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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
# 321 KoolAidNoSugar @ 09/02/16 12:39 AM
Quote:
Originally Posted by Beluba
Appreciate seeing this. I was so proud of myself when it first went in. Thought it would revolutionize sports games. But nobody cared and it died a quick death. Lol.

I can talk to presentation since I'm not really doing cameras much anymore. Maybe someone can add it next year.


Could you also see about Turbo cam and the adjustments caring over to park/proam
 
# 322 Beluba @ 09/02/16 12:41 AM
Quote:
Originally Posted by redux1000
I won't derail the thread w/ any additional posts on this topic, but I take the non-answer on this to mean no. If true, very disappointing as it is a realism killer in my opinion for CPU offenses and as a result user defenses. The pick and roll/pop is an absolutely integral part of today's NBA and to have AI ballhandlers only be able to go in one direction in an on ball screen situation is a huge oversight. I'm actually very surprised more people here aren't concerned/interested about this with how many that consider themselves wanting a pure simulation experience.

Sent from my Nexus 5X using Tapatalk


Don't take my silence as an auto No. I would just prefer Nino answered this directly. He and our offense AI engineer work on a ton of stuff that I'm sometimes not even aware of so this very well might be in the game. I'm pretty sure I've seen the AI ball handler reject the screen though but I don't want to say 100% w/o confirming with him.
 
# 323 Beluba @ 09/02/16 12:51 AM
Quote:
Originally Posted by 2_headedmonster
@Beluba

1) I found it more difficult than it should be in general (even with an interceptor) and too tough on hailmary passes. how have deflecting full-court, bullets into the paint and passes in general been addressed? Has a Madden-like 'ball hawk' feature for passes in the paint online been considered to compensate for lag?

2) I saw that you mentioned there are unathletic blocks for those with low verticals. Has there been low vert rebound animations been added as well? (edit: im happy to see the answer to this is yes)

3) Is it easier to blow by hard close outs? Its been a staple of 2k defense for a while to throw caution to the wind and sprint into the body of a ball-handler without chopping their feet.

4) How severe are the dribble abuse penalties and are they more severe considering the skill of the dribbler? How much leeway does Shaq have with the dribbles lol?

5) In certain situations I feel like defenders can bend the limits of speed and foot-planting. Speed when beat after a move and they can recover and still cut you off. Foot-planting when the on-ball defender is trying to ICE a pick and roll and he shuffle-glides all over the place to cut the ball-handler off.

so my question is are speed and foot-planting more consistent through defensive movement, blocks and steal attempts?


1. I have trouble picking off passes too. But I seem to be alone on that one in the office. The guys did add auto interceptions for user controlled players in very obvious situations, but it's a subtle change. Pass deflection targeting is much better though so you might be fine this year even with lag.

2 and 3 are definitely Yes.

4. Bigs dribbles have been severely nerfed. I don't think Shaq Isoing will be a problem at all. Additionally, you must have a ball handle rating above 75 to unlock and equip the better Iso moves on your MyPLAYER which most bigs will not be able to attain.

5. Not going to say foot planting is perfect or that there's zero sliding, but it's definitely better this year. A lot of the sliding from last year was a bandaid to aid the defense. This year that's been dramatically scaled back as movement has improved.
 
# 324 Beluba @ 09/02/16 12:55 AM
Quote:
Originally Posted by WISports
Two questions (sorry if they've been answered).



On rebounds, there's tip-backs this year. Can we control whether we wanna grab a rebound or try to tip it back out?



And last year when your ball handler got a step on his guy, the defender would bump him as he was going by and "suck" him back in. Was this taken out this year?


The back taps happen when there are multiple rebounders fighting for the ball and the offensive rebounder is good enough. We talked about making them controllable but then opted to have them contextual instead.

The sucking of the defender when beat is pretty much gone. If you still see it too much, change the body up sensitivity slider and let me know what value you like.
 
# 325 Beluba @ 09/02/16 12:57 AM
Quote:
Originally Posted by Baebae32
Mike, my question is will guys remain outside the 3 point line on drive and kicks and pitch ahead 3's. Last year had a lot of jumpshots with toes on the line for both the user and AI. Thanks in advance


This was definitely worked on by the passing/catching team. Specifically catches in the corner which were very problematic last year. I haven't had any issues with getting long 2s with my 3 attempts.
 
