Home
NBA 2K15 News Post


(Promoting this post to the homepage, written by Mike Wang, Sr. Game Designer for NBA 2K15)

Let me clarify up the design of the shot meter. In previous 2K's, shot timing was just another factor within a huge list of other things that spit out a final shot % which we then rolled dice against. So really, it was Real Player % with a bit of help from the user. But the skill of the user had a minimal impact.

In 2K15, all factors that make up a good vs. bad shot get rolled up into a value that then scales the timing window for your jump shooter. So now, timing is a much more crucial factor in whether you make or miss. This puts the onus on the user to execute with more precision and separates the skilled users from the lucky ones. It's actually very similar to the design of Free Throw shooting. You can make the shot if you manage to get perfect timing but your % falls the further you are from the ideal release point. If you're way off, it's a guaranteed miss.

It's also a much more useful feedback system. If you're unfamiliar with your players, it's much easier to get a sense of their timing by glancing at the meter. Also, it's much easier to see how close or off you were with your timing after the fact to help you learn... much more useful than the letter grade system (which is still an option btw.)

My intention was never to make shooting a "meter game." The most successful people in the office are the ones who still watch the shot animations for visual cues of when to release, using the meter only for feedback or for occasional guidance.

I knew there would be some concerns, so let me try to address those now:

- No, you cannot "master" the meter and hit every shot you take
- Yes, you can turn it off in the options menu
- Yes, Real FG% is still an option
- Yes, it is very difficult to get "perfect timing," especially on the higher levels

Hopefully that clears some things up. IMO, shooting is much more engaging now and I think you guys will like the feature.

Game: NBA 2K15Reader Score: 8/10 - Vote Now
Platform: iOS / PC / PS3 / PS4 / Xbox 360 / Xbox OneVotes for game: 64 - View All
NBA 2K15 Videos
Member Comments
# 121 Beluba @ 08/16/14 12:16 PM
Also, the shot meter works in online games but the results you get from timing error are tuned differently from offline to compensate for latency. Online, releasing very early/late is much more forgiving than it is offline.
 
# 122 JerzeyReign @ 08/16/14 12:18 PM
Quote:
Originally Posted by Beluba
Zigzag cheese is gone. We specifically put in other measures to counter it.
Spoiler
 
# 123 23 @ 08/16/14 12:21 PM
Quote:
Originally Posted by Beluba
The meter is active for all manually releasable shots, including post jumpers. But not layups. My shots engineer and I experimented with it and decided the world is not ready for that.


Can't remember which one it was but I remember the "why do I keep missing layups" complaints on the forums..... touche'
 
# 124 eko718 @ 08/16/14 12:34 PM
Quote:
Originally Posted by Beluba
Yes. We use real life FGA stats to determine how quickly a player fatigues. So volume shooters can put up a lot more shots before being affected.
On your twitter you mentioned that shot fatigue also results from pounding the ball in the paint. Is this due to contact from driving in the paint?

If so, for guys who get most of their money in the paint like Lebron, Wade, etc. do they fatigue at a lesser rate when driving in the paint than guys who drive less often like Carmelo and Durant?
 
# 125 quehouston @ 08/16/14 12:40 PM
Quote:
Originally Posted by Beluba
Also, the shot meter works in online games but the results you get from timing error are tuned differently from offline to compensate for latency. Online, releasing very early/late is much more forgiving than it is offline.
Its there any word on what skill level and game style online will run on?
 
# 126 jersez @ 08/16/14 12:44 PM
How will the shot meter effect signature skills like deadeye, catch and shoot and shot creator? A little off topic but has the active hands,finisher,pick pocket and posterizer signature skills been balanced?
 
# 127 mrclutch @ 08/16/14 01:14 PM
Quote:
Originally Posted by Beluba
Yes. We use real life FGA stats to determine how quickly a player fatigues. So volume shooters can put up a lot more shots before being affected.

Thanks for all the responses Beluba. It all sounds great.

I really hope this does take away the ability to "go off" with role players that are great shooters. Kyle Korver being the best example the last several years. Sure he can have a big game but hopefully this makes those "big games" far less frequent.
 
# 128 LD2k @ 08/16/14 01:19 PM
Quote:
Originally Posted by Beluba
Zigzag cheese is gone. We specifically put in other measures to counter it.
Beautifully implemented I might add.

Mike and the team have done a pronominal creating a formidable skill gap between players in NBA 2K15.
 
# 129 Sundown @ 08/16/14 01:19 PM
Quote:
Originally Posted by Beluba
Zigzag cheese is gone. We specifically put in other measures to counter it.



This is my favorite time of year on OS.
 
