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NBA 2K15 News Post


NBA 2K15 patch #4 has been released for PlayStation 4 and PC users. It is not available yet for Xbox One users. The patch primarily addresses the shoe issues in the game, more specifically in MyCAREER mode. You can see the workaround here.

After you download it, let us know what you are seeing. Once 2K releases the patch notes, we will update this post.

UPDATE: (via @Ronnie2K) Another thing addressed last night was fix to deal w/ rare occurrences that led to NBA 2K15 MyPARK rep being stuck. Should no longer happen.

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Member Comments
# 301 LorenzoDC @ 03/17/15 03:58 PM
Quote:
Originally Posted by Beluba
To give some insight on the actual tuning that I made... here's essentially what happened.

The shot heuristics are pretty complex but at a basic level, pre-patch the numbers looked something like this for a decent shooter at mid-range:
Wide open = 45%
Fully Contested = 35%
Heavily Contested = 10%

That's why many people complained that "being open" didn't really matter much, and they were right. Post-patch, that same shooter is now:
Wide open = 60%
Fully Contested = 20%
Heavily Contested = 10%

So over the course of the game, assuming both teams shoot an even spread of open and contested jumpers, you should've seen zero change to your end of game shot percentages when comparing pre and post patch. But if you trend hard one way or the other (all your shots are open or all your shots are contested), you would've seen a very noticeable change. Now I also fixed the "glitched" shots being unable to get perfect release, so that will factor in as well.

But if both teams play solid defense, I can believe that a player might go 80% from the field from time to time, but it definitely shouldn't be the norm. Also, in case you're wondering, I didn't touch 3PT percentages at all, only layup, close and mid-range values.

From the feedback, it seems like head to head play is much closer to what I'm looking for in terms of making the game more fun and users are rewarded for getting high quality looks. But if you guys are torching the AI offline, you might have to do some slider tweaking for this year and get in Da Czar and OG's ears to ensure the AI puts up a better fight in 2K16.
I'm on XB1, so I'll have to wait and see. I'm an offline MyLeague player, and it would be bittersweet and kinda surreal if the patch that adjusts for player progression/regression also make offline play madly unbalanced. Hopefully sliders can address it.

I haven't played the game in two months after having not one, but two multi year MyLeague files become corrupted during the transition to a new league year, with no ability to restore due to the way 2k limits the architecture with no local saves. What with all the extra work to deal with progression/regression, and the single point of failure no backups set up, I was done with the game, as much as I really like it overall.

This patch's potential fixes to progression/regression have me interested in maybe coming back again, but if the game is too unbalanced offline and can't be fixed well enough with sliders, then I won't bother. And if next year we still can't have backup file saves, either locally or in 2k's cloud, then I'll really have to think about whether I want to put all those hours in again just to lose my game files.

All of that said, I'm really glad the team is trying to make fixes to the game this late in the cycle. It is very much appreciated. I didn't expect it.
 
# 302 stillfeelme @ 03/17/15 04:03 PM
Quote:
Originally Posted by tetoleetd
Beluba says 3 point shooting hasnt been changed.

well he may not have changed the success rate, but the fact that its now ridiculously easy to get good releases, it is in turn now easier to make threes.

since the patch ive been shooting over 50% from 3. before i would normally shoot in the high 30's.

and ive turned down the 3 point slider a little bit, still making them at a high rate.

this is what people dont seem to understand. you dont have to tinker with the success rate of the shots to make it easier to shoot. the fact that you messed with the releases has made it easy enough.

case in point is my three point shooting. you havent adjusted the success rate, but im still shooting over 10% better from 3 on average than i was before.

this is going to require another patch to perfect it or its going to require a major slider overhaul to fix it.
Haha I don't think we are getting another patch. 2K usually stops at 3 and this is 4. Now I hope they can tune somethings though. I said this before in one of those glitched shots thread but I will say it again because I knew this would happen. If you are good with shot release timing meaning you know how to get a high amount of perfect releases I knew shooting would be ridiculously easy once all the glitched shots were fixed.

So Beluba fixed the shot releases and he also added an % increase for being open. The combination of those two would make it extremely easy to shoot and I don't even have the patch but I knew this would happen because I was able to raise my %'s just by fixing a team's "glitched" players.

