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NBA 2K16 News Post


What’s happening family. It’s your man Da_Czar… I have started my sentences with this phrase too many times to count here on OS. With this, my first official blog post as a developer, I am returning to the format that started it all.

I know many of you here have been waiting a long time for us to talk about gameplay. Well the time has finally come so I won’t waste time with any more introductions.

Read More - NBA 2K16 Gameplay Blog with Da_Czar

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# 161 Da_Czar @ 09/06/15 09:25 AM
Quote:
Originally Posted by JohnnyCash2015;2047634453[B
]So just so that I can clarify, are you saying that I can assign a pnr play meant for a pg to a guy like Paul pierce?[/b]

Or am I misunderstanding?

I hope I'm not [emoji3]


Sent from my iPhone using Tapatalk
Yes, you can.
 
# 162 Da_Czar @ 09/06/15 09:26 AM
Quote:
Originally Posted by The 24th Letter
They should make it so you literally can't shoot 2's when running this offense


Sent from my iPhone using Tapatalk
I should have thought of this earlier.
 
# 163 Da_Czar @ 09/06/15 09:30 AM
Quote:
Originally Posted by BA2929
I want to comment something to make me look like I understood what you were talking about with this blog, but to be quite honest I had no idea what was going on with about half of it.


So, here's my official comment:





It'll probably all be super awesome!
We always TRY to design so that you don't need to understand it to benefit from it. In general your teammates should help you out more without you needing to do everything.

So as we add more granular stuff for the advanced guys we then try to use those tools to make the game simpler for those who may not be steeped in hoop knowledge.

One of the things about those freelances is you never "have" to run them correctly. Just kind of do your think and they attempt to work around you within a particular system.

However the more you actually know about them the easier it is to trigger things and you can start anticipating what your teams next move will be without taking time to call a play.
 
# 164 Da_Czar @ 09/06/15 09:36 AM
Quote:
Originally Posted by Rasco11
Czar....AMAZING! Love the hard work, energy, and love you put towards creating a more organic "intelligent" basketball product! He's even teaching the A.I. how to play basketball!!!! Love it!

Couple things, wondering if you could possibly briefly address?

1) Quick Post Up - Any changes, can we select who we want to post up if we get a tasty mismatch or want to feed a particular hot hand?

2) Fastbreak logic - thought I read or heard somewhere that the logic filling lanes, etc. was addressed? Is having a wing or forward innexplicibly run to the 3 pt line gone, or are such actions controllable?

If you can comment on either of those, awesome! If not, no biggie...will find out soon enough. Keep up the great work!!! Dang - 3 weeks gonna feel like 3 months...
1) It was in the design but we ran into an issue too late to adjust. I know you want it. Hell, I want it badly as well. it's on the board.

2) I always want to be clear with you guys. We do NOT have new fast break logic. That was too big of a project with everything else we did this year.

that is also on the board.

Now that said what I did do as a stop gap measure was make the first step in some of the early offenses to force the first big to run to the front of the rim and put the perimeter players in their correct spacing.

So you will sometimes see it look "as if" it's been rewritten but that developer magic tricks. LOL
 
# 165 Toaster @ 09/06/15 09:41 AM
So Czar if I understand correctly, teams will utilize the "Walk up the court" animations to force their preferred pace and allow lumbering bigs to join the offense without having to sprint like crazy every possession? Can I expect 90's east teams or the grizzlies for example to try and slow the game to a grind?
That would be awesome!

Seems like you really went ham this year, and I particularly appreciate the effort you go to in explaining the way you address the issues from a more technical point of view.

Bravo! we have really come a long looong way
 
# 166 Da_Czar @ 09/06/15 09:42 AM
Quote:
Originally Posted by stillfeelme
This game is a simulation on a whole different level. I think we will finally get a real chess match from the CPU. This

Czar how many freelances are tied to the CPU is that hard coded or changes based off the offense?
Still, I know you guys want to be able to assign this stuff. This year unfortunately I couldn't give up the engineer time I would have needed to do that. It's not a simple adjustment and involves a few diff area's.

I hope to get that in soon. Right now ACE handles the distribution and going along with that.

Currently the ACE game-plans are assigned to teams and not coaches. I know that is not ideal but it's just one of those time and resources things.

So how it works is that I give ACE a selection of the freelances that a particular team should run. And he will switch between them when appropriate as part of the game plan.

As a user you can manually switch to any of them at any time and the switch unlike last year should happen pretty quickly.

There are times when you have to make a pass or two first but most times It happens immediately.
 
# 167 Da_Czar @ 09/06/15 09:46 AM
Quote:
Originally Posted by Taer
I am very excited for both offensive and defensive ai advances. It was a long time in the making but I do feel like a real improvement between last gen and current gen is afoot.

