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NBA 2K17 News Post


What’s up, 2K fans?! Mike Wang here to give you the scoop on some of the hotness our gameplay team has in store for you this year! I know a lot of news has already come out about some of the gameplay features for NBA 2K17 but hopefully this blog can give you a fuller picture of what to expect when you get your hands on the game and clear up some of the questions you might have. So let’s jump into it!

Read More - NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

Game: NBA 2K17Reader Score: 7/10 - Vote Now
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Member Comments
# 181 ch46647 @ 09/01/16 06:37 PM
Quote:
Originally Posted by LorenzoDC
On this, I'm also curious to what extent the AI improvements required any other adjustments to sustain game balance, and if any of those adjustments affected the way we may experience momentum during gameplay, especially 12 minute quarter games.

Thanks.
Great post. This is exactly what I'm referring to. It may be an issue with 12 minute quarters against the CPU. I do not play on-line so I'm not sure if it effects the 6 mins quarters.
 
# 182 Beluba @ 09/01/16 06:38 PM
Quote:
Originally Posted by mangiac
When shooting jumpshots, I have always been a button user. Just wondering if there is a way to pass out of a shot when using the shot stick.
You can move your thumb up to CROSS or A pretty easily from the Pro Stick.
 
# 183 Beluba @ 09/01/16 06:40 PM
Quote:
Originally Posted by jeebs9
I completely agree.... Watching people complain about this subject feels like headbands thread again. Can we still turn off the meter?
Yeah, you can turn it off. We almost shipped with it off this year, but too many shot meter addicts in house now.
 
# 184 Ed21 @ 09/01/16 06:45 PM
Mike, is the shot creator just for MyCAREER or is it available for normal player editing on the standard rosters?
 
# 185 jyoung @ 09/01/16 06:48 PM
Has the box out range for human-controlled defenders been increased this year?

In 2K16 it seemed like human defenders could only trigger the box out animation once the offensive player was below the free throw line or within what the game considers a "close range" jump shot on the wings/sidelines.

This wasn't really an issue against the CPU since they are generally pretty conservative about crashing in their perimeter players for offensive rebounds.

But in modes like MyPark, Pro Am, and Team Up where offensive players are much more likely to sprint down from the perimeter into the paint for an offensive rebound, it was super frustrating that human defenders weren't able to halt or impede the offensive player's path to the rim with the left trigger unless the defender was originally sagging off 8 to 10 feet from his man in what most coaches would deem bad defensive positioning.
 
# 186 Kstat @ 09/01/16 06:49 PM
Quote:
Originally Posted by MFDOOMBOT
You're my dude Earv, but you spelled Wilt Chamberlain wrong [emoji4]
If you look at percentages of shots rebounded, Rodman is easily the greatest rebounder ever.

Wilt pulled down 20+ boards a game because teams jacked up way more shots in the 60's. Even Andre Drummond rebounds a higher percentage of chances than wilt did back in the day.

I got off topic sorry everyone. I agree with the above that Rodman isn't nearly as dominant on the glass as he probably should be given his almost useless offense, so he too often feels like a liability.

Here's my question for mr. Wang: has 2K17 discouraged turbo blocking? It seems like every game is filled with guys making up very unrealistic gaps on defense to block dunks/layups from behind. Too often I felt forced to repeatedly pump fake under the rim even though I had done everything right to beat the defense. I understand chase down blocks happen but evern Lebron only pulls this off a handful of times in an entire season and I'd argue only a handful of players are even capable of doing this, yet it seems it's almost easier in this game to block a shot at the rim from behind than it is from the front. Has that been addressed at all?
 
# 187 jeebs9 @ 09/01/16 06:53 PM
Hey Mike two question on passing.... So towards the end of the 2k16 cycle. I've really grown to use the fake pass combo.... Especially on the break,in certain pick and roll situations and vs user playing zone. And I'm not taking about the Rondo canned animation. Have any improvements been made to this control or animations? Do we even have it anymore? Has anything been added Fancy pass animations? I started seeing way more different types of fake passes in the last month lol.

But have a great labor weekend! And Thank You!
 
# 188 Trackball @ 09/01/16 06:55 PM
Quote:
Originally Posted by Beluba
You can move your thumb up to CROSS or A pretty easily from the Pro Stick.
...This is the first time I've heard the PlayStation series' X button referred to as "cross" since the PS1 days.
 
# 189 Beluba @ 09/01/16 07:01 PM
Quote:
Originally Posted by ch46647
I wrote a long post on page 3 of the previous blog thread. But since its closed I cannot copy it to paste it here..

1. You mentioned your team spent a lot of time on ball handler vs defender interactions. (Great news!!) Can you elaborate on this? Were you able to remove all the suction/warping on the defensive end, and incorporate more first step explosion for ball handlers?

