Home
NBA 2K16 News Post


Mike Wang, Gameplay Director for NBA 2K16 mentioned on Twitter that green releases are much rarer in NBA 2K16 and they will no longer be 100%.

He also mentions the following (in post #22):

Quote:
There have been battles even internally over missed green releases, especially now that they're so hard to get. I really think it's an unsolvable problem. The best news I can give you is that our shots engineer has made just about every knob I use to tune shooting modifiable on the server side post release just like a roster update. So if there's something the community isn't happy with I can tweak the system and update your games without the need for a patch. So what happened with patch 4 last year will never happen again.

UPDATE: Mike has chimed in on this topic with more details, to clear up any confusion (post #211)

Quote:
Let me clear up a few things as there's a lot of speculation going on right now. This is why I hate Twitter. But anyway...

I have not removed "user skill." There's still a great deal of weight applied to shot timing. So knowing your players' releases is still a key success factor. It's just that shot quality is much more important this year so you have to take good shots.

For those wondering how we made green releases more rare. It's done based on shot %. So if you take a low quality shot, you basically won't be able to achieve an excellent release. As your shot quality improves, the window for an excellent release grows. So again... take good shots.

Last year, green releases were meant to be 100%. If you saw one miss, that was a bug. A good bug... but a bug nonetheless. This year, the shot bonus for greens is still pretty high and it's based on the shot %. So the higher the %, the greater the excellent timing boost. This is basically how our shot system has always worked, I just tuned it. It's kind of a mix between what we had in 14 and 15. And yes, it does kind of suck to miss a green release, but over time, it feels right. Still, I might tweak the system after getting more feedback from everyone... but nobody is really complaining about it internally.

And why don't we just remove the shot meter? Too many people like it and it's still a valuable tool. Not everyone has the time (or desire) to memorize the shot timing for hundreds of players in the league. And if you like to play with lots of teams, or just want to experiment with a new team, the shot meter is very helpful. You can always turn it off if you want.

Last thing, we CAN tune offline differently from online. So I'll be monitoring feedback closely once you guys have the game to make sure everybody's happy.

He also added this on Twitter...

Quote:
New Shot Meter option for #NBA2K16 called "Feedback Only." Meter won't draw while shooting, only after release to show how close you were.

Game: NBA 2K16Reader Score: 8/10 - Vote Now
Platform: PC / PS3 / PS4 / Xbox 360 / Xbox OneVotes for game: 45 - View All
NBA 2K16 Videos
Member Comments
# 221 Boilerbuzz @ 08/13/15 12:17 PM
Edit: Answered.
 
# 222 eko718 @ 08/13/15 12:25 PM
Quote:
Originally Posted by Beluba
Last thing, we CAN tune offline differently from online. So I'll be monitoring feedback closely once you guys have the game to make sure everybody's happy.
This is very, very good to hear.
 
# 223 HowDareI @ 08/13/15 12:33 PM
This all sounds perfect and a lot better than last year but please....

Try not to cave in once you get a hundred 14 year olds on twitter saying how hard the game is...I know that's still part of the fanbase but we saw what happened with 15.
 
# 224 LorenzoDC @ 08/13/15 12:38 PM
Quote:
Originally Posted by HowDareI
This all sounds perfect and a lot better than last year but please....

Try not to cave in once you get a hundred 14 year olds on twitter saying how hard the game is...I know that's still part of the fanbase but we saw what happened with 15.
It's gonna be more than a hundred. . .


 
# 225 stillfeelme @ 08/13/15 01:31 PM
Beluba,


1. Have you guys eliminated the open shot bonus? Or is it a separate modifier hidden?


I know the bad shooters can't get green release but do they receive a bonus for being open. I guess it all depend on where you are starting from as far as ratings this can get tricky.


* I guess I see as this you guys are using ratings, shot timing and shot quality all as separate modifiers and bundling that into an equation possibly Sig skills


(shot timing modifier + shot Quality modifier +Ratings+Sig Skills modifier)/X = FG%
 
# 226 eko718 @ 08/13/15 02:39 PM
Quote:
Originally Posted by HowDareI
This all sounds perfect and a lot better than last year but please....

Try not to cave in once you get a hundred 14 year olds on twitter saying how hard the game is...I know that's still part of the fanbase but we saw what happened with 15.
This is my main concern.
 
# 227 24ct @ 08/13/15 02:58 PM
Dudes. He just commented to end speculation. This isn't a q&a thread.
 
# 228 Steve_OS @ 08/14/15 02:05 AM
Updated the OP w/ Mike's clarification, as well as the update he posted via Twitter.
 
# 229 ATLBrayden @ 08/14/15 06:21 AM
Quote:
Originally Posted by Steve_OS
Updated the OP w/ Mike's clarification, as well as the update he posted via Twitter.
I would've like the feature regardless but clarification on everything is always nice. It's great seeing developers and such reach out to the community, especially OS!
 
# 230 lvnba @ 08/14/15 07:11 AM
Those improvements sound great.

But I would like to know if where Mike refers to 'take good shots' that will make every well-contested shot very unlikely to enter.

Specially in online, last year, in HoF, our online league saw until a patch, that almost 100% of the contested shots weren't going in.

