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NBA 2K14 News Post



Brian Tong from CNET has just posted some very good NBA 2K14 information on the Pro Stick, Pass Stick, defensive moves, block system and more with this audio interview with Director, Rob Jones. Make sure you tune in and let us know your thoughts.

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# 41 Sundown @ 08/20/13 02:09 PM
Quote:
Originally Posted by RyanFitzmagic
On top of that, hearing the sound of the hand-on-basketball contact during hard blocks would be nice, too.
Block sounds are in.
 
# 42 Sundown @ 08/20/13 02:13 PM
Quote:
Originally Posted by RyanFitzmagic
On top of that, hearing the sound of the hand-on-basketball contact during hard blocks would be nice, too.
You know what would be sweet? If the crowd reacted to dribble moves that got around a defender and ankle breakers.

Oracle is known for that. Would really jack up the excitement as a play develops.
 
# 43 Da_Czar @ 08/20/13 02:20 PM
Quote:
Originally Posted by Vni
You confirm that passing speed has been improved Czar? Because that's another thing that I feel I read every year and I thought it took a step back this year from 2K12 after the patch.
Yes I am. But let me point this out. How this happens where you hear each year they improve it but it could actually get worse is this.

Passing speed in the game actually consists of three parts. How long it takes for the ball to leave the passers hands, How long the ball is in flight, and how long the player takes to catch the ball.

An improvement in one area but not in the other two could end up with them saying it's improved which it was but not felt due to the other two area's.

This year the time it takes to get the ball out of the passers hands has been reduced with the result being passes happen faster. For me and some of the community guys I have talked to it was a noticeable difference.
 
# 44 Da_Czar @ 08/20/13 02:23 PM
Quote:
Originally Posted by alabamarob
I don't have a big problem with the passing or passing speed on 2k13. My issue is that the 1) defenders recover to fast, 2) when they close out they are able to stop momentum and prevent a drive, 3) defenders foul shooters on most of there perimeter shot attempts and the fouls almost never get called.

.
Great points, IMO the passing speed made that situation even worse. Especially online. Slow passes and catches meant that even average recovery speeds would have been too effective. Let alone the superman speeds.

I talked with the defensive devs on that in depth we will have to see what the final result was.
 
# 45 Beluba @ 08/20/13 06:51 PM
Quote:
Originally Posted by Sundown
You know what would be sweet? If the crowd reacted to dribble moves that got around a defender and ankle breakers.

Oracle is known for that. Would really jack up the excitement as a play develops.
The audio guys hooked that up for you this year.
 
# 46 NINJAK2 @ 08/20/13 07:20 PM
More impressions of NBA 2k14 from Dime magazine

http://dimemag.com/2013/08/nba-2k14-...-defensive-ai/
 
# 47 RyanFitzmagic @ 08/20/13 07:22 PM
Quote:
Originally Posted by Beluba
The audio guys hooked that up for you this year.
No freakin way.

This is why I stick around even though I'm basically the curmudgeonly old man of this forum.
 
# 48 Sundown @ 08/20/13 07:22 PM
Quote:
Originally Posted by Beluba
The audio guys hooked that up for you this year.
AaaAAAHHHHHHH!




Blocks too?

AaaahhhhhHHHh!!!


Did Kenny Smith mentioning this of the Oracle crowd have to do with anything?

And Bazemoring's in the game too! What an amazing GSW/Basketball/NBA2K year.
 
# 49 Goffs @ 08/20/13 07:26 PM
Quote:
Originally Posted by Beluba
The audio guys hooked that up for you this year.
Did the audio guys add some crowd reaction when blocks happen as well?
 
# 50 RyanFitzmagic @ 08/20/13 07:27 PM
Quote:
Originally Posted by Sundown
Did Kenny Smith mentioning this of the Oracle crowd have to do with anything?
I think I know the game you're talking about. Wasn't it Miller/Webber that first brought it up?