2. The blog states your team removed a lot of the artificial boost for the CPU on Hall of Fame. This is huge news! Has this improved the "momentum" system which seemed to really favor the trailing team? I know you guys say there is no comeback code, and I certainly take you for your word, but I did notice a lot of funky things happen when I take an 8-10 point lead. Hoping all this is removed. (I noticed this on Superstar level as well)


Incredible blog!! Thank you, Mike!
1. With body ups, the main thing I wanted to accomplish was rewarding defenders for beating the ball handler to the spot. Last year, I had to make the onball defender overly grabby to compensate for some sluggishness in defensive movement. Jers did a great job with the onball defender this year, in that he's way more explosive laterally and does a better job at following the user's stick. This gave me a lot more flexibility to dial back the body ups and rides so that they happen only in situations they're supposed to. Makes playing onball D feel much more rewarding. We also added support for single player collision reactions on the ball handler and defender. So the ball handler will raise up his off arm to protect the ball or make a slight adjustment as he glances by a defender. You can see this in some of the leaked videos when a trailing defender is ramming into the ball handler from behind. When these got added, I was able to dial back the 2P collisions even more which also made the ball handler feel more free while also showing some of the physicality of driving through traffic.

So in a nutshell, the combination of these changes really make the body ups in 2K17 much less sucky/warpy and it feels better on both sides of the ball. Plus, the Body Up Sensitivity slider gives you guys the ability to tweak it even further.

2. We've always given the CPU shot and ratings boosts on the higher difficulty levels, that's never been a secret. This year, we're just showing you what they are since everything has been moved to the sliders.

As for the momentum thing, there's really nothing more I can say. It still doesn't exist. The only features that might manifest themselves as rubberbanding would be the hot/cold streak system (which has zero knowledge of time and score) and ACE. I think what happens with a lot of people is that they tend to let up when they have a big lead, or vice versa, tend to concentrate more when they're trailing. Executing poorly could lead to an increase in cold streaks while concentrating would tend toward hot. So you'd see runs in either direction there. ACE is, by nature, an adaptive system. So whether it's the offensive AI learning what's successful and continuing to exploit it, or the defensive AI adjusting to your gameplan and stopping you, that might also look like rubberbanding? Not sure what else to say. The only explicit rubberband code that was ever in 2K since I've been here is the Clutch Factor stuff from circa 2K5. But that was eliminated LONG ago.
 
# 190 MFDOOMBOT @ 09/01/16 07:07 PM
Mike,

I've read that ProAm teams can practice while waiting for matchmaking, will this just be a shoot around or will Sim ProAM teams be able to run through our sets to get ready for the game?

and private matches in ProAM? patch or next year
 
# 191 silverskier @ 09/01/16 07:08 PM
@Beluba Are there differents combos for each player when dribbling? For example, are kyrie signature movements triggered with the same combination as Curry signature movements? Thx in advance


Enviado desde mi iPad utilizando Tapatalk
 
# 192 Teddy_Long @ 09/01/16 07:09 PM
beluba, have u considered the option to let us choose a team's broadcast camera?
 
# 193 ch46647 @ 09/01/16 07:09 PM
Thank you for the detailed reply, Mike. Can't wait for 2K17!
 
# 194 Jrocc23 @ 09/01/16 07:10 PM
Quote:
Originally Posted by Beluba
1. Yes, the penalty gets stronger the higher the difficulty

2. I flip flop on this one all the time. But in the end, I was getting WAY too many complaints about missing greens. And to some extent, I agree with the feedback. If we're reinforcing that you're "doing everything right" by showing you positive feedback, it does kind of suck to have you fail just because you didn't hit the dice roll. So I think it's better to make green releases more rare, but be more consistent with the outcome when you do get them. TBH, I wish I never introduced green releases at all.


Green releases been in the game for awhile. The thing is in 15, I believe you started making them automatic so in 16 people started complaint about missing them. I wish you would have kept it how it was before like 2K11 a few others, you got green a lot but that didn't mean you knew you was making the shot.

I just hate people can hit green and just know the shot is going in. Even in 2K16 it was better than making all greens. You pretty much knew it was good but it was a slight chance it could be off. But I kind of agree. Wish it was never introduced in 2K15 as automatic. But you could always switch it back to how it used to be. People will just adjust[emoji3]


Sent from my iPhone using Tapatalk
 
# 195 23 @ 09/01/16 07:11 PM
Quote:
Originally Posted by Beluba
As for the momentum thing, there's really nothing more I can say. It still doesn't exist. The only features that might manifest themselves as rubberbanding would be the hot/cold streak system (which has zero knowledge of time and score) and ACE. I think what happens with a lot of people is that they tend to let up when they have a big lead, or vice versa, tend to concentrate more when they're trailing. Executing poorly could lead to an increase in cold streaks while concentrating would tend toward hot. So you'd see runs in either direction there. ACE is, by nature, an adaptive system. So whether it's the offensive AI learning what's successful and continuing to exploit it, or the defensive AI adjusting to your gameplan and stopping you, that might also look like rubberbanding? Not sure what else to say. The only explicit rubberband code that was ever in 2K since I've been here is the Clutch Factor stuff from circa 2K5. But that was eliminated LONG ago.

