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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
# 381 Mosdef14 @ 09/02/16 01:17 PM
Quote:
Originally Posted by Mosdef14
Using the point forward SF as an example, by "doin' work" can we raise or cap level from 15 to 25?
Our* I'm an idiot and can't use grammar.
 
# 382 Hustle Westbrook @ 09/02/16 01:26 PM
Quote:
Originally Posted by renni
but you arent going to get a green release on a contested shot. That has never been a thing in 2k. Its a perfect release for a reason. It takes everything into account.
Ehh, this is definitely false. I've gotten many green releases on contested shots in 2K15/16 and I've already seen several in the leaked 2K17 footage.
 
# 383 skillz773 @ 09/02/16 01:29 PM
Mike we really have to get splitting the defense animations into the game!

https://youtu.be/DxrweKfFFIs

https://t.co/spVfU6yiyl

Sent from my SM-N920P using Tapatalk
 
# 384 Mosdef14 @ 09/02/16 01:40 PM
Quote:
Originally Posted by Mosdef14
Using the point forward SF as an example, by "doin' work" can we raise our cap level from 15 to 25?
And to further this, if you're only rewarded increases via positive performance/work, once you've reached or purchased an attribute level higher than base archetype (25 3PT vs 15 3PT from example), can that ever be taken away for poor performance/lack of work?

I want to know, that if I choose a Point Forward SF, that I'm not stuck with an average 3PT rating and a horrible defense rating for LIFE!!! And by increasing that category, can I max it to 25 and keep it at 25?

Is giving us the total maximum number of potential attribute points an option????

*Caveat, I know there will be a limit to the exact amount of upgrades you can achieve and have to determine which areas to place them. My question is, ensuring you get to CHOOSE the EXACT category you want to place that upgrade and that it is possible to max out.
 
# 385 LM1213 @ 09/02/16 01:55 PM
Quote:
Originally Posted by Peninc
This may be one of OS's best threads ever... just based on sheer content, information and engagement. Love the effort and transparency @Beluba. I went through the entire thread and I don't think I've seen where you missed anyone's questions. Major respect due. Added to the fact that it seems all the niggles I had with 2K16 have possibly been ironed out. I don't usually believe in preordering games but I will be doing so this weekend. Thanks!

Sent from my A0001 using Tapatalk
Wed he missed mine. But oh well. No biggie. I had a question about when the guy you're passing to is standing still,then you pass it and he runs into traffic causing turnover. I hate that.. But oh well I'll find out in prelude
 
# 386 Beluba @ 09/02/16 02:22 PM
Quote:
Originally Posted by Barnsey
Thanks for all the time you're putting into interacting with the community, Mike. It doesn't go unnoticed. And it makes us feel like we are a participant in the makings of this game (with our feedback) rather than just a consumer.

I absolutely cannot wait to play the game and give feedback. As someone who has followed NBA religously for 15+ yrs as well as played NBA video games during that time, i feel like i can give some pretty valuable feedback. And i'm sure other sim heads here feel that way too. I'm going to document all my impressions of the game in a notepad file (stream-of-consciousness style, to give an idea of user experience) and then after playing it for a week i'll compile my feedback into a post. I'll cover gameplay and MyLEAGUE feedback. What is the best way to get our feedback to your eyes? Post in this forum? (a specific thread or..?) Link you on twitter? Some other way? Cheers
I read every single impression in the impression thread here on OS. If you post it somewhere else online, send me link on Twitter. Thanks. We appreciate all the feedback we can get!
 
# 387 Schiltzenberger @ 09/02/16 02:34 PM
With the tied in connection to the 2nd round pick out of college playing a big part in the storyline this year...... what happens if you demand a trade?
I assume you either don't get the option to demand a trade, so the story can flow... or you can demand a trade and get traded, but does the other guy get traded with you or does that part of the storyline just cease to exist?
will we form a new combo with someone else? or can we form another duo down the track..... either with someone else in the same team or at another team?

