I'm with you on that dunk. It at least appeared possible by physic's standards, so that's big. As you said, I'm glad it wasn't one of those pushaway dunks, which is what I was thinking when I first read the comments.
I really miss proper reachovers and dunkons in past games. I will take a canned dunk-on animation over a pushaway non-animation any day.
So long as the physics, mechanics, and animations look correct, the success and trigger rates can be tuned. When the system is literally *broken* we have harder to solve issues.
I really miss proper reachovers and dunkons in past games. I will take a canned dunk-on animation over a pushaway non-animation any day.
So long as the physics, mechanics, and animations look correct, the success and trigger rates can be tuned. When the system is literally *broken* we have harder to solve issues.
Totally. I never truly understood the push for the removal of all two-player animations. At this point in gaming technology, there has to be some sort of interactive animation. In 2K13, it seems they tried to pull those animations out and hilarity and frustration frequently ensued, with a very rare amount of authentic looking mid-air interactions (but a lot of defenders changing directory mid-flight).
They took out canned animation dunks because there was an exploit called power dunking where you could basically do posters all gm.
plus, who wants to feel helpless on defense?
I think Sundown put it best, "So long as the physics, mechanics, and animations look correct, the success and trigger rates can be tuned." When a defender's going up to contest a dunk in a video game, timing, ability, rating, momentum and likely a number of other variables are taken into consideration. What I was saying is if those variables add up to the game allowing me to complete a blocked shot, I'd like it to look authentic and real, and at this point that seems it'd need a two-person animation.
Similarly, if I'm a sitting duck and due to my poor positioning and the fact that I'm controlling Muggsy Bogues, I'd rather have a two-person dunk-on animation occur instead of the dunker slamming as if I weren't even there with my virtual Bogues just jumping straight up and down with his hand straight up (or heaven forbid, being slid backward in mid-air 2K13 style).
A couple of examples - one would be at the 1:58 mark belwo. Vernon Maxwell has no chance. There's contact, but he's just jumping straight up and down and he's slide backward in mid-air. It's established he's not going to block the dunk, so I am stating I'd rather have Maxwell interact with O'Neal realistically, even if he's going to fail due to his poor positioning (and the fact he's Vernon Maxwell trying to block Shaq):
On the flip side, the number 1 play in that video (3:25) is a two-player animation (or as close as 2K13 got to one). I find those interactions much more aesthetically appealing.
2K12's dunks in traffic looked much better in my opinion due to the aforementioned animations:
Totally. I never truly understood the push for the removal of all two-player animations. At this point in gaming technology, there has to be some sort of interactive animation. In 2K13, it seems they tried to pull those animations out and hilarity and frustration frequently ensued, with a very rare amount of authentic looking mid-air interactions (but a lot of defenders changing directory mid-flight).
Yeah, while cutting down on the length of uncontrollable animations was effort well spent, the elimination of realistic interaction animations was misguided. We'll still need them to drive physical simulation systems if we ever get them.
So y'all got dunked on. Don't be late on defense next time. Or play on sim. The problem wasn't the animations, it was how often they triggered, how repetitive they were, and how overpowered they made dunking in traffic online each and every year.
Unfortunately 2K spent a year working on a dynamic contact shot system that only works for terrible shot attempts but doesn't work on dunks or drives with any real speed. But hey! No dunk ons! Only dunk throughs... ALL THE TIME.
Becareful what you ask for.
So to iterate what I think gamers want even if they don't know it and throw around verbiage like "no more animations!" without knowing what it means:
1. Responsive, realistic, visually and physically accurate simulations >
2. Responsive, visually accurate animations >
3. Unresponsive, lengthy but visually accurate animations >
4. Responsive but ugly, unrealistic physical simulations (IMO. Some would put this above 3.) >
5. Unresponsive, lengthy non-animations that both look bad and with allloss of control.
2K13 Sliding dunk-throughs are 5. It fixes no problems but just makes existing ones look even more terrible. It's like that evil genie that twists every request into the ironic abomination you never asked for.
