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NBA 2K11 News Post


NBA 2K11 patch v1.2 is available for the PS3 and 360. Please post your impressions here.

Just in case you missed them last night, here are the patch details.

Note - THIS PATCH WILL WORK WITH YOUR PRE-EXISTING ASSOCIATION OR SEASON.

Game: NBA 2K11Reader Score: 9/10 - Vote Now
Platform: PC / PS2 / PS3 / PSP / Wii / Xbox 360Votes for game: 108 - View All
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Member Comments
# 341 BigPUNoy @ 11/25/10 05:26 PM
Quote:
Originally Posted by NumberOneRB
I think the shooting difficulty is a bit ridiculous. I think this was a problem prior to this latest patch. I've been shooting with Derrick Rose in Practice Mode for a bit now and out of the 30 or so shots I have taken where I released the shot at the apex of his jump, I have probably been told that I shot it correctly only 5 or so times.

I think that is the main reason why many of us are seeing such low percentage games on the Sim settings. It doesn't appear to matter if you release the shot at the proper apex of the player's jump, because that is not always the preferred point in which to release the shot. I can't tell you how frustrating it is to know that a basic game shooting mechanic we have known for so many years (releasing shots at the peak of a player's jump) has appeared to be compromised.

Couldn't have stated this better my self. My first game post-patch was me playing as Boston vs Miami. Pierce's jumper is eh but I usually get it down after 2-3 attempts. I was having all sorts of trouble with Ray and KG's jumper though.

After going in to practice mode, the release of the shot stick and where Ray's just about to flick his wrist are totally out of sinc. Where I would've normally released the shot stick, the indicator says I'm too late. Also, the amount of give to get green is so small now. You have to be very specific with your timing. Now that part I don't mind but if they change things back then UGH!
 
# 342 Toaster @ 11/25/10 05:59 PM
Quote:
Originally Posted by Giants4Natic
I had no issues with the jump shooting before patch. But you making everything just confirmed that it made the game easy. So you rather make things easy then realistic

You do realize that this game is based on ratings and not your ability to put the marker on the green. If that was the case then ratings meant nothing

Don't be so harsh man, to each his own.
If you value the roll of the dice more than the skill of the thumb you can always go with rating driven FG%, the option is there. not to mention sliders
 
# 343 iRebound @ 11/25/10 06:25 PM
Quote:
Originally Posted by dat swag
Online has been fine since release..It has ONLY been problematic since this garbage patch...I don't want to hear anything about connections because there is no better internet connection than FiOS and I've had it for well over a year and have had zero problems with any game..In fact everyone online has high speed so its unacceptable for online to not work...
Seems like online is unplayable now post patch. They try to adjust the timing due to the lag but it was already playable pre-patch. Seems like the timing and physics are all out of wack after the patch....

I only played 2 games online so far. Now I can't even time the free throws right. It always says early release, no matter if I release it really late. Does that happen to anybody?
 
# 344 BlueNGold @ 11/25/10 06:25 PM
So I just played a My Player game. What the hell were people complaining about? That mode plays great now. You're actually running a true offense now and not just playing it like it's an And1 game.

I've noticed the A.I. for the opposing team is also way better now. I'm not seeing any of those "stand around for 10 seconds then chuck up a shot with 3 people around you" shots. There are still chucks (mainly when playing with Corey Maggette ) but they're not completely dumb and unrealistic like it was pre-patch.

I'm really glad they ended up making this change. Sure My Player was still fun pre-patch, but now that you're actually getting to run plays it's 10x better. Although I'm pretty sure I know why some people were complaining, now that it takes more work for them to try and average their r****** 50ppg.
 
# 345 foofighter2455 @ 11/25/10 06:34 PM
I can't believe they didn't fix the sliders that reset themselves in online leagues. We can't play leagues on the Sim gamestyle because the most important sliders default back to 50 every day.
 
# 346 Eman5805 @ 11/25/10 07:33 PM
Quote:
Originally Posted by BlueNGold
So I just played a My Player game. What the hell were people complaining about? That mode plays great now. You're actually running a true offense now and not just playing it like it's an And1 game.
The problem for me has been that they keep running the same 3 or so plays over and over again ad nauseum. It's nothing but 15 Side's 14 Iso's and 14 Options over and over again on the Rockets.

