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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
Platform: PC / PS3 / PS4 / Xbox 360 / Xbox OneVotes for game: 14 - View All
Member Comments
# 201 Beluba @ 09/01/16 07:25 PM
Quote:
Originally Posted by jyoung
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.
The new offball collision system should be able to handle slowing down those perimeter board crashers. We haven't noticed it as being an issue in our tests.
 
# 202 alabamarob @ 09/01/16 07:26 PM
1. On pick and roll drives are you able to get a shoulder past the defender and keep him trapped behind you on the pick and roll (like Chris Paul)? Or is the defender always able to sprint back into a guarding position?

2. Is offensive rebounding at a point where you can use a big lineup with good offensive rebounders to punish an opponents use of small lineups that have no rebounding?

3. Can you get into a defensive stance without using the defensive assist button thia year?

Thanks again for all the work you have done. It definitely means alot.
 
# 203 raidertiger @ 09/01/16 07:26 PM
Will the new layup types work with the eurostep modifier? So can you do a strong left hand euro, or a euro floater?
 
# 204 MFDOOMBOT @ 09/01/16 07:35 PM
Mike,

Will there be halftime & post game highlights on PS4 this year no matter the length of quarter?
 
# 205 Sundown @ 09/01/16 07:38 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.
I kind of wish they weren't introduced either, Beluba. :P Feels like they've encouraged players to hunt for greens the last few years and make that a focal point of the game rather than just playing basketball, and lead to some of the tuning weirdness we experienced in 2K15.

Green releases also tend to kill the suspense and drama when a well timed shot is in the air, but at least in 2K16 there was a chance that it could miss. With automatic Greens looks like that suspense is gone completely.

Is there a setting that only shows the green release AFTER the shot has gone through the net?

I do see the predicament with introducing Greens as a "perfect release" feedback mechanic-- if they occur often, they would need to be less automatic less they become overpowering. If they occur rarely, then they can be closer to automatic-- but having them *almost* always go in trains players to expect them to always go in, and their rarity causes players to feel robbed when they don't.

Maybe missed Greens would have received less complaints if they were plentiful from the get go with a high miss rate, and introduced just as feedback for excellent shots, but count me in one of those that would prefer them removed or to not have been added to the game. And if they must be kept, I'd rather they occur commonly with a high miss rate, but not sure how that would be received given how many players think of them now.

Quote:
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.
It's a little bit sad that you have to refer to leaked footage to show us the great work this year, Mike.
 
# 206 KoolAidNoSugar @ 09/01/16 07:42 PM
About the Hall of Fame badge.

Do you have to play on HOF to get this badge?

Can elaborate a little more on the badge its self?
Ex: if I'm a sharpshooter and I have monster game at the rim will unlock a boost for layups/dunks?


Sent from my iPhone using Tapatalk
 
# 207 Beluba @ 09/01/16 07:45 PM
Quote:
Originally Posted by silverskier
@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
Here, I'll deep dive into the dribble system a bit further, since I left most of the details out of the blog.

The sig combos are all triggered the same way. If you're in 2K cam facing the rim at the top of the arc with the ball in right hand, in clock terms:

9 -> 3 = Double cross
7 -> 2 = Tween to Cross
7 -> 5 = Tween to Tween
7 -> 6 = Tween to BHB
6 -> 6 = Double BHB
3 -> 3 = Hesi Combo

The Tween to _____ combos are a 3 anim package (25 to choose from)
Double Cross is a single anim (26 to choose from)
Double BHB is one (13 to choose from)
And Hesi Combo is one (17 to choose from)

You pick a base sizeup package. There are 12 of them: 2 Basics, 4 Normals and 6 Elites. The packages contain the standing Isos: cross, tweenlegs, escape cross, bhb, stepback, hesi, escape hesi, in and out/double tap, spin and cross spin. All performed by different athletes so there's a good mix of styles here, but since they're packaged by the same player, there's a consistent look to each package now.

You also can equip a rhythm dribble (39 in total). this is the only "canned" dribble sequence left in the system. you can break out of them at anytime though.

You can mix and match the above however you want to create the style of dribbler you want.

So to answer the original question, yes, they're all triggered the same way, but the timing will be different for each person depending on what anims/packages/etc. they choose to equip.
 
# 208 silverskier @ 09/01/16 07:47 PM
@Beluba So nice to read all this info, thank you!


Enviado desde mi iPhone con Tapatalk
 
# 209 LD2k @ 09/01/16 07:54 PM
Mike, is it lit?

23 wants to know.
 
# 210 Kstat @ 09/01/16 07:59 PM
Hey when can we expect any news on his year's classic team additions? I'm in the minority but that's honestly one of the things that matters most to me. The tease of having C-Webb in the broadcast booth is killing me here.
 
# 211 jfsolo @ 09/01/16 07:59 PM
Quote:
Originally Posted by Beluba
Yeah, you can turn it off. We almost shipped with it off this year, but too many shot meter addicts in house now.
Ooh, so close.

Others have said it, stay strong B and resist the inevitable crying about tuning down the consequences for reckless turboing, paint crashing, and non-stop lead passes. Gotta wean folks off of that nonsense.
 
# 212 Finepanther @ 09/01/16 07:59 PM
The sliders sound great. Hope we have them in MyCareer!
 
# 213 jackzagal @ 09/01/16 08:00 PM
Quote:
Originally Posted by Beluba
Here, I'll deep dive into the dribble system a bit further, since I left most of the details out of the blog.