# 130 23 @ 08/16/14 01:27 PM
Quote:
Originally Posted by LD2k
Beautifully implemented I might add.

Mike and the team have done a pronominal creating a formidable skill gap between players in NBA 2K15.
Lets see

Throw us some footage real quick
 
# 131 stillfeelme @ 08/16/14 02:17 PM
Quote:
Originally Posted by Optik
Incomplete analysis. Pierce was shooting with Kyle Lowry contesting him. It would be far less likely for him to make it if Durant was contesting him. Also, there are clearly different levels of how contested a shot is that wasn't accounted for.
I get what you are saying but we are far, far away from having individual matchup stats and then having them update on command to that level. You most likely will have incomplete data since it is based off a season and players don't guard everyone. If the player is a good defender and is effective contesting shots then the defender will have a better contest rating across the league. I am saying they need to use something to that level to increase realism per player.
 
# 132 Beluba @ 08/16/14 02:20 PM
Quote:
Originally Posted by eko718
On your twitter you mentioned that shot fatigue also results from pounding the ball in the paint. Is this due to contact from driving in the paint?
Yes, it accumulates over the course of the game every time a player is involved in some type of collision (body ups, contact shots, etc.)

Quote:
Originally Posted by eko718
If so, for guys who get most of their money in the paint like Lebron, Wade, etc. do they fatigue at a lesser rate when driving in the paint than guys who drive less often like Carmelo and Durant?
And yes, trucks like Bron have more leniency than softer guys.
 
# 133 stillfeelme @ 08/16/14 02:33 PM
Quote:
Originally Posted by Beluba
The shot meter takes everything into account. Think of it this way. Take the player's real FG% from any given situation: factoring in shot defense, his range, hot/cold zones, fatigue, ratings, etc. and turn that into a target. The bigger the value, the larger the target. Now, it's your job to hit that target. So Russ' elbow jumper is much easier to time than Beal's, and vice versa at the 3pt line.
Ok thanks that clears it up. It is much more dynamic than I realized
 
# 134 Coach2K @ 08/16/14 02:35 PM
Quote:
Originally Posted by Beluba
Yes, it accumulates over the course of the game every time a player is involved in some type of collision (body ups, contact shots, etc.)

And yes, trucks like Bron have more leniency than softer guys.
Is shot fatigue separate from regular fatigue? When I first saw shot fatigue, mentally I applied it to a guy shooting all of the time down and him getting tired of shooting but not necessarily too tired to play defense, etc.

Also, is fatigue scaled to length of the game chosen meaning that for those of us who play twelve minute quarters battle normal fatigue but those who play 6 minute quarters or would it be half that in terms of how much of a factor it is?
 
# 135 thedream2k13 @ 08/16/14 02:38 PM
So while taking jumpshots are we looking at a meter like in the old Sony NBA games or are we judging the shot release ?

I think we all need a video of this to explain it easier
 
# 136 TUSS11 @ 08/16/14 02:40 PM
Quote:
Originally Posted by Beluba
The meter is active for all manually releasable shots, including post jumpers. But not layups. My shots engineer and I experimented with it and decided the world is not ready for that.
What about floaters and runners?
 
# 137 stillfeelme @ 08/16/14 02:42 PM
Quote:
Originally Posted by Beluba
Yes, it accumulates over the course of the game every time a player is involved in some type of collision (body ups, contact shots, etc.)



And yes, trucks like Bron have more leniency than softer guys.

Yes! I have been wanting something like this to be implemented. Now we are talking realism. The game is going to police yourself whether you realize it or not.
 
# 138 Sundown @ 08/16/14 02:46 PM
How does shot fatigue recovery work? Do rotations matter and is the bench necessary now in quick games?

Shot fatigue also sounds interesting in the possibility to gameplan with it in mind. Will more physical defenders drain shot fatigue faster? Does "play physical" do more to induce shot fatigue at the risk of more fouls?
 
# 139 I Djm @ 08/16/14 02:51 PM
Does just standing near someone affects the shot. It has been many times where an extra defender comes over without his hands up and makes the shot quality drop.
 
# 140 stillfeelme @ 08/16/14 02:59 PM
Quote:
Originally Posted by thedream2k13
So while taking jumpshots are we looking at a meter like in the old Sony NBA games or are we judging the shot release ?

I think we all need a video of this to explain it easier
From that last response he responded to me I get it now. The meter is just the teaching tool to show you which particular shots you have a hard time hitting the particular shot. The target to hit perfect release will be harder, or easier depending on all of those factors he mentioned, open, contest, shot fatigue, hot spot, cold spot and rating.

The game is teaching ******s, sim guys and we don't even realize it yet. The guys who know the releases and knows the plays how to execute the offense to the strength of their players will be rewarded the most. The game is rewarding your NBA knowledge as long as you can transfer some of your stick skills as well.
 


Post A Comment
This thread has been closed for new comments.