# 326 Bornindamecca @ 09/02/16 12:59 AM
2 Questions, Mike.

1. I see you said that there are more contextual ball recovery situations on loose balls. I felt that ball pursuit and recover was one of the more underdeveloped areas of gameplay, leading to a lot of black and white situations that should have resulted in a greater variance of recovery outcomes. From what you said, you added a lot on the rebounding aspect of it for the individual player animation outcomes. Sounds great. My Question:

Has there been more context and variant added to completely loose ball pursuit and recovery? We haven't been able to fight for a loose ball yet in a basketball game.

2. Has the pass speed been adjusted/increased at all on passes that are intended to be fast? Obviously, we don't want faster lob/high passes, as they are slow in nature, but quick ball swings and bullet chest and bounce passes have struggled to stay true to the axiom "the ball is faster than the man" in 2k games.

I loved the additions to the passes last year, but this particular element could really change the competitive aspect of the scene, adding greater offensive efficiency to teams that move well and pass well.
 
# 327 Beluba @ 09/02/16 01:01 AM
Quote:
Originally Posted by 23
Mike

In regards to post basket celebrations in general....

Do we still lose control having to wait for the acorer to finish back peddling before we can take control?

Also the refs holding the ball for an uneccessarily long time before the inbound. Has that been rectified?


I can't say I've noticed being stuck in getbacks as an issue.

The ref holding the ball thing reared its ugly head a few times during the dev cycle but several cases were fixed. I haven't seen it in a long time but for some reason it's a bug that we're having trouble completely killing off. Hopefully it's gone.
 
# 328 23 @ 09/02/16 01:11 AM
Quote:
Originally Posted by Beluba
I can't say I've noticed being stuck in getbacks as an issue.

The ref holding the ball thing reared its ugly head a few times during the dev cycle but several cases were fixed. I haven't seen it in a long time but for some reason it's a bug that we're having trouble completely killing off. Hopefully it's gone.
Are you able to remove animations in a patch? Specific ones that may not be necessary such as the ball handler getting upset the opponent scored ao he bounces the ball in anger then points randomly.

Its those types of animations i could point out to you that slow the game down without purpose.

Same as not letting theb guy closest to the ball take it out of bounds.

Sometimes we'd have to wait til the big man runs to get the ball then alowly jog back out of bounds before he passes back in the point guard.

I think alleviating those would help with not hindering the pace.


Thanks for the answer also above... I appreciate it sir!
 
# 329 TheVinylHippo @ 09/02/16 01:19 AM
Quote:
Originally Posted by Beluba
4. Bigs dribbles have been severely nerfed. I don't think Shaq Isoing will be a problem at all. Additionally, you must have a ball handle rating above 75 to unlock and equip the better Iso moves on your MyPLAYER which most bigs will not be able to attain.


This is a welcomed change. I can't tell you how many times I watched someone like Timofey Mozgov perform multiple step-backs only an elite ball-handler could pull off after an opponent's play breaks down.
 
# 330 choteron2 @ 09/02/16 01:21 AM
Mike Wang, what about dynamic lighting. Arenas like the madison square garden or staples center, will have that "theatrical" lighting (all the lights focus on the court and only a few one the crowd)?
 
# 331 lockdownD @ 09/02/16 01:39 AM
Quote:
Originally Posted by Beluba
Currently automatic. I'll see if we can patch in the Left stick check.


Sent from my iPhone using Tapatalk
That would be great if you could make the pump fake fouls user controlled instead of automated.

Thank you for looking into that.
 
# 332 Beluba @ 09/02/16 01:42 AM
Quote:
Originally Posted by 23
Are you able to remove animations in a patch? Specific ones that may not be necessary such as the ball handler getting upset the opponent scored ao he bounces the ball in anger then points randomly.

Its those types of animations i could point out to you that slow the game down without purpose.

Same as not letting theb guy closest to the ball take it out of bounds.

Sometimes we'd have to wait til the big man runs to get the ball then alowly jog back out of bounds before he passes back in the point guard.

