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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
# 221 Beluba @ 09/01/16 08:14 PM
Quote:
Originally Posted by raidertiger
Will the new layup types work with the eurostep modifier? So can you do a strong left hand euro, or a euro floater?
We're still working on that. Not yet ready for prime time.
 
# 222 Beluba @ 09/01/16 08:20 PM
Quote:
Originally Posted by Sundown
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.



It's a little bit sad that you have to refer to leaked footage to show us the great work this year, Mike.
Great post, Sundown. I actually started off the dev cycle how you just suggested. More frequent greens, high-ish success rate, but lots of misses. People, at least the handful that tested it, didn't like it at all.

I can actually make that change right now and you'll get it when you play Prelude next week... but my guess is that it won't go over well.

I think greens are rare enough that it doesn't spoil the drama, so I don't really think that's too much of an issue. Maybe I can kill them off completely next year or tune them to be super rare this year and let them slowly die off. Still debating that one.
 
# 223 Eman5805 @ 09/01/16 08:20 PM
Speaking of physical basketball, does Chris Paul do that awesome pick and roll move where he slows down and uses his body to shield away defenders?
 
# 224 Sundown @ 09/01/16 08:21 PM
Quote:
Originally Posted by Beluba
Euros are done by double tapping the Shot Button now. The Left stick selects whether you Euro Left or Right.
Bit of a bummer since I'm an exclusive shot stick user and it seems a bit weird to have some shots split between the button and stick. I liked the previous 2K standard and preferred way of playing, where all shots could be performed on the stick in a (somewhat) intuitive way and can flow out of dribble moves naturally.

How are step back shots performed this year, now that the right stick deflection direction is used for shot accuracy? Are context sensitive directional jumpshots still a thing?
 
# 225 EarvGotti @ 09/01/16 08:21 PM
Quote:
Originally Posted by Beluba

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.
Mike in regards to rebounding, can the user manually use swim moves while boxed out to improve their position when fighting for the board?

I'm just trying to get a sense of whether the rebounding skill gap has been improved like how dribbling has(in terms of user skill)
 
# 226 Beluba @ 09/01/16 08:22 PM
Quote:
Originally Posted by KoolAidNoSugar
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
We just found that we needed another level above Gold to be able to express truly special players. That's why the HoF badge was created. But no, it has nothing to do with HoF difficulty.

If you're a sharpshooter and have a monster game at the rim, you will receive a boost to your inside game, yes. But it will take much longer to get hot doing that as a sharpshooter than it would as a slasher, and the boost to layups/dunks will be much smaller.
 
# 227 Beluba @ 09/01/16 08:23 PM
Quote:
Originally Posted by LD2k
Mike, is it lit?

23 wants to know.
I wouldn't use the word lit. Mostly because I don't use the word lit. It's a pretty good game though.
 
# 228 Kstat @ 09/01/16 08:23 PM
Quote:
Originally Posted by Beluba
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.
To piggy back on that, if a ballhandler stops in the lane and a defender runs into him from behind, is that going to start being called? That's the go to tactic for a lot of point guards past and present.
 
# 229 MontanaMan @ 09/01/16 08:23 PM
I think the issues with greens automatically falling is when you make them so difficult to obtain, you expect to be rewarded for your precision.

If they were easier to get, but you missed a few here and there, it probably wouldn't be as annoying to people.

It's a psychological thing really.
 
# 230 K_Dub @ 09/01/16 08:26 PM
Appreciate all the work you guys put in for NBA 2K17, Mike. Quick question for you: how does the shot stick timing affect step back jumpers this year? I'm assuming they're still triggered by the shot stick as well as the button + left stick combo. Also, will step back jumpers be more effective this year, specifically for the guys that use them often in real life? A lot of the animations seemed too slow to me to effectively create space for a good shot in 2K16.
 
# 231 Beluba @ 09/01/16 08:28 PM
Quote:
Originally Posted by ksuttonjr76
Oh yeah! Is defensive assistance still pressure sensitive or is it back on the slider?
Defensive Assist is back to being a slider, the pressure sensitive thing didn't work out the way we wanted. Also, it's OFF for online play, so you shouldn't be getting pulled away from where you're trying to go any more.
 
