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NBA 2K13 News Post


During the 2K Live-stream, we managed to capture Kevin Durant's Signature Skills for NBA 2K13. As Ronnie explained, Durant will have the Shot Creator, Microwave, Deadeye, Closer and Finisher Signature Skills. The image also shows a glimpse at what Jay-Z has been working on, as Executive Producer.

LD2K mentioned via Twitter the following.

Quote:
The difference between a FINISHER & a CLOSER is:
  • CLOSER: This player raises his game in clutch moments.
  • FINISHER: This player is adept at finishing contact layups and dunks at a higher rate than others.
More details in the Dev writeup (and video) coming Sunday via the Live-stream.

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Member Comments
# 181 cleandoe @ 09/01/12 06:16 PM
[yt]http://www.youtube.com/watch?v=B7lS4t0kglY[/yt]
 
# 182 Thunder Storm @ 09/01/12 06:18 PM
Signature Skills is just a more expanded and improved version of "X-Factor" from the Live series.
 
# 183 cleandoe @ 09/01/12 06:24 PM
how do you post a video like this
 
# 184 Daddy123 @ 09/01/12 06:50 PM




heres the video for kevin durant signature skills you can add that to the thread
 
# 185 FLAWDAxBALLA954 @ 09/01/12 07:27 PM
What takin OS so long to post mj and blake griffins sig. Skills?
 
# 186 FLAWDAxBALLA954 @ 09/01/12 07:37 PM
Quote:
Originally Posted by RyanFitzmagic
That's a terrible reason.



Explain to me how this isn't true with numerical ratings. Maybe I'm missing something.
OMG you and the ratings, I'm pretty sure at this point you're just trolling.
 
# 187 Ionowut @ 09/01/12 07:39 PM
Quote:
Originally Posted by FLAWDAxBALLA954
What takin OS so long to post mj and blake griffins sig. Skills?
Maybe Steve is busy. I'm unsure.
 
# 188 FLAWDAxBALLA954 @ 09/01/12 07:48 PM
Quote:
Originally Posted by RyanFitzmagic
Then add "Acrobatic Finish" and "Contact Finish" ratings. Not difficult.
maybe they dont want to have a million ****ing ratings have you thought about that? It would be dumb to have all those ratings in each category what you're asking for is ridiculous. So you want a poster rating;", a shut down defender rating a hit big shot rating a heart rating like dude shut up with the ratings. They wanted to try something new end of story. Don't like it? Don't buy it
 
# 189 RyanFitzmagic @ 09/01/12 08:06 PM
Quote:
Originally Posted by FLAWDAxBALLA954
maybe they dont want to have a million ****ing ratings have you thought about that? It would be dumb to have all those ratings in each category what you're asking for is ridiculous. So you want a poster rating;", a shut down defender rating a hit big shot rating a heart rating like dude shut up with the ratings. They wanted to try something new end of story. Don't like it? Don't buy it
I don't know why you're being so hostile. Chillax.

Adding signature skills is no different than adding ratings, except it's less quantifiable and not as intuitive, since it's basically giving everyone either 99 or 25, whereas with numerical ratings, you can have any value between.
 
# 190 Leftos @ 09/01/12 09:44 PM
Just posting to say I'm totally with youALREADYknow and RyanFitzMagic on this one.

As much as I like some of the new signature skills, others seem like rebrandings of past ratings and tendencies, but that are now binary (on/off, 0/1) instead of on a 100 scale (0-99). That's actually a step backwards.

Every signature skill so far could be implemented in much more detail if applied via (old and new) ratings, abilities and tendencies. Then, those signature skills could show up as icons for players who fitted the criteria for each skill. For example, players with high defensive awareness, hustle, speed and blocking could earn the Chase Down Blocker icon. Players with high clutch and shooting ability could get the Clutch icon. Exactly like how in 2K12 the 3PT Specialist, Finisher and Lockdown Defender icons show up depending on a players' ratings.

Right now, players that share the same skill will have the exact same effect. For example, two players with the Floor General skill will have the exact same effect on their teammates. So that means that all players with the "Floor General" skill, per 2K's standards, are equally good at making their teammates better.

Signature Skills shouldn't be binary, they shouldn't be On-Off. They should be in the least leveled, like Abilities are in 2K12, and optimally be determined by adding new ratings, abilities and tendencies when required.
 
# 191 Thunder Storm @ 09/01/12 09:49 PM
Quote:
Originally Posted by Leftos
Just posting to say I'm totally with youALREADYknow and RyanFitzMagic on this one.