You don't need to be Stephen Curry in the NBA to convert a decent amount of your contested shots. I would love for that to be reflected in the game.
 
# 231 DC @ 08/14/15 08:02 AM
Quote:
Originally Posted by HowDareI
This all sounds perfect and a lot better than last year but please....

Try not to cave in once you get a hundred 14 year olds on twitter saying how hard the game is...I know that's still part of the fanbase but we saw what happened with 15.
This is exactly what will happen.
 
# 232 Beluba @ 08/14/15 12:05 PM
Quote:
Originally Posted by lvnba
Those improvements sound great.



But I would like to know if where Mike refers to 'take good shots' that will make every well-contested shot very unlikely to enter.



Specially in online, last year, in HoF, our online league saw until a patch, that almost 100% of the contested shots weren't going in.



You don't need to be Stephen Curry in the NBA to convert a decent amount of your contested shots. I would love for that to be reflected in the game.

It's definitely not as black and white as last year. You'll see more contested shots fall and more open shots miss in 16. But it's not easy to find the perfect balance. I hear a lot of complaints when people miss wide open shots, even with mediocre shooters. And I also hear complaints about guys hitting too many tough shots when they played great defense. I like where it's tuned now though.

Another nice touch we added this year is that the ball/rim physics more closely reflects the quality of the shot on both makes and misses, whereas last year it was just tied to shot timing. So you'll see more rim rattlers and in and outs on high percentage shots, bricks and air balls on terrible shots, clean makes/swishes on excellent shots, etc. There's nothing more satisfying than locking up a guy to the point he has to throw up a bail out shot at the buzzer that results in a brick.
 
# 233 Rockie_Fresh88 @ 08/14/15 12:07 PM
Quote:
Originally Posted by Beluba
It's definitely not as black and white as last year. You'll see more contested shots fall and more open shots miss in 16. But it's not easy to find the perfect balance. I hear a lot of complaints when people miss wide open shots, even with mediocre shooters. And I also hear complaints about guys hitting too many tough shots when they played great defense. I like where it's tuned now though.

Another nice touch we added this year is that the ball/rim physics more closely reflects the quality of the shot on both makes and misses, whereas last year it was just tied to shot timing. So you'll see more rim rattlers and in and outs on high percentage shots, bricks and air balls on terrible shots, clean makes/swishes on excellent shots, etc. There's nothing more satisfying than locking up a guy to the point he has to throw up a bail out shot at the buzzer that results in a brick.
More contested shots fall ?
 
# 234 Beluba @ 08/14/15 12:43 PM
Quote:
Originally Posted by Rockie_Fresh88
More contested shots fall ?
Lightly contested shots. Heavily contested shots will miss more than last year. Don't worry. It's perfect.
 
# 235 DIESEL @ 08/14/15 01:12 PM
Quote:
Originally Posted by Beluba
Don't worry. It's perfect.
I don't know you personally Mike, but as an internet friend you might want to edit this.

Sent from my XT1254 using Tapatalk
 
# 236 Halloween @ 08/14/15 01:16 PM
It's always great to hear you guys working on actual simulation aspects of the game instead of trying to make it comfy for the masses.
 
# 237 EarvGotti @ 08/14/15 01:29 PM
Good stuff Beluba. We always hear alot about offensive gameplay mechanics but rarely about defense. Can we adjust the help defense response of our teammates this year?
 
# 238 b1baller @ 08/14/15 01:33 PM
Quote:
Originally Posted by Beluba
Lightly contested shots. Heavily contested shots will miss more than last year. Don't worry. It's perfect.
Good to hear that the balance has improved Mike. I know you guys are hard at work to provide a good game for us. Good work man. We appreciate it.
 
# 239 FUWS @ 08/14/15 02:53 PM
Hi , just a little off topic , but is there going to be Auto save this year again? I don't know if its a techno. thing but can we get an option to turn it off? This got to be my biggest gripe about the 2k series since you guys did this since 2k14
Also, any word on goggles and players taller than 7.2 ? I really miss the highlights after a game.
Thank you.
 
# 240 blues rocker @ 08/15/15 09:01 AM
Quote:
Originally Posted by Beluba
It's definitely not as black and white as last year. You'll see more contested shots fall and more open shots miss in 16. But it's not easy to find the perfect balance. I hear a lot of complaints when people miss wide open shots, even with mediocre shooters. And I also hear complaints about guys hitting too many tough shots when they played great defense. I like where it's tuned now though.

Another nice touch we added this year is that the ball/rim physics more closely reflects the quality of the shot on both makes and misses, whereas last year it was just tied to shot timing. So you'll see more rim rattlers and in and outs on high percentage shots, bricks and air balls on terrible shots, clean makes/swishes on excellent shots, etc. There's nothing more satisfying than locking up a guy to the point he has to throw up a bail out shot at the buzzer that results in a brick.
I love the part in bold above. That's great game-design right there - providing visual cues to give the user feedback on their performance (actually being able to SEE the quality of the shot result VISUALLY relate to the quality of the shot selection - it just makes the game more satisfying because it reinforces that the game is truly paying attention to your decisions). Bravo.
 


Post A Comment
Only OS members can post comments
Please login or register to post a comment.