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NBA 2K16 News Post


SimNation! Scott O’Gallagher here, or as you know, “OG”. I have been waiting a LONG, LONG time to write this. Now, the time is here. You’ve read Erick & Mike’s outstanding blogs, you’ve seen the commercials, screenshots, etc. Now it’s time to dive deep into the nitty gritty of NBA 2K16.

Read More - NBA 2K16 Gameplay Blog with Scott O'Gallagher

Game: NBA 2K16Reader Score: 8/10 - Vote Now
Platform: PC / PS3 / PS4 / Xbox 360 / Xbox OneVotes for game: 45 - View All
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Member Comments
# 501 strawberryshortcake @ 09/07/15 08:14 PM





Quote:
Originally Posted by Mickeyknoxx
Thanks For the Answer. I'm Looking for good (real life) numbers.LOL.

One more thing. I'm not a coder but i don't think that this is difficult to do. DO we have different types of referee ? I mean, in each game we are presented with the trio and the foul calling on the game flows according with them. The dynamic is different in each game.
Some guys treat the superstar "better", others let the game flows to a certain point.

Quote:
Originally Posted by Da_Czar
One thing is we want to make a basketball game first and not a text simulator. So we don't want to rig things to get s specific number that the game doesn't naturally come to on it's own.

So if the numbers are off but the game is playing out realistically I consider that a primary win. Rather than jacking the engine around to achieve a certain number that gameplay does not support. Thereby breaking something else.
Is Mickeyknoxx looking for realistic statistic when he's the gamer playing the CPU?

That's kind of the thing. Yes, wanting realistic statistics is great. But those statistics have to be meaningful to the situation at hand dictated by the way the gamer plays the game. If Bob or Larry plays the game chucking up 3 point shots religiously almost at the half court every single chance he walks the ball across or stuff that isn't realistic per se, appropriate referee'd calls are not going to come to fruition. Obviously chucking up 3's every single time is a bad example. Just using an extreme example.

Somewhere I read (or was it a video I watched or podcast I heard) about this. And then a light bulb clicked in my head. Statistics should be dictated by the way the gamer plays. Don't want to manipulate the game just to give realistic stats if it'll make the gameplay artificially rigged so to speak.

Let organic player interactions on the court dictate the final statistics.
 
# 502 8KB24 @ 09/07/15 08:36 PM
Quote:
Originally Posted by Hot Kidd
Why couldnt you ice pick and rolls with Hibbert in?

It basically funnels the drive to him.
As I understand it, ICE is used to basically funnel ball handler to baseline where a big man kind of traps him at the baseline and uses pick defender to double team only giving up a pop option out of that pnr action. I don't want 7'2 slow-footed Hibbert chasing CP3s of the world to trap him at the baseline. I want to funnel all pnr play to middle so Hibbert can stay below FT line and wait for a drive by a ball handler so he can either contest a long two or contest a layup/floater.

I sure as hell know that I'm not equipped enough to talk pnr defense with me not playing a second of organised bball but from watching videos and reading articles about different pnr defenses and how NBA teams rotate I have a rough idea on what to run and how.
 
# 503 vannwolfhawk @ 09/07/15 08:48 PM
Quote:
Originally Posted by 8KB24
As I understand it, ICE is used to basically funnel ball handler to baseline where a big man kind of traps him at the baseline and uses pick defender to double team only giving up a pop option out of that pnr action. I don't want 7'2 slow-footed Hibbert chasing CP3s of the world to trap him at the baseline. I want to funnel all pnr play to middle so Hibbert can stay below FT line and wait for a drive by a ball handler so he can either contest a long two or contest a layup/floater.

I sure as hell know that I'm not equipped enough to talk pnr defense with me not playing a second of organised bball but from watching videos and reading articles about different pnr defenses and how NBA teams rotate I have a rough idea on what to run and how.
Ice is ran mostly on sideline pnr plays and the object is to take away the middle of the floor and force him (ball handler) to the baseline so he can not use the ball screen. The center on D will sag off his man to help on any penetration forcing a jump shot and not giving up a roll for a lay in. But the whole idea again is to keep the ball out of the middle of the floor where the pg has options to either side of him. If the ball is kept on 1 side defensively you can have an advantage playing basicly 5 on 3 on the ball side as the weak side can sag and help more so. This is not a trap on the baseline. Most teams will counter this offensively by setting a double screen quickly.
 