As much as I like some of the new signature skills, others seem like rebrandings of past ratings and tendencies, but that are now binary (on/off, 0/1) instead of on a 100 scale (0-99). That's actually a step backwards.

Every signature skill so far could be implemented in much more detail if applied via (old and new) ratings, abilities and tendencies. Then, those signature skills could show up as icons for players who fitted the criteria for each skill. For example, players with high defensive awareness, hustle, speed and blocking could earn the Chase Down Blocker icon. Players with high clutch and shooting ability could get the Clutch icon. Exactly like how in 2K12 the 3PT Specialist, Finisher and Lockdown Defender icons show up depending on a players' ratings.

Right now, players that share the same skill will have the exact same effect. For example, two players with the Floor General skill will have the exact same effect on their teammates. So that means that all players with the "Floor General" skill, per 2K's standards, are equally good at making their teammates better.

Signature Skills shouldn't be binary, they shouldn't be On-Off. They should be in the least leveled, like Abilities are in 2K12, and optimally be determined by adding new ratings, abilities and tendencies when required.
great breakdown.
 
# 192 Belly_of_a_Whale @ 09/01/12 11:16 PM
Until 2k actually explains how the signature skills work in detail AND people actually start playing the game, there's really nothing to argue or complain about. We don't know if it's good or bad because we don't really know how it affects the game or the gameplay.

Personally, I remain optimistic, as I see it could be a nice way to differentiate players more and give the game more variation, while also giving me more to do with MyPlayer. However, I have no idea how it will actually play out or if it'll be any good...



So, can we please revert our attention back to Melo's inflated 92 overall rating?
 
# 193 BluFu @ 09/01/12 11:48 PM
durant needs quick release.
 
# 194 djwax90 @ 09/02/12 12:33 AM
Quote:
Originally Posted by sword1986
No way ... Tyreke Evans has the best crossover at the SF
Tyreke sure as heck isn't a SF. How all those people agreed with you, I have no idea. By your logic, I could say Derrick Rose has the best crossover at the SF... too bad it's not his natural position.

Also, I'm loving the new style of the interface, but I'm worried that the black text on orange highlights at the bottom will be tough on the eyes to read.
 
# 195 FLAWDAxBALLA954 @ 09/02/12 12:37 AM
Quote:
Originally Posted by Leftos
Just posting to say I'm totally with youALREADYknow and RyanFitzMagic on this one.

As much as I like some of the new signature skills, others seem like rebrandings of past ratings and tendencies, but that are now binary (on/off, 0/1) instead of on a 100 scale (0-99). That's actually a step backwards.

Every signature skill so far could be implemented in much more detail if applied via (old and new) ratings, abilities and tendencies. Then, those signature skills could show up as icons for players who fitted the criteria for each skill. For example, players with high defensive awareness, hustle, speed and blocking could earn the Chase Down Blocker icon. Players with high clutch and shooting ability could get the Clutch icon. Exactly like how in 2K12 the 3PT Specialist, Finisher and Lockdown Defender icons show up depending on a players' ratings.

Right now, players that share the same skill will have the exact same effect. For example, two players with the Floor General skill will have the exact same effect on their teammates. So that means that all players with the "Floor General" skill, per 2K's standards, are equally good at making their teammates better.

Signature Skills shouldn't be binary, they shouldn't be On-Off. They should be in the least leveled, like Abilities are in 2K12, and optimally be determined by adding new ratings, abilities and tendencies when required.
You couldnt give that scenario with all of them though example poster dunker LeBron is faster stronger and more athletic than most other players with the same skill set so while they both can poster people lebrons would be alot different. And the point of floor general is to make your teammates play better in how many ways are they supposed to do that? Give me an example of the difference.
 
# 196 djwax90 @ 09/02/12 12:38 AM
Quote:
Originally Posted by Leftos
Just posting to say I'm totally with youALREADYknow and RyanFitzMagic on this one.

As much as I like some of the new signature skills, others seem like rebrandings of past ratings and tendencies, but that are now binary (on/off, 0/1) instead of on a 100 scale (0-99). That's actually a step backwards.

Every signature skill so far could be implemented in much more detail if applied via (old and new) ratings, abilities and tendencies. Then, those signature skills could show up as icons for players who fitted the criteria for each skill. For example, players with high defensive awareness, hustle, speed and blocking could earn the Chase Down Blocker icon. Players with high clutch and shooting ability could get the Clutch icon. Exactly like how in 2K12 the 3PT Specialist, Finisher and Lockdown Defender icons show up depending on a players' ratings.