The only question I have about all this sweet delicious stuff is: did it all make it into MyCareer?

If so, I am completely satisfied with what I read.
Yes, last year we were not sold on forcing users into a particular offensive scheme especially something advanced like the triangle etc.

This year we turned it all on for my career. I do still think user can opt out but i am not certain.
 
# 168 Sundown @ 09/06/15 09:47 AM
Quote:
Originally Posted by Da_Czar
We always TRY to design so that you don't need to understand it to benefit from it. In general your teammates should help you out more without you needing to do everything.

So as we add more granular stuff for the advanced guys we then try to use those tools to make the game simpler for those who may not be steeped in hoop knowledge.

One of the things about those freelances is you never "have" to run them correctly. Just kind of do your think and they attempt to work around you within a particular system.

However the more you actually know about them the easier it is to trigger things and you can start anticipating what your teams next move will be without taking time to call a play.
You guys do a pretty good job of that for someone who has an occasionally specific but otherwise shallow understanding of basketball play calling. So often my GSW offense is a Mark Jackson offense that consists of Curry doing Curry things and oh-look-someone's-open.

In fact you guys might do too good of a job. :P I always mean to delve deep into the play books but never get around to it because freelance just works for the most part.

I'm really hoping to deepen my hoops knowledge this year in being able to directly compare what sets my team runs and find them in the game to exploit myself. The return of Practice Plays is going to be so vital to this. Same thing on the other side of the ball-- being able to have such an extreme as Bogut (not) guarding Allen and dropping back to loiter near the paint is going to allow so much realism and flexibility we didn't have. It often felt like you had to fight the AI to replicate certain things the league does.

Speaking of plays, did the Weave that the Warriors run make it into the game?
 
# 169 Sundown @ 09/06/15 09:52 AM
Quote:
Originally Posted by Da_Czar
1) It was in the design but we ran into an issue too late to adjust. I know you want it. Hell, I want it badly as well. it's on the board.

2) I always want to be clear with you guys. We do NOT have new fast break logic. That was too big of a project with everything else we did this year.

that is also on the board.

Now that said what I did do as a stop gap measure was make the first step in some of the early offenses to force the first big to run to the front of the rim and put the perimeter players in their correct spacing.

So you will sometimes see it look "as if" it's been rewritten but that developer magic tricks. LOL
Neat. This is something I've been curious for awhile, Da Czar.

Do you code? Or are 2K's tools so well developed that they allow a designer to craft complex basketball logic and court awareness without coding? Or do you direct an AI coder in crafting the behavior you want?
 
# 170 Da_Czar @ 09/06/15 09:53 AM
Quote:
Originally Posted by Bexthelegend
Czar can you clarify for me how the "1-4" freelance is different from Flex? You classified 1-4 as closest to Sloan's offense, but the flex was what Sloan ran in Utah.

Is 1-4 what Stockton/Malone ran whiles Flex is the D-will/booze/ak era?
I think I answered you on youtube but in case that wasn't you. In short we have a traditional flex in the game. I always loved the options they ran with Malone and Stockton starting out of their 1-4 set so since all the other plays we have from that formation are called 1-4 I went with a conventional ( to our game) name.

Plus his actual flex offense would have been a bit tougher to pull off. He had so many little reads in that thing it would have taken way too much time. LOL.

So between the traditional flex and the 1-4 freelance you should be able to get close.

I love the ucla cut actions out of that 1-4.
 
# 171 Da_Czar @ 09/06/15 10:00 AM
Quote:
Originally Posted by king doe
I mainly play the cpu in these basketball games, so reading and seeing that the cpu play even more realistic got me excited.
I love playing vs the AI so as long as I am here you can expect improvements in this area every year. My goal is to one day have those guys are prefer to play vs humans actually enjoy going head up with the AI.

It's going to take a lot of work but that is the game I want to play. LOL.
 
# 172 Da_Czar @ 09/06/15 10:04 AM
Quote:
Originally Posted by rjohns23
Man this is great! It's really going to fill like a chess match especially on hall-of-fame...

The one question I have is in regard to module magic, pnr module, and the attack module. This is awesome news that 2k has implemented this AI knowledge. I wonder if the CPU, especially in the pick and roll situation, will shoot more pull-up 3s. For example, Deron Williams (in real life)will come off the pick and will "look" to shoot the 3 especally if the defender will ice.

That was the one thing missing from 2k15 was the lack of pull up 3s off the dribble. It seemed like the only way the CPU will shoot a pull up 3 is if you play way off or you would have to butcher the roster and sliders. Hopefully, theses modules will address that. I would love to play against Curry, and he just pulls up in my face from just little separation. That would be awesome !