2K16 recommendation

The shot system needs to be more like 2K14 where perfect release does not equal 100% success or 99%. They need some tweaks in the roster though. Your success should be controlled by limited to the % you shoot by stats combined with how close you can get to perfect release. So say you are a 50% from three when open that is the maximum you should get when you hit perfect green release. You shoot 35% when contested based off stats so when you are contested the maximum even with perfect is 35%.

I said this prior to 2K15 and they did manage to get some of into 2K15. They need to add a wide open rating, shoot off the dribbble rating and contested rating for shooting. That is the bare minimum. Contesting shots doesn't impact every player the same way. Example Kyle Korver shoots 54% when open from 3pt and 44% when contested tight. Curry 46% open, 40% contested tight. I do understand why they did what they did but I think they will have to tune the game to get it right or it will be a slider adjustment. I think this would be the best for 2K16
 
# 303 thedream2k13 @ 03/17/15 04:26 PM
Quote:
Originally Posted by Beluba
Corner 3s should be the same as others.
I hope online hof/Sim level isn't ruined by thses changes. The skill difference between different people was clearly seen on that level
 
# 304 erickonasis @ 03/17/15 04:39 PM
Is that the only level people play on is superstar sim with sliders??

Ive yet to hear anyone mention HOF sim

Game plays great on that level IMO
 
# 305 alabamarob @ 03/17/15 04:39 PM
Quote:
Originally Posted by thedream2k13
I hope online hof/Sim level isn't ruined by thses changes. The skill difference between different people was clearly seen on that level
In my league its not. Guys are still shooting sub 40 from 3 and sub 50 from the field when opponent is playing decent defense. Poor defenders will get torched and great defenders will lock down but i think average or decent defensive players should be able to keep people below 40 from three on hof sim online.

The gap between good users and poor ones is even greater. The shot glitches were a crutch to bad defense.
 
# 306 alabamarob @ 03/17/15 04:41 PM
Quote:
Originally Posted by erickonasis
Is that the only level people play on is superstar sim with sliders??

Ive yet to hear anyone mention HOF sim

Game plays great on that level IMO
Yep. On hof sim things are great.
 
# 307 Americas Team1 @ 03/17/15 04:49 PM
Quote:
Originally Posted by Beluba
To give some insight on the actual tuning that I made... here's essentially what happened.

The shot heuristics are pretty complex but at a basic level, pre-patch the numbers looked something like this for a decent shooter at mid-range:
Wide open = 45%
Fully Contested = 35%
Heavily Contested = 10%

That's why many people complained that "being open" didn't really matter much, and they were right. Post-patch, that same shooter is now:
Wide open = 60%
Fully Contested = 20%
Heavily Contested = 10%

So over the course of the game, assuming both teams shoot an even spread of open and contested jumpers, you should've seen zero change to your end of game shot percentages when comparing pre and post patch. But if you trend hard one way or the other (all your shots are open or all your shots are contested), you would've seen a very noticeable change. Now I also fixed the "glitched" shots being unable to get perfect release, so that will factor in as well.

But if both teams play solid defense, I can believe that a player might go 80% from the field from time to time, but it definitely shouldn't be the norm. Also, in case you're wondering, I didn't touch 3PT percentages at all, only layup, close and mid-range values.

From the feedback, it seems like head to head play is much closer to what I'm looking for in terms of making the game more fun and users are rewarded for getting high quality looks. But if you guys are torching the AI offline, you might have to do some slider tweaking for this year and get in Da Czar and OG's ears to ensure the AI puts up a better fight in 2K16.
Ok so what about the people who only play MyPlayer and can't change sliders? Do you just not care about them?
 
# 308 stillfeelme @ 03/17/15 05:41 PM
Quote:
Originally Posted by erickonasis
Is that the only level people play on is superstar sim with sliders??

Ive yet to hear anyone mention HOF sim

Game plays great on that level IMO
HOF/SIm vs. user or HOF vs. CPU. Myplayer, quick games Myleague etc. I think you need to be a little specific.

For example I play HOF/sim user vs. user but I don't play HOF Sim vs CPU quick games Myleague etc. I don't have the patch either yet.
 
# 309 Beluba @ 03/17/15 05:44 PM
Quote:
Originally Posted by bcruise
@Beluba: Is it only the Human shot %'s that were tweaked and not the CPU's?

Thanks, and glad to see the game is still receiving support this far into the cycle.
I tuned the baseline values which are shared by both human and CPU-controlled players. So the CPU is affected as well.
 