Basically, was demanding a trade taken into consideration when hashing out this story?
 
# 388 ch46647 @ 09/02/16 02:43 PM
Will Czar and OG be writing blogs this year?

Would be tough to top this one..

Really looking forward to the presentation blog, assuming we get one.
 
# 389 Beluba @ 09/02/16 02:50 PM
Quote:
Originally Posted by Beluba
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.
Another note from our engineer re: #1
  • Improved pass stealer IK to account for collisions with other players
  • Made it possible for a pass stealer to dislodge a recently caught ball AND a receiver to dislodge a recently stolen ball (based on physics and ratings)
  • Give user pass-stealers a timing window in which to press steal button if their stats are high enough rather than requiring frame perfect input.
 
# 390 Beluba @ 09/02/16 02:58 PM
Quote:
Originally Posted by Sundown
I'm a little confused about how to control these shots without the contextual directional shot stick.

How do we control which direction to shimmy in the post and which direction we turn to shoot the turnaround? Is it the same controls close to the basket (where a close hook shot would be performed) as it is farther from the basket (where a turnaround shot would be taken)? Can we shimmy fake without actually shooting?

The system we had in 2K16 seemed so intuitive-- there wasn't much need to remember the modifier buttons for specific shots and dribble moves, and where they were necessary they were themselves pretty intuitive. If I wanted to shimmy/fake, I just tapped in the direction I wanted to fake. If I wanted to chain a shot in another direction afterwards, I just pushed the shot stick in that direction.

I understand many of the controls had to be moved away form the shot stick for the shot accuracy feature, I feel a little like a noob again having to remember button combinations for basic shots again, and it almost seems like going a bit backwards. Are a lot of the directional fakes and shots controlled with the left stick now?
Shooting in the post is nearly identical to last year (only some slight changes to incorporate shimmy hooks and dunks out of post.) The only directional shots that were removed from the Pro Stick are the perimeter jumpers like stepbacks.
 
# 391 Beluba @ 09/02/16 03:05 PM
Quote:
Originally Posted by Chemthethriller
Question about post play.

1. Is there better flow? ie If I drop step, I shouldn't just stop and be faced up (2ft from the basket) as the intent of the dropstep was to dropstep then immediately go up with the ball.

2. If a defender is in from of you, but you are within "dunking" range of the rim, can I go up for a dunk or will I be required to pump fake then go up?

3. This question goes back to flow, I felt like a lot of the post moves (post hop step, drop step, post spin) looked nice but the finishing ability was never there. I'm playing on a 7'3" 300 lb Center, and I felt as if I had the hands of a 7 year old because I had no strength going up with the ball, and if anyone at all was near me it was a turnover 8/10. It felt like it turned post play into post fades, pump fakes, and the very rarely up and under.

4. Is there better passing out of the post, ie I have someone posted up and someone cuts behind me and my defender, I attempt a bounce pass and it goes to the wrong side and hits my defenders legs.

5. Can I avoid shooting fouls on defense this year? It felt like people would come into the post and pumpfake, and sometimes simply holding the RS up made my guy jump into them. Sometimes I just want to put my hands straight up and that's it.

6. Can I set picks on the low block this year?
1. Drop steps are quite a bit cleaner now. We changed the way you blend into shots from drop steps to get rid of the hitching. Zach also refreshed all of the drop step content.

2. Post dunks and UB dunks feel better this year too. You should be able to flush all over little guys with athletic/power bigs under the rim.

3. We've been working on this and I think it's much better now. We found some bugs that were causing the ball to be very vulnerable around the rim and I think we've ironed out most of the issues. At one point we had the opposite problem of bigs in the paint being completely unstrippable which wasn't good either. Seems pretty balanced in our tests lately but we can also post ship tune a lot of this stuff if need be.