Also, I hope it (but would understand if it didn't) happens on the road, too. I wouldn't even mind hearing the same audio byte, just with maybe a lower volume since everyone in the crowd isn't gonna be going crazy for their own player getting embarrassed.
 
# 51 Sundown @ 08/20/13 07:33 PM
Quote:
Originally Posted by RyanFitzmagic
I think I know the game you're talking about. Wasn't it Miller/Webber that first brought it up?

Also, I hope it (but would understand if it didn't) happens on the road, too. I wouldn't even mind hearing the same audio byte, just with maybe a lower volume since everyone in the crowd isn't gonna be going crazy for their own player getting embarrassed.
I think they might have as well. Kenny did talk about how there's no feeling like playing in front of a knowledgable crowd oohing and ahhing in unison and that Oracle stood out in knowing when to react.

And yes, crowds should still respond to away teams, but the tone should be slightly different.
 
# 52 23 @ 08/20/13 07:48 PM
Quote:
Originally Posted by Beluba
The audio guys hooked that up for you this year.
Id be totally happy with an nba love like crowd ambiance and modulation add the game progresses.

Not banking on it though. Those odd moments where you go on a run and the crowd doesn't even react to some of your plays lol. .. Ugh

Galaxy Note 2
 
# 53 BallIsLife2 @ 08/20/13 08:28 PM
Quote:
Originally Posted by Beluba
The audio guys hooked that up for you this year.
Hopefully the crowds will react more to clutch moments and intense games.

For example, when you shoot the buzzer beater the crowd goes off, when you cross someone over there's that "Ooooh" and that cheer when you score.
 
# 54 RyanFitzmagic @ 08/20/13 08:30 PM
Also, this is extremely trivial, but sound effects on strong rebounds would be cool too.
 
# 55 Eman5805 @ 08/20/13 08:41 PM
Quote:
Like we already mentioned, the accuracy of the movements is getting so that your brain is tricked for a second as to whether it’s an actual game. While attempting to split a double-team off a pick-and-roll, Jrue Holiday got tripped up, and it looked incredibly authentic as he stumbled forward before the whistle blew. We weren’t even involved in the set, but just watching to see how the computer would react.
Noice!

Attempting to split? I trust that means you can actually split doubles now, right?
 
# 56 RyanFitzmagic @ 08/20/13 08:42 PM
Hopefully, being able to split means more than just breaking double-team trap animations, and actually being able to go in between your initial defender and a big man who shows out on the pick-and-roll. I think it's possible in 2K13, but I never got the hang of it (never practiced it either, to be fair).
 
# 57 JasonWilliams55 @ 08/21/13 03:28 PM
I hope this means that there are no more unwanted flashy passes. Meaning that if I don't press LT and I just use A to pass, I should get a regular pass.

Nothing irked me more than to swing the ball around the perimeter and get some bozo doing a behind the back pass (especially when their pass rating is low and so is there flashy pass tend).
 
# 58 Vni @ 08/21/13 03:53 PM
Said the exact same thing but apparently 2K has to put in some contextual flashy passes for the guys who don't know how to do them (and don't even look at the controls for the game they bought) because otherwise they'd think it's not in the game.

2013 is a silly year.
 
# 59 Sundown @ 08/21/13 03:55 PM
Quote:
Originally Posted by Vni
Said the exact same thing but apparently 2K has to put in some contextual flashy passes for the guys who don't know how to do them (and don't even look at the controls for the game they bought) because otherwise they'd think it's not in the game.

2013 is a silly year.
Freaking A. Just read the instruction book.

Or give us a setting to turn off automatic contextual flashy/bounce passes.
 
# 60 Vni @ 08/21/13 03:59 PM
Quote:
Originally Posted by Sundown
Freaking A. Just read the instruction book.

Or give us a setting to turn off automatic contextual flashy/bounce passes.
Yeah that would be nice if we could turn off/on every assistances that are in the game.
 

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