# 310 bcruise @ 03/17/15 05:45 PM
Quote:
Originally Posted by Beluba
I tuned the baseline values which are shared by both human and CPU-controlled players. So the CPU is affected as well.
Good to know for if I need to change the CPU's shooting sliders. Thanks!
 
# 311 Beluba @ 03/17/15 05:55 PM
Quote:
Originally Posted by PhiPsi1
@Beluba -

Not sure your gonna see my post or have a chance to responsd, but it has become an overall consensus that particular players, most unfortunately being low post stars, are not getting offensive sets run through them at a realistic clip.

The most mentioned would be 'The Brow', Anthony Davis!

I'm wondering, why is this the case? Low post stars like Davis won't have sets called for them and the Pelicans become a perimeter-first team....Or worst of all seeing Davis back down in the post, get perfect position, and then pass out and defer....And mid-range...non existent for AD....

Would like to get your thoughts.
Da Czar is your man for questions regarding offensive AI and play sets... but I'll give you the short answer, which is, it could be a number of reasons. First place I'd go to is the roster. Make sure that Anthony Davis' touches are where they're supposed to be in relation to his teammates. If that's ok, next step is to make sure the correct plays are running for him and that those plays don't have options that tend to favor perimeter players before Davis can get the ball. Last problem, and this is where things usually break down, is with opportunistic shot attempts. If the shooters on the Pelicans are being left wide open, the AI will almost always try to get them the ball. This can usually be fixed with adjusting their individual shot tendencies and/or some combination of the coach strategies.
 
# 312 BroMontana82 @ 03/17/15 06:06 PM
Quote:
Originally Posted by Beluba
I tuned the baseline values which are shared by both human and CPU-controlled players. So the CPU is affected as well.
How much does each tick up or down on the slider change your baseline numbers? Is it even possible to give a number? Jut trying to gauge how much to change initially and go from there...

Wide open = 45%
Fully Contested = 35%
Heavily Contested = 10%

Post-patch, that same shooter is now:
Wide open = 60%
Fully Contested = 20%
Heavily Contested = 10%
 
# 313 Damien7 @ 03/17/15 06:09 PM
What about those patch notes?
 
# 314 kg13148 @ 03/17/15 06:34 PM
And also what about xb1??
 
# 315 joosegoose @ 03/17/15 06:44 PM
Quote:
Originally Posted by Beluba
Corner 3s should be the same as others.
Thanks again for clarification. This is about what I figured based on gameplay.

Any chance this will change in future games? It's well-proven that corner 3s are made at a higher clip, largely since the corner is nearly 2 feet closer to the basket. There's a difference between taking a 3 on the line and taking one two feet back, it seems the same logic ought to be applied to the corner.
 
# 316 Luke Skywalker @ 03/17/15 08:00 PM
@Beluba What slider changes should I make to the shot success so it would play like it did pre-patch 4?
 
# 317 JRxPHANTOM @ 03/17/15 09:56 PM
Quote:
Originally Posted by Luke Skywalker
@Beluba What slider changes should I make to the shot success so it would play like it did pre-patch 4?
You really can't make any. I'm pretty sure sliders don't affect perfect shot releases. I got nothing against the adding % of open shots, but to make perfect shot releases easily and a lot more common, it ruins shot timing.
 
# 318 Smirkin Dirk @ 03/17/15 11:02 PM
Im sure its too late in 2K16's development, but giving users the choice to use which patches they like for offline would be a help. My offline sliders are perfect, and I wont be up****** based on what Ive heard.

But it would be a good design choice to allow users which patch to use offline.

Im not claiming this is a major inconvienence though, just an observation.
 
# 319 JRxPHANTOM @ 03/17/15 11:14 PM
Quote:
Originally Posted by Hot Kidd
Im sure its too late in 2K16's development, but giving users the choice to use which patches they like for offline would be a help. My offline sliders are perfect, and I wont be up****** based on what Ive heard.

But it would be a good design choice to allow users which patch to use offline.

Im not claiming this is a major inconvienence though, just an observation.
Well if you're a MyLeague player, this patch is a must. Other than that, I'm disappointed with this patch.
 
# 320 schmo20 @ 03/17/15 11:50 PM
As others have said, I'd recommend everyone try HOF/Sim settings with Real FG%. I was really frustrated with Superstar settings and the high shooting % but HOF seems pretty good. I've never tried HOF but it doesn't seem too difficult or CPU overpowered.
 


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