The 15 Side makes NO sense unless you have icon lead passing, and I'm a SG, so I'm not passing the ball. What's Yao Ming gonna do from the corner 3? Nothing except pass to me when I run over.

I wish just a few times the CPU would call Freedom or whatever the do whatever you want play is.
 
# 347 pilonv1 @ 11/25/10 07:56 PM
My Player is terrible now for a big man. If you don't run the set play everyone stands still for 15 seconds. And they only seem to run 2-3 plays the whole game. It's incredibly dull and robotic.
 
# 348 Cr0ss0ver @ 11/25/10 08:07 PM
Quote:
Originally Posted by BlueNGold
So I just played a My Player game. What the hell were people complaining about? That mode plays great now. You're actually running a true offense now and not just playing it like it's an And1 game.

I've noticed the A.I. for the opposing team is also way better now. I'm not seeing any of those "stand around for 10 seconds then chuck up a shot with 3 people around you" shots. There are still chucks (mainly when playing with Corey Maggette ) but they're not completely dumb and unrealistic like it was pre-patch.

I'm really glad they ended up making this change. Sure My Player was still fun pre-patch, but now that you're actually getting to run plays it's 10x better. Although I'm pretty sure I know why some people were complaining, now that it takes more work for them to try and average their r****** 50ppg.
I'm with you on this but since most people are complaining i bet they're going to come out with another patch to make it like it was before smh. If they do that hopefully they can at least give the option to still run plays.
 
# 349 NINJAK2 @ 11/25/10 08:12 PM
Loving this game post-patch. I've been playing online mostly and have played about 8 games virtually lag free. No game drops. Most frustrating aspect is the jumpshooting, primarily 3's online. They were tough before and even tougher now. With the improved interior defense with contact animations, perimeter shots r even more important now. Gonna take more practice I guess to start hitting them. Kudos 2k.
 
# 350 edaddy @ 11/25/10 08:58 PM
Quote:
Originally Posted by Da_Czar
Only played a half so far but the lowered bumping on drive for the cpu is nice so far.

CP3(cpu) is lighting billups (me) up. Now when Chris attacks and we make contact I can back off the contact and in most instances because of that mismatch need to or he can turn the corner.. When I do that he steps back and pops the shot... Basically I have a healthy respect for his ability to blow past me on the dribble. Yet when I do play off him and beat him to the angle h doesn't just blow past me.

So its very early but so far it seems like a great balance for the cpu. Game feels really really good to me more open and yet more structured at the same time. LOVING it but again its just a half.
Czar anymore impressions of the patch pros and cons?
 
# 351 tmallory @ 11/25/10 09:48 PM
No PC patch?
 
# 352 Supa @ 11/25/10 10:01 PM
Quote:
Originally Posted by rjohns23
The patch is great! Just wish they would have fixed the siloquette pictures for created players (during subs) and also the NBA Today feature (halftime show during the association where it shows scores around the league) , I'm not seeing it.

^^^^ did the patch do anything for created players or teams? like do they finally say names during subs or intros? I haven't had a chance to get it yet..
 
# 353 TheKasmar @ 11/25/10 10:57 PM
Quote:
Originally Posted by NINJAK2
Loving this game post-patch. I've been playing online mostly and have played about 8 games virtually lag free. No game drops. Most frustrating aspect is the jumpshooting, primarily 3's online. They were tough before and even tougher now. With the improved interior defense with contact animations, perimeter shots r even more important now. Gonna take more practice I guess to start hitting them. Kudos 2k.
I agree completely. My free-throw shooting has suffered the most. I have to hold the Shot stick extremely late now to get a good release.
 
