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NBA 2K15 News Post


Check out the latest NBA 2K15 gameplay video from IpodKingCarter, featuring the Miami Heat vs. New York Knicks.

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Game: NBA 2K15Reader Score: 8/10 - Vote Now
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# 101 The 24th Letter @ 09/14/14 03:48 PM
Quote:
Originally Posted by da ThRONe
I don't think anybody is saying it's all physics and there's no need for balance. It's just that the balance is off for a lot of us and it should be geared more towards physics than it currently is.

We definitely all have different views on what the balance should be. As of right now, I haven't played a NBA game lacking in animations that have me a good experience.
 
# 102 kolanji @ 09/14/14 04:23 PM
Like DaCzar said behind it all are very complex and intensive programming and a lot of testing....things are not as simple as it seems when u get to the atom of it all..


Everybody is not gonna all have their way on how they think things should play out and the order of how things should be addressed....when u fix one thing at times another hiccup shows its ugly head and i get that


To be honest the AI acting like zombies running an offense doesn't affect me that much, only in instances where they over react and move like chicken with no heads.....


I hope quick plays make a comeback, it helped when plays were broken to run a quick ISO to try to get a decent shot up... fingers are crossed for defensive pressure and help defense coaching slider to make a return....because in one of those off screen video Melo left Deng on the perimeter open for no good reason for a 3....


and that over helping defense.....nough said
 
# 103 Sundown @ 09/14/14 04:39 PM
Quote:
Originally Posted by da ThRONe
I don't think anybody is saying it's all physics and there's no need for balance. It's just that the balance is off for a lot of us and it should be geared more towards physics than it currently is.

"Physics" is a completely meaningless term because the algorithmic solutions to handling human body dynamics complete with cognitive human-like AI that simulates neural motor functions simply has not been developed yet, and what is available is not necessarily appropriate for or available to 2K.

"Physics" is just code word for a pie-in-the-sky mythical game that has never been made and the last time a developer tried to follow this vague and meaningless demand without considering the workability of the technology, it destroyed a franchise for 4 years and has yet to recover.

2 man animations work. Yes, they have limitations which need to be addressed. Yes they need to be shorter and more contextual. Yes they need to blend and branch better to retain control, logic, and believability. And yes, they need to mesh more with dynamic input through inverse kinematics and collision physics. And finally, yes, they need to account for foot planting and momentum. 2K has been making slow but steady strides in almost all of these areas. It definitely remains for 2K to work in explosiveness without causing loss in realism and the feel of weight.

But to complain about 2-man animations on principle and vaguely demand "physics" like that will magically solve one of the most difficult problems in computer science is like complaining about manned flight to Mars because it's not interstellar travel. It's like complaining about nuclear power because it's not cold fusion.

Now if you all really just want a "responsive" game that doesn't actually look like basketball, there are options. They go back as far as NBA Live 10. Maybe you can find a copy of Elite. Or you can stick with the other franchise with all it's animation hiccups that actually reveal physics and momentum problems. But I'm of the opinion that the less like basketball a game looks, the less like basketball it most likely plays.

Anyway, I was mulling over the issue earlier today while working on a project -- a huge part of modeling realism, explosiveness, momentum, and foot planting is the tricky part of balance and weight distribution. For instance, what foot I plant next is heavily influenced by what foot my weight is on (for starters). I wonder if this data can be obtained in a motion capture session through specialized shoes that measure foot pressure. Perhaps that data can help inform animation systems in selecting appropriate animations to branch, how to handle momentum in a clip, and how to foot plant logically.
 
# 104 da ThRONe @ 09/14/14 05:51 PM
Quote:
Originally Posted by Sundown
"Physics" is a completely meaningless term because the algorithmic solutions to handling human body dynamics complete with cognitive human-like AI that simulates neural motor functions simply has not been developed yet, and what is available is not necessarily appropriate for or available to 2K.

"Physics" is just code word for a pie-in-the-sky mythical game that has never been made and the last time a developer tried to follow this vague and meaningless demand without considering the workability of the technology, it destroyed a franchise for 4 years and has yet to recover.

2 man animations work. Yes, they have limitations which need to be addressed. Yes they need to be shorter and more contextual. Yes they need to blend and branch better to retain control, logic, and believability. And yes, they need to mesh more with dynamic input through inverse kinematics and collision physics. And finally, yes, they need to account for foot planting and momentum. 2K has been making slow but steady strides in almost all of these areas. It definitely remains for 2K to work in explosiveness without causing loss in realism and the feel of weight.

But to complain about 2-man animations on principle and vaguely demand "physics" like that will magically solve one of the most difficult problems in computer science is like complaining about manned flight to Mars because it's not interstellar travel. It's like complaining about nuclear power because it's not cold fusion.