# 504 8KB24 @ 09/07/15 08:55 PM
Quote:
Originally Posted by vannwolfhawk
Ice is ran mostly on sideline pnr plays and the object is to take away the middle of the floor and force him (ball handler) to the baseline so he can not use the ball screen. The center on D will sag off his man to help on any penetration forcing a jump shot and not giving up a roll for a lay in. But the whole idea again is to keep the ball out of the middle of the floor where the pg has options to either side of him. If the ball is kept on 1 side defensively you can have an advantage playing basicly 5 on 3 on the ball side as the weak side can sag and help more so. This is not a trap on the baseline. Most teams will counter this offensively by setting a double screen quickly.
The more you know. Thanks Someone should write stuff like this for us who barely heard of these terms few months ago :P
 
# 505 stillfeelme @ 09/07/15 09:02 PM
Quote:
Originally Posted by 8KB24
As I understand it, ICE is used to basically funnel ball handler to baseline where a big man kind of traps him at the baseline and uses pick defender to double team only giving up a pop option out of that pnr action. I don't want 7'2 slow-footed Hibbert chasing CP3s of the world to trap him at the baseline. I want to funnel all pnr play to middle so Hibbert can stay below FT line and wait for a drive by a ball handler so he can either contest a long two or contest a layup/floater.

I sure as hell know that I'm not equipped enough to talk pnr defense with me not playing a second of organised bball but from watching videos and reading articles about different pnr defenses and how NBA teams rotate I have a rough idea on what to run and how.
You have it right but you could still ICE with Hibbert because he is way under you are trying to funnel the pick and roll away from the middle usually on side screens.

What Indy would do with him is zone up the pick and roll with him and he would play in the paint or right at the elbow. Basically they were willing to give up mid range jumpers to the guard or pick and pops with the big. For the most part this is a low efficiency shot.
 
# 506 stillfeelme @ 09/07/15 09:07 PM
Quote:
Originally Posted by OGSPORTS
All good, man! We added a "team panel" as well to the defensive settings menu so you could change the team scheme in one shot. Otherwise you will have to go player by player and change your hedge/pressure options etc. To answer your question, it's not all the way as specific as you like but hopefully we'll get there soon!
Scott,

Can you list out the "team panel" schemes we have to use in 2K16?

  • I know ICE has to be one
  • Switch has to be one because you showed the Bucks
 
# 507 8KB24 @ 09/07/15 09:20 PM
Quote:
Originally Posted by stillfeelme
You have it right but you could still ICE with Hibbert because he is way under you are trying to funnel the pick and roll away from the middle usually on side screens.

What Indy would do with him is zone up the pick and roll with him and he would play in the paint or right at the elbow. Basically they were willing to give up mid range jumpers to the guard or pick and pops with the big. For the most part this is a low efficiency shot.
I basically want to play Indy pnr defense when Hibbert is on court as I'd rather give up a contested mid range than anything else and that is, imo, really good strategy for noob virtual coach like me. Funnel everyone to Hibbert and hope for the best. ICE would suit better, imo, with someone quicker at center position as I'm not comfortable taking Hibbert outside the paint.
 
# 508 stillfeelme @ 09/07/15 09:36 PM
Quote:
Originally Posted by 8KB24
I basically want to play Indy pnr defense when Hibbert is on court as I'd rather give up a contested mid range than anything else and that is, imo, really good strategy for noob virtual coach like me. Funnel everyone to Hibbert and hope for the best. ICE would suit better, imo, with someone quicker at center position as I'm not comfortable taking Hibbert outside the paint.
I feel you, what you probably want is "zone up" scheme with Hibbert if they have it. He wouldn't come that far out of the paint but he will always be way under the pick. Yall really don't have very good perimeter defenders and Randall is mobile but hasn't shown that on defense yet. So I would say ICE with Black, Sacre, Randall.
 