And I know there are those that want jerky, "responsive" gameplay no matter how bad it looks. They can go play NBA Jam.
lol you can bump though in 2k13, without having to worrying about the spin dunk.
In 2k11, you had to bump properly, bump so they couldnt get near the spin dunk trigger areas, then prepare for the hopstep and manual cut to the paint.
then people like batum/gwall/wade/bron would dunk on your team if they completed the pass.
14 double, if ran correctly, was the most dominant play in 2k history with yao , twill and budda.
GG
Power dunk on one side, stand dunk on the other. Thats why they took them out,
Look what these two players that I know did all gm in 2k11
Sigh. Canned animations don't CAUSE overpowered moves.
Bad tuning on what triggers them causes overpowered moves.
If a contact floater lay-up animation always goes in, would you ask for contact lay-ups to be removed from the game?
If contested jump shot animation always makes a 3-pointer go in, would you ask to remove contested jump shots?
If the defender slid out of the way for either but it was just as successful, would it really improve the game any?
All 2K needs to do is tweak how often the dunk-on gets triggered, how much stamina you need, how much free space you need, what speed you need to be while doing it, the height and vertical differences between the players, morale level, and add a random or scaling factor to reduce or increase dunk-ons to a realistic level.
At the same time, they could add additional 2-player animations that favor the defender. Contact dunks-to-layups, missed dunk attempts, blocked dunks (sound familiar?), with unwise dunk attempts being sent back and the dunker falling to their butt.
Balance it all out with proper tuning, and the game would be massively improved while they go on to work on a better, more dynamic contact engine.
Dang, VDusen, after playing 2K13 for a year, 2K12's dunk ons look next-gen to me.
That was next-gen footage? I watched 20 seconds of it and wasn't impressed. Maybe if PC gets it it'll look better with higher resolution and all those nice mods.
The problem with two player animations is that all the other players will get pushed around and will slide if they come in contact with the animation.
That's better than sliding between everyone and the person with the ball (as well as each other) ALL THE TIME.
So far, removing two player animations have only exacerbated the problems two player animations supposedly cause.
They just need to be interruptible when it makes sense for the player to retain some control. Getting dunked on (when appropriate) is not one of those instances.
i am not feeling that "layup" by james i think it was the one where he got fouled... that was clearly an up an under... and guess what... you actually foul them now lol so cheesers are stronger than ever.
i take back every praise i gave 2k with 2k14.. it looks like the same crap over again... danny green goes unconstested but we could say that the guy could not ddefen well because of the camera angle but oh man.... i hope 2k patches this game and dont leave us in the dark
All 2K needs to do is tweak how often the dunk-on gets triggered, how much stamina you need, how much free space you need, what speed you need to be while doing it, the height and vertical differences between the players, morale level, and add a random or scaling factor to reduce or increase dunk-ons to a realistic level.
At the same time, they could add additional 2-player animations that favor the defender. Contact dunks-to-layups, missed dunk attempts, blocked dunks (sound familiar?), with unwise dunk attempts being sent back and the dunker falling to their butt.
Balance it all out with proper tuning, and the game would be massively improved while they go on to work on a better, more dynamic contact engine..
When they first posted those team up vids about being able to block dunks, I asked(and a couple people chimed as well) if we can get contact on dunks if we don't get the block, impede the dunker's momentum or turn it into a layup. The social media guy, who answered several other people's questions, didn't respond, which I took to be a bad sign. But beluba posted later on that there was better contact, so I hope that involves dunks after the animation is started.
I wish someone at gamescom could just try to dunk on everybody with Lebron constantly and see if his dunk animation ever gets interrupted or changed into a layup. If that happens then defense could be really on point his year, with the additions of better blocking and on ball D.
i am not feeling that "layup" by james i think it was the one where he got fouled... that was clearly an up an under... and guess what... you actually foul them now lol so cheesers are stronger than ever.
i take back every praise i gave 2k with 2k14.. it looks like the same crap over again... danny green goes unconstested but we could say that the guy could not ddefen well because of the camera angle but oh man.... i hope 2k patches this game and dont leave us in the dark
You've seen a maximum of 7 minutes of gameplay. Don't jump to conclusions.