I think alleviating those would help with not hindering the pace.


Thanks for the answer also above... I appreciate it sir!


Oh ok. That's different. If there are individual anims that are killing the flow we would have to identify them and remove them.

One of our engineers did try to change the inbound logic to have the closest guy inbound. Seemed to help.
 
# 333 LM1213 @ 09/02/16 01:42 AM
Mike Mike Mike Mike... Poor guy I wouldn't be surprised if he was tired of seeing his own name
 
# 334 23 @ 09/02/16 01:45 AM
Quote:
Originally Posted by Beluba
Oh ok. That's different. If there are individual anims that are killing the flow we would have to identify them and remove them.

One of our engineers did try to change the inbound logic to have the closest guy inbound. Seemed to help.
Thats awesome man. I'll keep an eye out but thats great to hear also.

One last question. ..when are you going to take a break man. ...you've been nailing gameplay answers all day lol...

Only a person with an early copy on OS would do something that crazy
 
# 335 Beluba @ 09/02/16 01:47 AM
Quote:
Originally Posted by Bornindamecca
2 Questions, Mike.



1. I see you said that there are more contextual ball recovery situations on loose balls. I felt that ball pursuit and recover was one of the more underdeveloped areas of gameplay, leading to a lot of black and white situations that should have resulted in a greater variance of recovery outcomes. From what you said, you added a lot on the rebounding aspect of it for the individual player animation outcomes. Sounds great. My Question:



Has there been more context and variant added to completely loose ball pursuit and recovery? We haven't been able to fight for a loose ball yet in a basketball game.



2. Has the pass speed been adjusted/increased at all on passes that are intended to be fast? Obviously, we don't want faster lob/high passes, as they are slow in nature, but quick ball swings and bullet chest and bounce passes have struggled to stay true to the axiom "the ball is faster than the man" in 2k games.



I loved the additions to the passes last year, but this particular element could really change the competitive aspect of the scene, adding greater offensive efficiency to teams that move well and pass well.


1. Loose ball and multi actor pickups were on my list but unfortunately had to be cut. It's something we'll definitely hit next year though.

2. Pass speeds were sped up and they seem a lot zippier to me. Would love your feedback when you try it out next week.
 
# 336 nba2012 @ 09/02/16 01:47 AM
Can we adjust Sliders in MyCareer?
 
# 337 Barncore @ 09/02/16 01:49 AM
Quote:
Originally Posted by Beluba
It's confusing I know.

2 years ago, you picked a release and base and we blended those two animations to create a frankenstein jump shot.

Last year, you could only pick a single motion captured animation.

With the shot creator, you can pick two releases and set how much we blend toward one or the other. So for example...

this would be a perfect tween between 2 guys:
Kobe release = 50%
Steph release = 50%

this would mostly look like Kobe, but some of Steph's motion would be there:
Kobe = 80%
Steph = 20%

Then you pick a base (how the player jumps)

So essentially, you're frankenstein-ing 3 animations together. It's pretty cool tech. but basically, just play around with it until you get the jumper to look the way you want in the previewer. Then play around with it in practice mode to see if it feels right to you.

And you should note, the Shot Creator isn't instantly available in MyCAREER. It comes as a reward in the mode.
That's badass!!
The community here is gonna have a ball with this
 
# 338 ViolenceFight @ 09/02/16 01:52 AM
Quote:
Originally Posted by Barnsey
That's badass!!
The community here is gonna have a ball with this
.....You mean I can hybrid together Chris Mullen and Dan Majerle's jumpers? Oh god. I just wanted bases/releases. I didn't know I wanted this feature until you said it.
 
# 339 jfsolo @ 09/02/16 01:56 AM
I don't know how the game is going to end up playing for the online folks, but it seems like single player MyLeague players will have the potential to create a pretty phenomenal gameplaying experience, with things like the the body up sensitivity slider, customizable pass targeting sliders, and the other new tuners turned sliders. Getting collisions down is so vitally important.
 
# 340 Barncore @ 09/02/16 01:57 AM
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.
Love this. I miss the days when eurostep was a double-tap. Was hoping it would make a come back
 


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