# 509 Mickeyknoxx @ 09/07/15 10:11 PM
Quote:
Originally Posted by strawberryshortcake







Is Mickeyknoxx looking for realistic statistic when he's the gamer playing the CPU?

That's kind of the thing. Yes, wanting realistic statistics is great. But those statistics have to be meaningful to the situation at hand dictated by the way the gamer plays the game. If Bob or Larry plays the game chucking up 3 point shots religiously almost at the half court every single chance he walks the ball across or stuff that isn't realistic per se, appropriate referee'd calls are not going to come to fruition. Obviously chucking up 3's every single time is a bad example. Just using an extreme example.

Somewhere I read (or was it a video I watched or podcast I heard) about this. And then a light bulb clicked in my head. Statistics should be dictated by the way the gamer plays. Don't want to manipulate the game just to give realistic stats if it'll make the gameplay artificially rigged so to speak.

Let organic player interactions on the court dictate the final statistics.
I know what you mean. Not The case here.. I really try to play basketball, spread the ball, try the mismatches. I Play with the Bulls, so i use some pick n roll, feed the post, and shoot some 3's. I try to don't force shots, looking for the best man open, with time to shoot, and some isos, attacking the basket. But sometimes i think the cpu doesn't commit a lot of turnovers, not so many reach in are called.
 
# 510 FloorGeneral @ 09/07/15 10:45 PM
Quote:
Originally Posted by Da_Czar
One thing is we want to make a basketball game first and not a text simulator. So we don't want to rig things to get s specific number that the game doesn't naturally come to on it's own.

So if the numbers are off but the game is playing out realistically I consider that a primary win. Rather than jacking the engine around to achieve a certain number that gameplay does not support. Thereby breaking something else.
THANK YOU! It gets a little irritating when all ppl care about is how the stat screen looks at the end of the game. I know sometimes numbers are really jacked up, but games aren't supposed to follow a guideline, which I think ppl tend to forget at times. Nice to read a post like this, as how a game plays is more important than how stats look at the end of the game.
 
# 511 MarkWilliam @ 09/07/15 11:34 PM
Off topic, but 69 page thread......look what you did OG! Haha......


Don't want to offend Czar, but this could have been the best blog in NBA 2K history!


I read it at 11pm Australia time. Didn't get to sleep til 3am because I had to read it twice, watch the vids 204 times and then the kicker, I was waiting for Prez's blog to drop......
 
# 512 MarkWilliam @ 09/07/15 11:45 PM
Quote:
Originally Posted by Da_Czar
One thing is we want to make a basketball game first and not a text simulator. So we don't want to rig things to get s specific number that the game doesn't naturally come to on it's own.

So if the numbers are off but the game is playing out realistically I consider that a primary win. Rather than jacking the engine around to achieve a certain number that gameplay does not support. Thereby breaking something else.


If the game plays realistically and (this is KEY), the USER plays realistically (Sim ball) then realistic numbers should be a bi-product (or close to)....


I care about numbers, but I care more about a real playing game.


That said, I am interested in whether the stats have been close to real when Czar or OG play (12 min quarters?)? Or if there is something glaring that is happening statistically that's a little off?
 
# 513 jfsolo @ 09/08/15 12:51 AM
Quote:
Originally Posted by ThaLiveKing
Hibbert is no longer on the Pacers lol
He means that he wants to steal their scheme to use for the Lakers.
 
# 514 8KB24 @ 09/08/15 04:31 AM
Quote:
Originally Posted by stillfeelme
I feel you, what you probably want is "zone up" scheme with Hibbert if they have it. He wouldn't come that far out of the paint but he will always be way under the pick. Yall really don't have very good perimeter defenders and Randall is mobile but hasn't shown that on defense yet. So I would say ICE with Black, Sacre, Randall.
i know that we have ****ty defenders and the hibbert option was my best bet and iceing when he's not on the floow.

but thanks for all the help
 
# 515 setis @ 09/08/15 06:20 AM
I know that there was a thread somewhere, but can I ask a couple of questions about online leagues?

* Is there any kind of chemistry implemented on teams? Players that boost the others or the other way around?
* Will the player updates be applied on ongoing leagues or will we have to start a new one every couple of months to get the updated players?
* Is player progression implemented for online leagues too?