Another thing I noticed in the blog was how the new AI will recognize shot blockers. I wonder will this be used for contested layups as well. For example, as a user I would always change my shot in mid air to avoid shot blockers but I rarely if ever see the CPU do this. Derrick Rose , for example does this a lot in real life. Hopefully, I pray this is implemented this year for the AI.
They definitely will in pick and roll. Before you never really had to worry about the AI if you went under the screen. This year we made sure to address that.

I think most will find it jarring because it never really happened before so I was in a habit of always going under the screens. Adds a nice bit of flavor to the offensive side of the ball.

To be clear though it won't always make the correct read. We still need to develop that more but they do look to shoot those now.
 
# 173 Da_Czar @ 09/06/15 10:07 AM
Quote:
Originally Posted by cthurt
Melo doing work was more like Melo shooting bricks, but the movement was a thing of beauty
SEE. If I show him making everything it's this game has no defense. #SimNation
 
# 174 Vni @ 09/06/15 10:10 AM
I've noticed that we haven't seen the ball go through the net in any of theses clips. Is that something they want to show later because of the new net physics ?
 
# 175 Da_Czar @ 09/06/15 10:13 AM
Quote:
Originally Posted by MarkWilliam
Blogs with small snippets of gameplay (ESPECIALLY with broadcast cam!!!) beats the HELL out of leaked phone vids..... haha! (Obviously).....

Seeing the game for the first time in small snippets of how it SHOULD be played is a nice change.....

It's great.

I am just curious, if I start a season with the Bulls and say, they fire their coach and their whole system changes, I know the game will update that progressively. But will it only be for NBA Today (quick games) or will my SEASON update (mid-season)? Or will I have to scrap my season and start again?

P.S: Nets court colour looks TERRIFIC!
Unfortunately we do not currently have a solution to this Mark. . That is obviously the issue when you start updating things along with the season.

The other part of that is what about the guy who simmed 2 years in future by the time that coach was fired.

Yea we have to put all the big brain boov's on that one.
 
# 176 Da_Czar @ 09/06/15 10:22 AM
Quote:
Originally Posted by rafaelpaolo84
Has anyone read or heard if practice plays will be available inside MyLeague, so I can practice with my personnel?
I don't think so. This is something you want to make sure you let Leftos and that team know you want access to inside of that mode. MyLeague has scrimmage and freestyle.
 
# 177 jfsolo @ 09/06/15 10:29 AM
Quote:
Originally Posted by Da_Czar
I love playing vs the AI so as long as I am here you can expect improvements in this area every year. My goal is to one day have those guys are prefer to play vs humans actually enjoy going head up with the AI.

It's going to take a lot of work but that is the game I want to play. LOL.
Ironically, they will still wan't to play only humans, because the A.I. is going to be too good for them and will make them look foolish. They're going to just play Users who chuck, don't guard, and don't adjust.
 
# 178 Da_Czar @ 09/06/15 10:31 AM
Quote:
Originally Posted by Bremser_Rules
My question is, will this new tech carry over to next gen so some of this groundwork is established right away? I know we are a few years yet but it seems like games somewhat start over when next gen arrives.
You don't have 2k16 without building on the work of both 2k14 and 2k15, that process is how you build depth.

When we build the now current gen we built it on a new engine as our users requested. 2k14 next gen was a brand new game.

Where as 2k13 on previous gen was, similar to 2k16 built or iterated upon several years of development. You can't both build from scratch and also include every improvement made over the course of an entire generation.

So to answer you question, it depends, plus who knows when that will be and what advancements will be made by then.

If you have a historical eye and remember the transition from gen 2 to gen 3 regarding the 2k series, it makes a lot of sense.
 
# 179 ataman5 @ 09/06/15 10:33 AM
Quote:
Originally Posted by Da_Czar
We always TRY to design so that you don't need to understand it to benefit from it. In general your teammates should help you out more without you needing to do everything.

So as we add more granular stuff for the advanced guys we then try to use those tools to make the game simpler for those who may not be steeped in hoop knowledge.

One of the things about those freelances is you never "have" to run them correctly. Just kind of do your think and they attempt to work around you within a particular system.

However the more you actually know about them the easier it is to trigger things and you can start anticipating what your teams next move will be without taking time to call a play.
You know the saying "simple is the hardest" thank you man!
 
# 180 Da_Czar @ 09/06/15 10:35 AM
Quote:
Originally Posted by GSWarriors9
So Czar, does this mean we'll see the Warriors run this weave set that they ran a lot last season?

https://www.youtube.com/watch?v=qPWKBSko5uM
I believe I answered this on youtube but in case your not the same person... Yes, not as a part of their freelance however but it is in their playbooks.

Of course ours is hyper realistic because I give you options for if you miss a hand-off where as they almost always run their to the final screen.

IIRC they have 2 variations of the weave not sure if we included both. I think another team runs the other one. You have to forgive me there is so much play/ freelance content in this game that is is hard to remember each set on command.
 


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