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NBA 2K17 News Post




Polygon has posted their NBA 2K17 hands-on impressions. Samit Sarkar goes over quite a few things, including freelance offenses for every team, better help defense, timed layups, 2K U with Coach K and much more.



Quote:
"If I can expect you to make a move and show the ball unprotected, I can time my button press" and knock the ball away, said Jones, who did this exact thing to me when we played each other. This applies to passes, too. Jones acknowledged that throwing the ball willy-nilly into the key was almost a "money" play last year. In about half an hour playing NBA 2K17, I saw multiple passes to the paint get deflected and even picked off. The ball just felt more live, whether on passes, steals or rebounds.

Game: NBA 2K17Reader Score: 7/10 - Vote Now
Platform: PC / PS3 / PS4 / Xbox 360 / Xbox OneVotes for game: 14 - View All
Member Comments
# 141 DamnYanks2 @ 08/23/16 12:04 PM
How are you gonna complain about a game that hasn't even been released, SMH at those youtube comment's.

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# 142 prhiam @ 08/23/16 12:25 PM
Everything in the hands on impressions leaves this to be a second year in a row that I will skip on this product. Hearing that players rush on help defense even more than they did in the past (which was already unrealistic) doesn't impress me. Timing layups? You are kidding right? 1. Layups are tough enough to make as it is. 2. They are layups, they are called that for a reason. Aiming with the stick? Unbelievable, these aren't gameplay improvements, these are improvements for competitive gamers. Two things I could not possibly care any less about is online gameplay or E-sports. These things have ruined the immersive AI, fun and playability for single player use. I'm hating everything online that these games bring. Maybe I'm just old school, but I remember a time when games were fun. Now they are just made for online BS.
 
# 143 Vni @ 08/23/16 12:29 PM
Quote:
Originally Posted by prhiam
1. Layups are tough enough to make as it is.
We have no idea how it's gonna work but you know layups might end up being easyer with a little bit of practice. And most of all hopefully they should be less random. Less random things in a video game is always good.
 
# 144 stillfeelme @ 08/23/16 12:44 PM
Quote:
Originally Posted by prhiam
Everything in the hands on impressions leaves this to be a second year in a row that I will skip on this product. Hearing that players rush on help defense even more than they did in the past (which was already unrealistic) doesn't impress me. Timing layups? You are kidding right? 1. Layups are tough enough to make as it is. 2. They are layups, they are called that for a reason. Aiming with the stick? Unbelievable, these aren't gameplay improvements, these are improvements for competitive gamers. Two things I could not possibly care any less about is online gameplay or E-sports. These things have ruined the immersive AI, fun and playability for single player use. I'm hating everything online that these games bring. Maybe I'm just old school, but I remember a time when games were fun. Now they are just made for online BS.
So you are an offline player right you can just turn on real FG% if you don't like timing layups

How isn't what has been stated not gameplay advancements? The layups are not going to be that hard especially open layups. However you have to be paying attention or you could miss it just like real life. You also will have to know your personnel. You actually now can scare someone from obvious layups. I personally would want to be in control of the outcome instead of letting the game decide what animation I get on layups.

The guys with a greater finishing ability on layups are going to have a wider timing window it is going to be simple as that. Just like the guys with the better jumpers have a wider window.

The fatigue thing is an gameplay advancement. It doesn't apply just for online haha.
 
# 145 prhiam @ 08/23/16 12:45 PM
Quote:
Originally Posted by Vni
We have no idea how it's gonna work but you know layups might end up being easyer with a little bit of practice. And most of all hopefully they should be less random. Less random things in a video game is always good.
I will, as always, wait until review. But I agree, if they make it better by timing the layup actually makes it a better chance of make. Less animations are great. I can be what looks like completely open, but because someone is looking at me try to make it I end up missing. I've just been getting more and more unhappy with how 2k plays recently, and would love for it to be a little more real. Less bumpy, less collisions that would be called blocking fouls but are not, less players stuck in mud and hard to move. I wish they were a bit more fluid, but what do I know. What I mean is that dribble moves all look slow and there is nothing dynamic about them, unless you are using size-ups. Even then, I've had trouble learning how to explode out of them, first step seems to be very hard to pull off. Also, transition is not much fun either, I will have a breakaway and then the player magically gets stuck in quicksand so that the CPU can catch up. Yet on the other end the CPU can run away from you easily. Just seems like they are making the game tough by handcuffing, not by natural ways.
 