# 354 lodilla @ 11/25/10 11:25 PM
My Player mode plays fine in my opinion. The difference is that I had to actually learn how to play off the ball. Once I get to the blue spot, and the ball gets to the person the play is designed for, I cut to the basket and look to get to open spots on the court and have gotten passes from my teammate for easy layups and close jumpshots. If you stay active your teammates will find you, but I learned just standing on the blue spot until its time run back on D is not effective. I crash the paint which has resulted in more rebounds now, and it feel like I have become the hard hat dirty worker player on the team now. Its cool, I look at like I am the Joakim Noah of SF's now. Just stay active once the ball gets to the designed person and good things happen for you
 
# 355 blklightning @ 11/26/10 12:18 AM
Quote:
Originally Posted by Giants4Natic
I had no issues with the jump shooting before patch. But you making everything just confirmed that it made the game easy. So you rather make things easy then realistic

You do realize that this game is based on ratings and not your ability to put the marker on the green. If that was the case then ratings meant nothing
that's the whole point of timed based shooting. if you time it right, then it should go in. if you want realistic shooting percentages, you can always switch it to real life field goal percentage in the options.
 
# 356 bigdfan76 @ 11/26/10 12:51 AM
Quote:
Originally Posted by SimBaller
One quick note regarding generated rookie classes. That fix needs a corresponding roster update before you will see those changes. When the next Living Roster update is made available (I believe that is scheduled for overnight tonight), you will notice those changes.

These generated classes will apply to newly started Associations. If you want to use them in an existing Association, you can simply generate new classes outside of Association, save them, and load them into your existing Associations when prompted. Enjoy.
Ok so if I have spent quite some time editing my roster(the 11/20/10 roster update I believe) with Sean Barkley's shoe/equipment edits and some of my own touches I would have to start all over editing the newest roster update(11/25/10) which I just got? Or... generate my draft classes outside of my association with the newest roster update(11/25/10) loaded, right? So I DON'T have to start ALL OVER... I'm halfway done editing every player's shoes and equipment. I REALLY don't want to do the entire Eastern conference again.
 
# 357 bigdfan76 @ 11/26/10 12:59 AM
Quote:
Originally Posted by bigdfan76
Ok so if I have spent quite some time editing my roster(the 11/20/10 roster update I believe) with Sean Barkley's shoe/equipment edits and some of my own touches I would have to start all over editing the newest roster update(11/25/10) which I just got? Or... generate my draft classes outside of my association with the newest roster update(11/25/10) loaded, right? So I DON'T have to start ALL OVER... I'm halfway done editing every player's shoes and equipment. I REALLY don't want to do the entire Eastern conference again.
Or I could just edit my classes down in or outside of association every time. I just randomly generated a couple outside of association with the 11/20/10 roster update and they seem ok... I mean a couple of guys at or around low 80s isn't too bad and can be fixed easily. The 3rd one a randomly generated had the 2 highest guys at 76-75. That's good. If anyone has any insight to this issue/question I would appreciate it. I'm going to continue to edit "my" roster( the 11/20/10 update) and I'll do some testing/simming but please let me know if above solutions won't work, thanks.
 
# 358 XiaNaphryz @ 11/26/10 01:38 AM
Quote:
Originally Posted by Giants4Natic
Show me where this is stated by a dev...
It was posted by a dev on this board a long while ago. I'll see if I can dig up the thread, but it was definitely posted.

EDIT: Found it: http://www.operationsports.com/vBull...post2041660043

Quote:
Originally Posted by JSapida
Hopefully this clears everything up:

Shot Stick Timing
With this option turned ON, as the name implies, your timing release will be factored in to your shot %. It's layered on top of the player's Shot Rating, type of shot taken (jumper, drifter, leaner, etc), defense impact, etc. Being really late or really early on your release will have negative impact, and being perfect on your release will give you an added boost in making the shot.

Real Player %
When you turn this ON, it's basically ignoring your release on the Shotstick completely. You won't get penalized for early or late releases. The same factors come into play as mentioned above, sans the stick release bonus/penalty. Pretty much how Real FT % works. We simply migrated the feature over to all the shots as well.
 
# 359 NBA2KAddict @ 11/26/10 02:02 AM
Is it necessary to do the whole "delete player progression file" thing that I've heard about? What does *not* doing this bring about as a circumstance? And for anyone who'd done this: wanna walk a PS3 user through how to do it?
 
# 360 ekferio @ 11/26/10 03:03 AM
Shot release is weird now post patch. Some players have too early or too late releases. I went into practice mode with the Lakers. Kobe has super early release, I have to let the shot stick go immediately when his feet are off the ground. If I release at the top of the jump, the ball barely touches the rim. These supposedly bad releases with red indictors still go in though randomly.
 


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