Right now, players that share the same skill will have the exact same effect. For example, two players with the Floor General skill will have the exact same effect on their teammates. So that means that all players with the "Floor General" skill, per 2K's standards, are equally good at making their teammates better.

Signature Skills shouldn't be binary, they shouldn't be On-Off. They should be in the least leveled, like Abilities are in 2K12, and optimally be determined by adding new ratings, abilities and tendencies when required.
I see where you're coming from with this, but is that really how these SSs will work in this game? I thought they were there to give more casual players an at-a-glance look at which players excel in which ways. I thought that there would be underlying numerical values (0-99) still associated. So say 2 players have the Closer SS, maybe one has OClutch of 98 and the other has OClutch of 92; since they're both in a particular range (say, 90+), they both get labeled with the Closer SS.
 
# 197 djwax90 @ 09/02/12 12:40 AM
Quote:
Originally Posted by Belly_of_a_Whale
Yeah, that's annoying. He's really closer to 6'11" than 6'9", but they could at least have him at 6'10".
How do you know? ESPN has him listed at 6'9" and I tend to trust the worldwide leader in sports.
 
# 198 RyanFitzmagic @ 09/02/12 12:40 AM
Quote:
Originally Posted by djwax90
How do you know? ESPN has him listed at 6'9" and I tend to trust the worldwide leader in sports.
That's your first mistake.
 
# 199 Thunder Storm @ 09/02/12 12:44 AM
Quote:
Originally Posted by djwax90
How do you know? ESPN has him listed at 6'9" and I tend to trust the worldwide leader in sports.
you mean BSPN ?

the network that reports sports news an hour after it's been broken to the world ?
the network that hires employees who present reports without citing sources ?

All the sites have him as 6'9 because they haven't bothered to update his measurements since 2007.
 
# 200 Leftos @ 09/02/12 06:38 AM
Quote:
Originally Posted by FLAWDAxBALLA954
You couldnt give that scenario with all of them though example poster dunker LeBron is faster stronger and more athletic than most other players with the same skill set so while they both can poster people lebrons would be alot different. And the point of floor general is to make your teammates play better in how many ways are they supposed to do that? Give me an example of the difference.
It's all numbers and percentages. When an AI player has to pick through the gazillion of moves he can do at any point in time in the game, his offensive awareness and other ratings and tendencies affect the probability of which move he will do, how fast he will do it, etc. Since Floor General is meant to raise your teammates Offensive Awareness, say it's a +5 bonus when that player is on the floor. Should all Floor Generals give the same +5 bonus to their teammates? Or should some players be better at it, giving +7, while others be worse at it but still be decent enough to get the skill, giving something like +3?

Granted, this could be easily fixed by leveling the Signature Skill effect on what the player's other ratings are. An obvious one would be Finisher. A player with higher Dunk and Layup ratings will make better use of Finisher compared to a worse player that still has this Sig Skill. In the same manner, Floor General could give an effect that is a percentage of say, the player's offensive awareness (and other parts of their IQ). So say, Floor General could be
"When on the floor, he raises his teammates Offensive Awareness by 50% of every point of Offensive Awareness he has above 80."
So, a player with an Offensive Awareness of 92 would give a +6 bonus to his teammates, while one with 84 would give a +2 bonus to his teammates.

Quote:
Originally Posted by djwax90
I see where you're coming from with this, but is that really how these SSs will work in this game? I thought they were there to give more casual players an at-a-glance look at which players excel in which ways. I thought that there would be underlying numerical values (0-99) still associated. So say 2 players have the Closer SS, maybe one has OClutch of 98 and the other has OClutch of 92; since they're both in a particular range (say, 90+), they both get labeled with the Closer SS.
I've said that I wish it was exactly like this, that they were just labels/icons that are triggered by (old and new) ratings, tendencies and abilities, just like the 3PT icon or the dunk icon were triggered in 2K12. But the 5 signature skill limit doesn't make sense if it were so.

Signature Skills are things that you equip your player with to give him bonuses in areas he's already good at (at least I hope so, I wouldn't want to see players with an On-Ball Defense rating of 50 being able to equip Lockdown Defender and neutralizing my players' signature skills).

Let's see what the full dev write-up on Signature Skills, which comes today, has to say.
 


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