Thanks for the great work with the game and answering the community, guys!
 
# 516 Bexthelegend @ 09/08/15 07:19 AM
Quote:
Originally Posted by setis
I know that there was a thread somewhere, but can I ask a couple of questions about online leagues?

* Is there any kind of chemistry implemented on teams? Players that boost the others or the other way around?
* Will the player updates be applied on ongoing leagues or will we have to start a new one every couple of months to get the updated players?
* Is player progression implemented for online leagues too?

Thanks for the great work with the game and answering the community, guys!
You should ask that in the Myleague podcast thread. That's more leftos' area of expertise rather than OG's
 
# 517 ramziock @ 09/08/15 07:23 AM
Quote:
Originally Posted by MarkWilliam
If the game plays realistically and (this is KEY), the USER plays realistically (Sim ball) then realistic numbers should be a bi-product (or close to)....


I care about numbers, but I care more about a real playing game.


That said, I am interested in whether the stats have been close to real when Czar or OG play (12 min quarters?)? Or if there is something glaring that is happening statistically that's a little off?
I understand that the gameplay Is more important than stats. This must be solid for sim default sliders. With sliders adjustment we can force sim numbers and balance this out. But the foul sliders for example don't work well in 2k15. The default foul sliders are between 50-80, if I max out the sliders I expect much more fouls in the game. But this don't happen and there is my problem. If it make other areas not stable so it's our thing to balnce that.
 
# 518 MarkWilliam @ 09/08/15 08:07 AM
Quote:
Originally Posted by ramziock
I understand that the gameplay Is more important than stats. This must be solid for sim default sliders. With sliders adjustment we can force sim numbers and balance this out. But the foul sliders for example don't work well in 2k15. The default foul sliders are between 50-80, if I max out the sliders I expect much more fouls in the game. But this don't happen and there is my problem. If it make other areas not stable so it's our thing to balnce that.
I hear you...... now I don't know anything about coding or making a game so what I'll say now is all speculation.

I think sliders are a tough one to gauge in terms of fouls in the game. Because I believe that most fouls in basketball happen at the basket/in the paint where contact is more frequent.

2K can only input so many animations where contact occurs. And that number seems to grow on a yearly.

So I find it hard to comprehend how the sliders can really change dramatically after a certain point (when it comes to foul frequency at least).

So based on the fact that there are apparently thousands of new animations yet again in 2K16, I am betting a lot of them are to do with player contact.......so it's possible that foul frequency will be increased as a natural bi-product of 2Ks increased animations once again.

For the record, I LOVE seeing fouls in the game. And I LOVE that 2K clearly believe fouls should happen more often than not (I feel like other game companies tend to think it makes their game boring, flags in other sports aswell).

Again, I am speculating here so I hope no one quotes me to the letter. This is just what I think is the case.
 
# 519 midwestking100 @ 09/08/15 08:41 AM
Quote:
Originally Posted by getzmunney
This might be a stupid question but.... Why is everyone so excited for the Jordan rules? Plus how will they be implemented if Jordan isn't on court? Are they excited for the bulls pistons 90s re-enactment?
I apologize i can only answer the first part of your question. The only reason why im excited for the jordan rules is because playing against the bad boys of detroit without the jordan rules did not feel realistic in past 2k series. Now we can re-live that virtually.
 
# 520 yonly1ME @ 09/08/15 09:00 AM
OG, I have a question but not sure if its is one to ask you or Mike Wang but here it is:

There was talk that the ball stripping on layups were improved, is there some sort of balance or risk/reward to this?

I thought it was overpowered somewhat on 2k15 to be honest

For example, if I spam square on a guy driving for a layup and I'm on the opposite side of the ball and I get a boost and strip it a la 2k15 even if my timing was slightly late. Which shouldn't happen because I was in a disadvantageous position. There was no risk for guys spamming steal all day and bigs should not be able to strip guards.

I guess what I'm trying to ask is will the layup ball strip, be more timing based? I know rating factors in but position, timing, and who is taking the layup matters as well but I feel there should there be more of a risk when attempting this.
 


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