# 232 Beluba @ 09/01/16 08:30 PM
Quote:
Originally Posted by Kushmir
lol...yeah no kidding. But when you turn it off you're still bound by the shot-meterish timing, tho right?
Yeah, turning off the meter just turns off the visuals. If you don't want to play with shot timing at all, you need to change Shooting Type from User Timing to Real Player % in the Settings menu.
 
# 233 Goffs @ 09/01/16 08:31 PM
So the defensive stance is automatic this year? Holding LT will exactly do what this year?
 
# 234 SonicBoom2040 @ 09/01/16 08:32 PM
Beluba...I have 2 questions and they are short and sweet..
When u pump fake a standing shot like say a 3...will we be able to get the shot off without seeing the player run into me and just call a foul?
Second one is kinda simple...let's say same situation but after the pump fake can we sidestep to a side like steph and klay do ? Hope it all makes sense
 
# 235 Beluba @ 09/01/16 08:32 PM
Quote:
Originally Posted by Sundown
Bit of a bummer since I'm an exclusive shot stick user and it seems a bit weird to have some shots split between the button and stick. I liked the previous 2K standard and preferred way of playing, where all shots could be performed on the stick in a (somewhat) intuitive way and can flow out of dribble moves naturally.

How are step back shots performed this year, now that the right stick deflection direction is used for shot accuracy? Are context sensitive directional jumpshots still a thing?
Stepback jumpers are done by tapping the Shot Button. Same with spin jumpers (Sprint+double tap).
 
# 236 Vni @ 09/01/16 08:32 PM
Quote:
Originally Posted by Beluba
Defensive Assist is back to being a slider, the pressure sensitive thing didn't work out the way we wanted. Also, it's OFF for online play, so you shouldn't be getting pulled away from where you're trying to go any more.
That's huge. Well done.
 
# 237 Hustle Westbrook @ 09/01/16 08:33 PM
Quote:
Originally Posted by Beluba
Defensive Assist is back to being a slider, the pressure sensitive thing didn't work out the way we wanted. Also, it's OFF for online play, so you shouldn't be getting pulled away from where you're trying to go any more.
Thank you!!!
 
# 238 Beluba @ 09/01/16 08:34 PM
Quote:
Originally Posted by EarvGotti
Mike in regards to rebounding, can the user manually use swim moves while boxed out to improve their position when fighting for the board?

I'm just trying to get a sense of whether the rebounding skill gap has been improved like how dribbling has(in terms of user skill)
You use the Left Stick to improve your positioning. Push toward the other guy to push him out of position, left or right to swim around that way when you're boxed out.
 
# 239 Jrocc23 @ 09/01/16 08:36 PM
Quote:
Originally Posted by MontanaMan
I think the issues with greens automatically falling is when you make them so difficult to obtain, you expect to be rewarded for your precision.

If they were easier to get, but you missed a few here and there, it probably wouldn't be as annoying to people.

It's a psychological thing really.


Which is why I believe it should have stayed the way it was. Back then I barely heard people talking about missing greens.


Sent from my iPhone using Tapatalk
 
# 240 LorenzoDC @ 09/01/16 08:36 PM
Mike, I just want to shout out to you and the dev team for how you collectively have observed and analyzed your own game, identified areas to improve, and (more than likely) executed on those targeted areas for improvement.

That's a very substantial undertaking. Seriously, it gets short shrift among your buyers and most people here. But what's really standing out to me, as I absorb all this and your answers to questions, is the level of clear eyed review you all did about the places where game play was weaker and could improve.

OS'ers offer a fair amount of analysis on those lines, some better than others, but you guys have taken all that and your own assessments to identify areas in a short cycle where you could make real changes - physicality, animations and post play, defensive movement on ball and off, and so on -and translated it into technical projects you can focus on and complete.

Nevermind all the project management and testing and coding and frustration that comes out of all that, which is itself huge. I'm just really appreciative of the genuine effort and intelligence that goes into really trying to make the game better as a basketball game.

Yes there may be areas where you don't execute as well as you hoped, and yes there are choices to make about developmental resources that leave some players disappointed. That's a given. But other game teams don't engage the hard core fans the way you do to help you target areas to improve and enhance design.

So thank you. I wanted to call that out.
 


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