I still think that momentum meter from CH2K was fantastic.

Don't know if you guys ever considered it, but that plus a modulating rwody crowd would be killer.
 
# 196 LorenzoDC @ 09/01/16 07:15 PM
Quote:
Originally Posted by Beluba
1. With body ups, the main thing I wanted to accomplish was rewarding defenders for beating the ball handler to the spot. Last year, I had to make the onball defender overly grabby to compensate for some sluggishness in defensive movement. Jers did a great job with the onball defender this year, in that he's way more explosive laterally and does a better job at following the user's stick. This gave me a lot more flexibility to dial back the body ups and rides so that they happen only in situations they're supposed to. Makes playing onball D feel much more rewarding. We also added support for single player collision reactions on the ball handler and defender. So the ball handler will raise up his off arm to protect the ball or make a slight adjustment as he glances by a defender. You can see this in some of the leaked videos when a trailing defender is ramming into the ball handler from behind. When these got added, I was able to dial back the 2P collisions even more which also made the ball handler feel more free while also showing some of the physicality of driving through traffic.

So in a nutshell, the combination of these changes really make the body ups in 2K17 much less sucky/warpy and it feels better on both sides of the ball. Plus, the Body Up Sensitivity slider gives you guys the ability to tweak it even further.

2. We've always given the CPU shot and ratings boosts on the higher difficulty levels, that's never been a secret. This year, we're just showing you what they are since everything has been moved to the sliders.

As for the momentum thing, there's really nothing more I can say. It still doesn't exist. The only features that might manifest themselves as rubberbanding would be the hot/cold streak system (which has zero knowledge of time and score) and ACE. I think what happens with a lot of people is that they tend to let up when they have a big lead, or vice versa, tend to concentrate more when they're trailing. Executing poorly could lead to an increase in cold streaks while concentrating would tend toward hot. So you'd see runs in either direction there. ACE is, by nature, an adaptive system. So whether it's the offensive AI learning what's successful and continuing to exploit it, or the defensive AI adjusting to your gameplan and stopping you, that might also look like rubberbanding? Not sure what else to say. The only explicit rubberband code that was ever in 2K since I've been here is the Clutch Factor stuff from circa 2K5. But that was eliminated LONG ago.
I have a feeling we're going to have to bookmark and quote this a lot in the next few months in the threads.

 
# 197 Jrocc23 @ 09/01/16 07:15 PM
I never believed in that comeback stuff people believed in. But the shot clock stuff from the CPU on HOF is still very real. Especially if another CPU player is the one guarding.


Sent from my iPhone using Tapatalk
 
# 198 Hustle Westbrook @ 09/01/16 07:19 PM
Mike, I hope I wasn't seeing things in the footage that I saw, but when a player steals the ball at the halfcourt line does he now pause for a second to give time for the user to react and avoid a backcourt violation?
 
# 199 Beluba @ 09/01/16 07:23 PM
Quote:
Originally Posted by MFDOOMBOT
Mike,

I've read that ProAm teams can practice while waiting for matchmaking, will this just be a shoot around or will Sim ProAM teams be able to run through our sets to get ready for the game?

and private matches in ProAM? patch or next year
Sorry, it's just a shootaround. You can't pass the ball to each other this year.
 
# 200 lockdownD @ 09/01/16 07:24 PM
Mike Wang,

I'm glad to hear there will be more charges this year. It was frustrating in 2k16 with the large amount of blocking calls when having good position on defense or the automatic flopping that would occur at times when you did try to draw charges.

What about defense assist? I tried turning that off in the controls last year as I do every year any kind of assistance mechanisms, but from what I read if you pressed LT at all it would still activate. Is that still the case in 2k17?

What about the defensive animations? Such as simply turning around to change directions was very frustrating at times, it felt like the animation to change direction was very slow to start-up sometimes. Also jumping to block shots at times the animation would be some slow wind up animation that prevented you from reacting and jumping quickly. On boxouts it would sometimes do the same thing and make your jump very delayed when trying to jump for the rebound, which usually meant you had zero chance in getting the rebound even though you had great position. Has any of this been addressed?

I played a ton of pro-am in 2k16 as both a pg and center. On the inbound pass by the other team after a made basket many times it would place the guy I'm guarding further down court than I was which made it impossible to catch up to him even when holding down turbo the entire time. So there were many times the others teams center would be wide open running to the basket, since my center couldn't get back in time. I hope that was addressed as well.

Lastly, the bailout fouls inside the paint I hope were toned down a bit as well. There were far too many fouls bailing out ball handlers trying to force up terrible shots inside the paint when there were multiple defenders around them. The random technical fouls I hope was cleaned up a little too, at a minimum I'm hoping they at least don't trigger at all in the 4th quarter. During close games in the 4th quarter when those triggered they could really have huge consequence on the outcome.


Thank you.
 


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