they are not broken as easily. IMHO the execution and design is much tighter.
 
# 213 infam0us @ 09/05/10 01:53 AM
NBA 2K8 is the best 2k game I've ever played and 2nd to Inside Drive:04 when it comes to my favorite basketball games. You've got me excited Czar, I cant wait.
 
# 214 PRAY IV M3RCY @ 09/05/10 02:41 AM
Quote:
Originally Posted by Da_Czar
Its tuff to give an answer here that fits all the different perceptions people have about control. So as an example of my control tastes. I felt like 2k8 has the most "realistic" and best control of the 2k series.

With that as my personal standard 2k11 exceed that by a descent amount for me. In fact when you combine the smoothness of the transition between animations in addition to responsiveness then no other 2k game holds a candle to it.

If you found controls in any 2k game to be bearable then I can't see you not thinking this is a marked improvement. The thing is most of us are so used to watching the animations we freeze once they start.

Happened to me a lot until I started to remember I can still work in those situations. Its funny how my body automatically was used to watching instead of playing during those instances.

A lot of people are making assumptions on 2k controls based on 2k9 and 2k10. Those games were abberations to the progress made in 2k8. TO ME it seems like 2k11 is built on top of 2k8's solid base. Just my opinion that is not what literally happened.....
okay how about this. For me i prefer lives controls over 2k's, but seeing how 2k's controls are different this year, would a guy like me who prefered live in the past, find this new control scheme to be similar?
 
# 215 domidomdomz @ 09/05/10 02:46 AM
Quote:
Originally Posted by Da_Czar
they are not broken as easily. IMHO the execution and design is much tighter.
Awesome!!! "Tighter". I like the word!
 
# 216 idrisguitar @ 09/05/10 08:32 AM
Quote:
Originally Posted by PRAY IV M3RCY
okay how about this. For me i prefer lives controls over 2k's, but seeing how 2k's controls are different this year, would a guy like me who prefered live in the past, find this new control scheme to be similar?
from the insights and info, its seems a lot fo the great mechanics mike wang put into live last year have been migrating to 2k.

ie the total control passign with theright stick. and the truly user controllable leaners, runners, and step back jumpers etc.

those were two of my fav features of live 10, and for them to be in a more refined and realistic gameplay engine like 2k, i am very excited.
 
# 217 Goffs @ 09/05/10 09:09 AM
Quote:
Originally Posted by idrisguitar
from the insights and info, its seems a lot fo the great mechanics mike wang put into live last year have been migrating to 2k.

ie the total control passign with theright stick. and the truly user controllable leaners, runners, and step back jumpers etc.

those were two of my fav features of live 10, and for them to be in a more refined and realistic gameplay engine like 2k, i am very excited.
yep! now lets see if the playcalling mechanic ended up in 2k as well
 
# 218 Jano @ 09/05/10 12:24 PM
Quote:
Originally Posted by Da_Czar
If you found controls in any 2k game to be bearable then I can't see you not thinking this is a marked improvement. The thing is most of us are so used to watching the animations we freeze once they start.

Happened to me a lot until I started to remember I can still work in those situations. Its funny how my body automatically was used to watching instead of playing during those instances.
Now this is what I like to hear, I've always been that guy that had a problem watching the animations in 2K games. I always wanted to just go and do it myself so the fact that this one is going to be more a lot more user controlled has me excited.
 
# 219 KyotoCarl @ 09/05/10 12:29 PM
Quote:
Originally Posted by Da_Czar
Its tuff to give an answer here that fits all the different perceptions people have about control. So as an example of my control tastes. I felt like 2k8 has the most "realistic" and best control of the 2k series.

With that as my personal standard 2k11 exceed that by a descent amount for me. In fact when you combine the smoothness of the transition between animations in addition to responsiveness then no other 2k game holds a candle to it.

If you found controls in any 2k game to be bearable then I can't see you not thinking this is a marked improvement. The thing is most of us are so used to watching the animations we freeze once they start.

Happened to me a lot until I started to remember I can still work in those situations. Its funny how my body automatically was used to watching instead of playing during those instances.

A lot of people are making assumptions on 2k controls based on 2k9 and 2k10. Those games were abberations to the progress made in 2k8. TO ME it seems like 2k11 is built on top of 2k8's solid base. Just my opinion that is not what literally happened.....
In 2K10 I feel myself just watching layup and dunk animations. Do you mean you can still have some control of the dunk/layup after the player has started the animation in 2K11? E.g. when you go for a layup or dunk in traffic is it easier to change the shot in the air to avoid being blocked?
 
# 220 convince @ 09/05/10 01:27 PM
Quote:
Originally Posted by KyotoCarl
In 2K10 I feel myself just watching layup and dunk animations. Do you mean you can still have some control of the dunk/layup after the player has started the animation in 2K11? E.g. when you go for a layup or dunk in traffic is it easier to change the shot in the air to avoid being blocked?
Okay, I'm not sure if i remember about lay-ups, but with dunks this possible in 2k10. And I'm not sure what you mean by easier, in 2k10 hit the r-stick in another direction and your shot changes. Sounds pretty easy.
 


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