4. So much has changed with passing so my gut says this is resolved. No one has complained about it at least.

5. Yes. The only way you should be earning shooting fouls down low now should be if you actually attempt to steal or block.
 
# 392 Beluba @ 09/02/16 03:06 PM
Quote:
Originally Posted by thormessiah
I don't know if anyone has asked this yet or not, but have chase down blocks been nerfed this year for players who shouldn't/can't block from behind? I don't wanna see J.J Reddick blocking Demar Derozan in transition this year.
The guys who work on blocking have re-tuned block success. Haven't seen OP chase downs from scrubs in a long time.
 
# 393 Beluba @ 09/02/16 03:10 PM
Quote:
Originally Posted by BluFu
1. Is this 'Shot Creator' available in the Edit Player screen?

2. With the boost being added to the shot stick, are you aiming to remove button shooting altogether in the future?

3. Have you considered making the button exclusively for layups/floaters/push shots? (To prevent unwanted jumpshots in the paint)

Thanks Mike!
1. The Shot Creator is a MyCAREER only feature
2. Button shooting will never die. But I have plans to do some interesting upgrades to the Shot Stick next year.
3. We have a lot of Shot Button users in house and I think they're pretty happy with the shot selection they either get automatically or through Left Stick hints. Floaters are pretty tough to pull off on the Shot Button but I don't think we want to remove pull-up middies altogether from that 10-15 foot range.
 
# 394 Impetuous65 @ 09/02/16 03:10 PM
How does the new playwheel work, are plays randomly selected? or do they work based on personnel on the floor in conjunction with ACE?
 
# 395 Beluba @ 09/02/16 03:12 PM
Quote:
Originally Posted by jyoung
Will we be able to make a human player to human player dribble handoff this year in modes like MyPark, Pro Am, and Team Up?

In 2K16 the dribble handoff move (holding B on Xbox One and holding circle on PlayStation 4) could only be done if the recipient of the handoff was a computer-controlled teammate.
You can't use the Hold B mechanic to pull a user-controlled player over to you. I don't think that would go over too well with the other user. There are handoff animations that should play between 2 users though.
 
# 396 Beluba @ 09/02/16 03:17 PM
Quote:
Originally Posted by Vni
Is there a modifier this year to fade from a stand still position like we had before 2K16 ? Is there any particular reason why you guys decided to remove it or was it to free up a button for something else ? I think you guys made it automatic and contextual but it didn't really work out in 2K16.
We removed fadeaways because they were useless. They're back in 2K17 though if you hold Left Stick away when shooting from a picked up dribble or triple threat.

If you're in a stand dribble, we play a quick 1-step pullup that lets you create a little space before you get the shot off. We thought you guys would want this over the standing fade.
 
# 397 Kaanyr Vhok @ 09/02/16 03:19 PM
Quote:
Originally Posted by ViolenceFight
.....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.
I can make a player with a Clyde Duckworth J
 
# 398 LorenzoDC @ 09/02/16 03:23 PM
Quote:
Originally Posted by Impetuous65
How does the new playwheel work, are plays randomly selected? or do they work based on personnel on the floor in conjunction with ACE?
Related, what's the difference between "smart plays" and "dynamic plays" on the playwheel? I'm not clear on that, because I thought smart plays already included coach AI situational analysis under the hood. Or is that a better question for Czar?

Thanks.
 
# 399 Beluba @ 09/02/16 03:23 PM
Quote:
Originally Posted by ZBoo50
is Real Player % an option for MyPlayer mode? if so , is it going to affect MyPark & Pro AM?

what happens when you choose Real Player % at the first game of career...Whats the point of having Real Player % for Myplayer? is it making any difference?
You cannot use Real Player % in MyCAREER.
 
# 400 Baebae32 @ 09/02/16 03:24 PM
Quote:
Originally Posted by Beluba
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.
Thank you kindly for the answer sir. Keep up the good work. Looking forward to playing yet another great iteration.
 


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