# 146 prhiam @ 08/23/16 12:51 PM
Quote:
Originally Posted by stillfeelme
So you are an offline player right you can just turn on real FG% if you don't like timing layups

How isn't what has been stated not gameplay advancements? The layups are not going to be that hard especially open layups. However you have to be paying attention or you could miss it just like real life. You also will have to know your personnel. You actually now can scare someone from obvious layups. I personally would want to be in control of the outcome instead of letting the game decide what animation I get on layups.

The guys with a greater finishing ability on layups are going to have a wider timing window it is going to be simple as that. Just like the guys with the better jumpers have a wider window.

The fatigue thing is an gameplay advancement. It doesn't apply just for online haha.
These "improvements" are only for the online and e-sports crowd. If pulled off properly, they could be result in a better offline experience. And the fatigue thing was already there for offline sim, in 2K16 (only have it because it was free on PS Plus) if your players were fatigued they would start to have their ratings affected and the CPU would rubberband a bit, or pull away.

I hope they did improve gameplay, it has been needed for a few years now. Dribble mechanics, player movement, transition, rebounding, and steals have all been needing upgrades. I hope they pulled it off this year, so that the love is more warranted. I just think that when it comes to sports games, people are a little 2K blind. Also, the ball falling out of your hand whether or not you try to pull of a move in a crowd is not immersive either. That is what worries me about this new physics discussion, they didn't get the last physics addition correct, but again, I hope they did this well.
 
# 147 stillfeelme @ 08/23/16 01:20 PM
Quote:
Originally Posted by prhiam
These "improvements" (remember that no one has seen them but polycom) are only for the online and e-sports crowd. If pulled off properly, they could be result in a better offline experience. And the fatigue thing was already there for offline sim, in 2K16 (only have it because it was free on PS Plus) if your players were fatigued they would start to have their ratings affected and the CPU would rubberband a bit, or pull away.
These gameplay changes are going to exist in all game modes. They are not online exclusive. Fatigue was in before but there was ways you could overcome it in online especially PNO. If you play in a manner that you hold turbo all over the court offense and defense and think you can play all of your guys heavy minutes it sounds like those days are gone.

The article didn't mention all the details yet but here is what they said in the IGN article

http://www.ign.com/articles/2016/08/...asketball-game

Quote:
Blumberg gave us a quick update on some gameplay changes. The development team wanted to put more control in the hands of the user and rely less on probability from stats. They also revamped the fatigue system. In previous 2K games, you could play your starting roster for the majority of the game and play for 48 minutes straight without it affecting your players. Now, your digital athletes will start missing shots, be slower to react, and more susceptible to injuries if you keep them in too long. Ultimately, you’ll have to get your bench players into the game and rest the starters if you want to win simulation games.
I don't think this has been simulated in a sports game yet. This is an improvement. I don't think this just applies for online either
 
# 148 alabamarob @ 08/23/16 01:31 PM
I would prefer more missed layups. The contact layups went in at to high a rate. Irl very few players finish layups consistently in traffic. The guys who can finish in traffic at a high percentage and make jumpshots is very small. I cant agree with the position that layups should go in at a higher rate.
 
# 149 stillfeelme @ 08/23/16 02:05 PM
Quote:
Originally Posted by alabamarob
I would prefer more missed layups. The contact layups went in at to high a rate. Irl very few players finish layups consistently in traffic. The guys who can finish in traffic at a high percentage and make jumpshots is very small. I cant agree with the position that layups should go in at a higher rate.
I think people don't watch enough real life games to know that there are a select few players that can finish in traffic at a high rate. Layups are easy in theory but not when you have a elite 7 footer rotating on help defense.

Kyrie Irving is 57% on layups
Westbrook is 54% on layups

Even the elite layup guys don't continuously challenge an elite rim protector.
 
# 150 Vni @ 08/23/16 02:50 PM
Quote:
Originally Posted by stillfeelme
Kyrie Irving is 57% on layups
Westbrook is 54% on layups
Wow, that's eye opening. I guess the missed layups on wich they got fouled are included right ?
 
# 151 stillfeelme @ 08/23/16 02:58 PM
Quote:
Originally Posted by Vni
Wow, that's eye opening. I guess it includes the missed layups that got fouled right ?
Missed layups that get fouled don't count as an attempt and that is true for any other shot when fouled. They only count as an attempt if you make it.
 
# 152 TheVinylHippo @ 08/23/16 03:12 PM
I can't wait to play this version of NBA 2K17 for a month or two before 2K succumbs to pressure created and led by the goofballs in the NBA 2K community on YouTube.
 