The sig combos are all triggered the same way. If you're in 2K cam facing the rim at the top of the arc with the ball in right hand, in clock terms:

9 -> 3 = Double cross
7 -> 2 = Tween to Cross
7 -> 5 = Tween to Tween
7 -> 6 = Tween to BHB
6 -> 6 = Double BHB
3 -> 3 = Hesi Combo

The Tween to _____ combos are a 3 anim package (25 to choose from)
Double Cross is a single anim (26 to choose from)
Double BHB is one (13 to choose from)
And Hesi Combo is one (17 to choose from)

You pick a base sizeup package. There are 12 of them: 2 Basics, 4 Normals and 6 Elites. The packages contain the standing Isos: cross, tweenlegs, escape cross, bhb, stepback, hesi, escape hesi, in and out/double tap, spin and cross spin. All performed by different athletes so there's a good mix of styles here, but since they're packaged by the same player, there's a consistent look to each package now.

You also can equip a rhythm dribble (39 in total). this is the only "canned" dribble sequence left in the system. you can break out of them at anytime though.

You can mix and match the above however you want to create the style of dribbler you want.

So to answer the original question, yes, they're all triggered the same way, but the timing will be different for each person depending on what anims/packages/etc. they choose to equip.
This post had me a bit like:



Thanks a lot, hopefully they won't be too hard to execute some basic stuff
 
# 214 shmitty @ 09/01/16 08:01 PM
It's a little thing, but that part about selecting and triggering your own celebrations/emotions after a big play is sweet. I put that in one of my wishlists years ago, never thought they would actually take time put it in. Really adds to the immersion.
 
# 215 harryl @ 09/01/16 08:03 PM
Quote:
Originally Posted by Beluba
I like to think of the aiming mechanic as driving manual or turning off driving assists in a racing game.
Might as well use an analogy from your own game: playing Defense with Defensive Assist dialed up or down.

Quote:
Originally Posted by Beluba
We also added a new Speed with Ball rating to be able to differentiate players who could move fast without the ball but dribbled slow and vice versa.
That's great and very much welcome. As are many of the control changes that you describe. More granular control to reward greater skill is always a good thing, particularly when it's an option and casual play can still be fun.

I'm especially looking forward to what sounds like much more complex and nuanced post play. Til now, there weren't enough skill factors that determined success and failure and I hope that it'll now be more on par with perimeter play, for which stick skills are much more critical (on offense and defense).

Shot Meter Off, Feedback On...BUT Shot Meter On for Free Throws


The passage regarding Free Throw Follow Through branching reminded me of a suggestion for a new setting I keep hoping will appear: give us the option to have Shot Meter turned off for normal gameplay but to have it turned on for Free Throws. It takes a lot of time to get used to the really unconventional free-throw releases (i.e. Shaq and Ewing).

Many of us prefer to shoot in-game with Shot Meter Off and Feedback On. But...may be playing with a player whose free throw animation is "weird" and which we haven't gotten used to, yet. So, in order to not brick a crucial 4th quarter free-throw, I had found myself pausing the game and switching settings before and after each free throw...and, when playing Online PvP, just bricking free throws with certain guys because I didn't want to subject my opponent to constant pausing.

MyTeam Stuff

I imagine you're not the right guy, and that it's too late, but I really hope to see these two improvements to MyTeam play:

1. Be able to access Scrimmage and Practice Plays practice modes in MyTeam, not just Freestyle. A lot of MyTeam players are very serious players and want to be able to practice plays and freelances (and defense) with their MyTeam lineups...without having to spend tons of time making custom rosters to do the same thing through the Options menu practice options.

2. Be able to overwrite the "additional" Badges of one's MyTeam cards. Maybe 2K has a reason for not allowing it, but it would really be nice to not have to commit, forever, to a particular badging decision.
 
# 216 Vni @ 09/01/16 08:03 PM
Quote:
Originally Posted by LD2k
Mike, is it lit?

23 wants to know.
That's the LD we know.
 
# 217 ksuttonjr76 @ 09/01/16 08:05 PM
Oh yeah! Is defensive assistance still pressure sensitive or is it back on the slider?
 
# 218 Kushmir @ 09/01/16 08:05 PM
Quote:
Originally Posted by Beluba
Yeah, you can turn it off. We almost shipped with it off this year, but too many shot meter addicts in house now.
lol...yeah no kidding. But when you turn it off you're still bound by the shot-meterish timing, tho right?
 
# 219 shmitty @ 09/01/16 08:05 PM
Quote:
Originally Posted by alabamarob
1. On pick and roll drives are you able to get a shoulder past the defender and keep him trapped behind you on the pick and roll (like Chris Paul)? Or is the defender always able to sprint back into a guarding position?

2. Is offensive rebounding at a point where you can use a big lineup with good offensive rebounders to punish an opponents use of small lineups that have no rebounding?

3. Can you get into a defensive stance without using the defensive assist button thia year?

Thanks again for all the work you have done. It definitely means alot.
Swear I was just about to ask about this. D'Angelo Russell does this a lot too.
 
# 220 Beluba @ 09/01/16 08:12 PM
Quote:
Originally Posted by alabamarob
1. On pick and roll drives are you able to get a shoulder past the defender and keep him trapped behind you on the pick and roll (like Chris Paul)? Or is the defender always able to sprint back into a guarding position?

2. Is offensive rebounding at a point where you can use a big lineup with good offensive rebounders to punish an opponents use of small lineups that have no rebounding?

3. Can you get into a defensive stance without using the defensive assist button thia year?

Thanks again for all the work you have done. It definitely means alot.
1. Nothing controllable for the CP3 dribble but some of the dribble collision awareness anims look kind of like what you're describing. And for those body ups from last year where defenders were able to sprint in front of the ball to cutoff the ball handler... only elite defenders have access to those.

2. Height and rebounding attributes play a huge role in success this year, so I definitely think you'll notice a stark advantage in a bigs vs. small lineup when it comes to rebounding.

3. If you're in front of the ball as an onball defender, you'll automatically get into a defensive stance.
 


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