Now if you all really just want a "responsive" game that doesn't actually look like basketball, there are options. They go back as far as NBA Live 10. Maybe you can find a copy of Elite. Or you can stick with the other franchise with all it's animation hiccups that actually reveal physics and momentum problems. But I'm of the opinion that the less like basketball a game looks, the less like basketball it most likely plays.

Anyway, I was mulling over the issue earlier today while working on a project -- a huge part of modeling realism, explosiveness, momentum, and foot planting is the tricky part of balance and weight distribution. For instance, what foot I plant next is heavily influenced by what foot my weight is on (for starters). I wonder if this data can be obtained in a motion capture session through specialized shoes that measure foot pressure. Perhaps that data can help inform animation systems in selecting appropriate animations to branch, how to handle momentum in a clip, and how to foot plant logically.


I probably will.


If you like 2K's direction have all the fun in the world. However no need for the long winded rant because the word I used to describe what I prefer in a videogame is a vast over simplification.
 
# 105 Eman5805 @ 09/14/14 06:09 PM
Two man animations, real time physics, biggest gripe I've always had is when the game locks me in something. Like when I'm still in the shooting animation and the shot misses long or those annoying bumping animations. Being able to do what I'm trying to do and not feel like I'm fighting clunky controls or animations is the goal.

Whatever way gets us to that moment is fine by me.
 
# 106 tarheel4lyfe851 @ 09/14/14 06:53 PM
It wasn't in this video, but the thing I hate the most that literally produces steam coming out of my ears is when even the best of point guards try to advance the ball up the same side of the court they're on and overthrow (by like 6 feet) people of above average height and it sails out of bounds to hit the motionless three cheerleaders standing thirty feet off the court. I also hate how when you see a guy open, especially when it's a good shooter, and they take it upon themselves to cut into the paint as soon as you pass it where there are multiple defenders waiting. If this has been eliminated in 15, and players like Isaiah Canaan don't dominate online, I'll be good. Myteam looks really well done which is personally my favorite mode for the collecting aspect and the ability to earn teams of your favorite players


Sent from my iPhone using Tapatalk
 
# 107 SageInfinite @ 09/14/14 06:59 PM
I've never had these issues with controls people speak of. For the most part when an animation plays out, I know why. I don't feel like I'm locked into anything, unless I'm trying to force something. I just feel like some people want a less realistic game.
 
# 108 thedream2k13 @ 09/14/14 07:09 PM
I am noticing an influx of people coming from the other games forum to talk about physics. Guys sometimes just don't push send 2k has the winning formula and they will remain the number one basketball game available. The game can never be 100 physics based without animations or it will look ugly. There are no games on PC or console that are based on physics only so leave that discussion for something else. 2 K has a excellent dev team that knows what works and they shall continue doing what works until the competition can overtake it with a physics based game. That is all happy Sunday


#yakeem
 
# 109 Sundown @ 09/14/14 07:22 PM
Quote:
Originally Posted by da ThRONe
I probably will.


If you like 2K's direction have all the fun in the world. However no need for the long winded rant because the word I used to describe what I prefer in a videogame is a vast over simplification.
It wasn't really meant as a direct response to only you, actually. Heh, it was more in response to a general theme I kind of see repeatedly:

1. 2 man animations are bad.

2. ... Physics?

3. Profit!

And I'm not really seeing what the other franchise is offering in terms of "physics" beyond twitchy transitions, extreme exaggerated leaps to the perimeter, and scripted looking launch dunks. If anything, it's the work they've done in adding more animations that I see hope for.
 
# 110 k1lo5 @ 09/14/14 07:26 PM
Don't know if anyone has put it up, but i'm loving some of the small animations.

1.27 in, Calderon playing on ball D, wipes face.
 
# 111 cjallure24 @ 09/14/14 07:38 PM
Was that force field defense, when J.R. Smith was guarding Wade?
 
# 112 BluFu @ 09/14/14 08:18 PM
Quote:
Originally Posted by cjallure24
Was that force field defense, when J.R. Smith was guarding Wade?
no, that was wade trying to go through a solid body. watch the clip again. after the initial contact, he crosses over and still attempts to drive right through JR twice before being forced into a crazy leaner (that he can make in real life). good signs to me.
 
# 113 Rockie_Fresh88 @ 09/14/14 08:24 PM
Quote:
Originally Posted by cjallure24
Was that force field defense, when J.R. Smith was guarding Wade?
Yeah you can see JR sliding back into place on defense
 
# 114 HowDareI @ 09/14/14 08:34 PM
I'm going to reserve my judgement until we see human vs. human (good players) or at least human vs. ai on higher difficulty.