# 153 prhiam @ 08/23/16 03:17 PM
Quote:
Originally Posted by stillfeelme
I think people don't watch enough real life games to know that there are a select few players that can finish in traffic at a high rate. Layups are easy in theory but not when you have a elite 7 footer rotating on help defense.

Kyrie Irving is 57% on layups
Westbrook is 54% on layups

Even the elite layup guys don't continuously challenge an elite rim protector.
I would agree, but maybe my problem is how 2Ks help defense or catch up defense is programmed. Right now, it appears that I have an open lane and an open layup, but because some guy turns around (sometimes doesn't even need to) and is somewhat in the area I miss. I'm ok with contact layups missing. I think the problem is in what 2K currently considers contact layup. As of right now I miss a ton of layups against the best teams in the game.
 
# 154 alabamarob @ 08/23/16 03:24 PM
Quote:
Originally Posted by stillfeelme
I think people don't watch enough real life games to know that there are a select few players that can finish in traffic at a high rate. Layups are easy in theory but not when you have a elite 7 footer rotating on help defense.

Kyrie Irving is 57% on layups
Westbrook is 54% on layups

Even the elite layup guys don't continuously challenge an elite rim protector.
that 57 percent includes open layups. i bet they dont make over 45 percent on contact/contested layups. Its a reason why most good scorers score outside the paint.
 
# 155 stillfeelme @ 08/23/16 03:34 PM
Quote:
Originally Posted by prhiam
I would agree, but maybe my problem is how 2Ks help defense or catch up defense is programmed. Right now, it appears that I have an open lane and an open layup, but because some guy turns around (sometimes doesn't even need to) and is somewhat in the area I miss. I'm ok with contact layups missing. I think the problem is in what 2K currently considers contact layup. As of right now I miss a ton of layups against the best teams in the game.
Yeah I think they will have to find a balance. If proper help defense or realistic help defense is used then it will be much improved. I think timing a layup will not be that big of a deal. In fact missed layups can sometimes lead to easy offensive oREB layups
 
# 156 MarkWilliam @ 08/23/16 07:54 PM
Quote:
Originally Posted by Vni
We have no idea how it's gonna work but you know layups might end up being easyer with a little bit of practice. And most of all hopefully they should be less random. Less random things in a video game is always good.
It actually to me sounds like the user now has more control over the success of layups. So now contested layups aren't going to miss all the time (if you use the stick right).

Its just given the user more control IMO.

I like it (by the sound of it).
 
# 157 daveberg @ 08/24/16 04:15 AM
Well this is gonna make the reverse & double clutch layup game interesting.....
 
# 158 ataman5 @ 08/24/16 07:07 AM
The happy medium between stick control and real life ratings are hard to balance yet what would be good is to make a lot of outcomes based on every different equation so what i really mean i want to see new outcomes happening just like real life is offering. I may have not explained very well yet more control, more outcome w/o neglecting balance is the goal for layups. Statistics are based on all these very different action and outcomes it's not 1-2-3 it's 1,0001-1,0002-1,0003 if it all make sense..


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# 159 BDM313 @ 08/24/16 10:48 AM
This is a large chunk of great info indeed rebounding and lack of defensive help was my main issue and its been addressed cant wait to see this in action I love the concept of distinguishing the hardcore gamers from the casual gamer with the advance shot stick controls....
 
# 160 prhiam @ 08/24/16 11:39 AM
Quote:
Originally Posted by BDM313
This is a large chunk of great info indeed rebounding and lack of defensive help was my main issue and its been addressed cant wait to see this in action I love the concept of distinguishing the hardcore gamers from the casual gamer with the advance shot stick controls....
Now this is coming from a "casual" gamer. I don't understand the need for distinguishing. What is the purpose? I just want to play the game and have a good time, I don't want to have to take my video games so seriously. I've never truly been able to adapt to the shot stick completely, in fact, I rarely use it because I just can't get myself to use it as easily as square. I hate that this has taken some of my options away in game. Because I also like to have a realistic game when it comes to sports games. I've learned that you can still "lean" with the left stick to get some of those shot stick options, but I still can't figure it out.

Just a real question, why do we care about distinguishing between types of players? I consider myself casual because I do not touch My Team, or play any online games. I dislike and fully despise online gameplay, so I am never on it. I would venture that those that consider themselves casual do the same. Please keep in mind, I'm not hating on your comment or attacking it, just wondering seriously why we want to separate players, it feels a little alienating to me.
 


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