Go put in 2K14 on your Xbox One or PS4 right now and do a quick match on pro, tell me what you see. I bet it looks identical to this (I hate to say it) mess.

Plays take too long to develop, flashy passes at weird moments, scorers passing up easy shots, etc.

From what I seen so far, some of these new animations look nice...and I have no problems with any animations just ones that always seem to play out the same (scoop layup in traffic always goes in, certain dribble animations that always bump you back, etc.).
The game looks a lot smoother, which imo, will make 2K15 feel very new when we get our hands on it; think 30 fps to 60 fps in a shooter, you might not think it makes a big deal visually but when you play it, it changes the whole game. 2K15 looks very polished even with such little (good) gameplay we have seen.
 
# 115 jadert @ 09/14/14 08:52 PM
Quote:
Originally Posted by thedream2k13
I am noticing an influx of people coming from the other games forum to talk about physics. Guys sometimes just don't push send 2k has the winning formula and they will remain the number one basketball game available. The game can never be 100 physics based without animations or it will look ugly. There are no games on PC or console that are based on physics only so leave that discussion for something else. 2 K has a excellent dev team that knows what works and they shall continue doing what works until the competition can overtake it with a physics based game. That is all happy Sunday


#yakeem
Your post made me crack me up. I was thinking the same thing. The ones with the most issues are the posters from the other game's forum. And then we get to hear their favorite word around this time: "canned animations". The irony of the situation is that the other game added 100's of new animations to improve their gameplay lol.

Best situation is to to just get both games. 2K is preordered, and when Live is discounted, I will purchase that. Best of both worlds
 
# 116 vtcrb @ 09/14/14 08:53 PM
Quote:
Originally Posted by Boilerbuzz
Compared to previous versions, this is a HUGE improvement. In the previous versions of the game, I would have noticed it was AI v AI immediately. Not so much this time. But if you guys want to convince yourselves of worst, have at it. Doesn't change anything. Read DaCzar's post about the depth of the play system. Explains quite a bit actually.
I have had good/great ball movement every year I have edited 2k. I am commenting on what I have seen, not saying it Cant/Wont be fixed but as we can see the Out of Box Roster Wont be. Play system has nothing to do with guys being LOST on the court.
 
# 117 Pared @ 09/14/14 09:14 PM
Quote:
Originally Posted by SageInfinite
I've never had these issues with controls people speak of. For the most part when an animation plays out, I know why. I don't feel like I'm locked into anything, unless I'm trying to force something. I just feel like some people want a less realistic game.
Can't say I agree. I enjoy the game for what it is, but there are plenty of times an animation plays out and you get stuck in it.

Cheesers use it to abuse areas of the game. Remember when people would attempt a steal near half-court and this would cause your player to back pedal a few steps, resulting in a backcourt violation?

That's just one example. IMO your player should turn and give his back to defend the ball in that situation, not be bumped backwards by the defender when you're not doing anything.

There are others, but I trust the guys to keep minimizing these each year.
 
# 118 The 24th Letter @ 09/14/14 09:17 PM
Quote:
Originally Posted by SageInfinite
I've never had these issues with controls people speak of. For the most part when an animation plays out, I know why. I don't feel like I'm locked into anything, unless I'm trying to force something. I just feel like some people want a less realistic game.

I had issues with those defensive "carry" animations...those drove me nuts last year. Thank goodness those look to be gone...there are a couple of other ones that bother me, but they don't dominate my experience...

Other than that...yeah...I don't see the crippling lack of control that people tend to be suffering from.
 
# 119 turty11 @ 09/14/14 09:30 PM
Quote:
Originally Posted by SageInfinite
I've never had these issues with controls people speak of. For the most part when an animation plays out, I know why. I don't feel like I'm locked into anything, unless I'm trying to force something. I just feel like some people want a less realistic game.
lets start with the bold... removing warp defense where a guy covers half the court in a millisecond, and removing forced animations makes it MORE realistic.

as far as the control comment...you been playing a different game?

 
# 120 SageInfinite @ 09/14/14 09:32 PM
Quote:
Originally Posted by Pared
Can't say I agree. I enjoy the game for what it is, but there are plenty of times an animation plays out and you get stuck in it.

Cheesers use it to abuse areas of the game. Remember when people would attempt a steal near half-court and this would cause your player to back pedal a few steps, resulting in a backcourt violation?

That's just one example. IMO your player should turn and give his back to defend the ball in that situation, not be bumped backwards by the defender when you're not doing anything.

There are others, but I trust the guys to keep minimizing these each year.
I wouldn't know I don't play online much except when we play, and it's no nonsense there, lol. The back court would be frustrating but I learned to avoid it.
 


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