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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
# 61 VinnyVegas28 @ 09/01/16 02:17 PM
Mike, excellent post.. Question regarding the new post up game, you mentioned the dream shake, are we going to have signature moves like that? If so, will the ai utilize the post up moves especially when playing as classic teams? I want to see the ai dominate inside with Shaq, the dream, Wilt, Ewing and others.

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# 62 Beluba @ 09/01/16 02:18 PM
Quote:
Originally Posted by GuwopGeezus
Mike, can you answer a question about the shot stick? Does the direction you need to pull the shot stick change based on camera angle/where the player is on the court or is it the same no matter what? Because one of the community day guys said that it changes but I hope not.
No. For ideal Pro Stick aiming, you always pull straight down toward 6 o'clock or straight up to 12, whether you're in Broadcast or 2K or any other camera.

As for the boost you get with Aiming, I don't want to give you the exact number because that conversation could spiral out of control. But the boost is noticeable if you're really good with aiming. Of course, if you're inconsistent with it, it actually might be to your benefit to shoot with the Shot Button.

I like to think of the aiming mechanic as driving manual or turning off driving assists in a racing game. If you suck, you should probably stick to Automatic with assists on (shoot with the button), but if you're really good on the sticks you'll probably see a boost to your %'s if you exclusively use the Pro Stick.
 
# 63 Ed21 @ 09/01/16 02:19 PM
Quote:
Originally Posted by scottyp180
It was confirmed in this thread. Beluba is Mike Wang, the developer who wrote this blog, so anything he posts on this site can be taken as fact.
Sorry, I definitely should've checked the thread! Thanks for the heads up!
 
# 64 MeloJello @ 09/01/16 02:22 PM
Really hope the flashy passes have been tone down and be more inaccurate to guys who can't do them.

Im sick and tired of flashy passes being on point from guys like JR Smith or other players who are not known to make. They look like the goddamn Harlem globetrotters team.

Really hope 2k17 addressed this.



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# 65 Beluba @ 09/01/16 02:22 PM
Quote:
Originally Posted by LO6IX
Will there be more charging/blocking fouls in the paint this year? In 2K16 the defender would often bump the offensive player instead of trying to take the charge, resulting in blocking fouls.
Also, will pull up shots with the stick go in at a higher rate? Can I pull up with players Curry, or Durant smoothly without being penalized, or will I have to stop and pop?
Yes to both, you'll see more blocking and charging fouls on dribbler/onball defender collisions this year. As I mentioned in the blog, it's important to take proper driving angles this year. If you try to truck through the defense it'll almost certainly be a turnover.

Pull-up jumpers have been re-tuned and we're bringing back the Shoot off Dribble rating, plus a Difficult Shots badge. Makes the pullup game much more usable this year.

Also, if you undercut shooters, there's a good chance you'll get called for a shooting foul this year. So you have to be careful about sprinting into shooter's legs as a defensive strategy.
 
# 66 Vni @ 09/01/16 02:22 PM
The risk/reward stick vs shot button is a brillant idea honestly. There is no reason to really decide between one of them but rather use both at different times. Wide open corner three with Klay you might want go for the button but say a difficult mid range pull up for the win you might want go for the stick to get that bonus if you aim it well.

Very very neat.
 
# 67 scottyp180 @ 09/01/16 02:23 PM
Quote:
Originally Posted by Ed21
Sorry, I definitely should've checked the thread! Thanks for the heads up!
No worries man. It can be a pain trying to read through a thread just to find that one bit of important information you want to see.
 
# 68 GuwopGeezus @ 09/01/16 02:24 PM
Quote:
Originally Posted by Beluba
No. For ideal Pro Stick aiming, you always pull straight down toward 6 o'clock or straight up to 12, whether you're in Broadcast or 2K or any other camera.

As for the boost you get with Aiming, I don't want to give you the exact number because that conversation could spiral out of control. But the boost is noticeable if you're really good with aiming. Of course, if you're inconsistent with it, it actually might be to your benefit to shoot with the Shot Button.

I like to think of the aiming mechanic as driving manual or turning off driving assists in a racing game. If you suck, you should probably stick to Automatic with assists on (shoot with the button), but if you're really good on the sticks you'll probably see a boost to your %'s if you exclusively use the Pro Stick.
Thanks for the clarification. I am a shot stick guy so I agree with the whole mechanism just wanted to make sure how it worked. I am sure the boost is not enough to severely disadvantage button users, just a cool bonus for using a method that requires some more skill. Can't wait to see if I'm as accurate with the shot stick as I thought I was.
 
# 69 Beluba @ 09/01/16 02:25 PM
Quote:
Originally Posted by LO6IX
Are lobs in the half court improved? Not being able to rely on DeAndre Jordan to catch lobs from CP3 made the Clippers not feel like the Clippers. There was also a lot of instances where lobs were being thrown with the wrong hand resulting in turnovers and inaccurate passes.
Alleys are one of the toughest things to balance. Seems like a small tweak here or there is the difference between a clear exploit or a useless mechanic. We spent a lot of time on them this year and added some very cool alley-oop lay ups that really help. I think out of the box they're much more useful this year but you can also defend them if you can impede the oopee or time the pass steal. We can also post-ship tune alley success now, so I'll be looking for feedback on how the balance is.
 
# 70 LorenzoDC @ 09/01/16 02:27 PM
Someone mentioned this question earlier, but I'd like to ride shotgun: what are the new sliders added this year affected gameplay?

Thanks so much for dropping by and answering questions, Mike.
 
# 71 ataman5 @ 09/01/16 02:29 PM
Quote:
Originally Posted by Beluba
No. For ideal Pro Stick aiming, you always pull straight down toward 6 o'clock or straight up to 12, whether you're in Broadcast or 2K or any other camera.

As for the boost you get with Aiming, I don't want to give you the exact number because that conversation could spiral out of control. But the boost is noticeable if you're really good with aiming. Of course, if you're inconsistent with it, it actually might be to your benefit to shoot with the Shot Button.

I like to think of the aiming mechanic as driving manual or turning off driving assists in a racing game. If you suck, you should probably stick to Automatic with assists on (shoot with the button), but if you're really good on the sticks you'll probably see a boost to your %'s if you exclusively use the Pro Stick.
That's a great mechanism eventhough i still haven't experienced i can understand the logic behind and i can see that this will get developed on over the next iterations.

As a player who likes to go all the way to manualism of what you control (passing to shooting to dribbling or anything control wise etc.), i hope that you'll start thinking about "manual passing". I know maybe it's not relevant as of now yet; to make you think about is enough for me now because you'll figure it out or already did who knows for the next iteration developments.

As far as the controller mapping goes 2k with NBA 2K ofcourse; is whole lot further and more like future of controllers mapping than any other game i can think of. There are no games out there that makes use of controller as widely and intuitively as 2k does atm so props on that though you already know it.

Well thanks again Mike.
 
# 72 GuwopGeezus @ 09/01/16 02:30 PM
Keep thinking of questions. With the new wear and tear system, will things like weight and strength factor into how much wear and tear a player accumulates? Will there be a badge related to this? Also, does any of this factor into your MyPlayer/MyCareer?
 
# 73 Beluba @ 09/01/16 02:30 PM
Quote:
Originally Posted by MFDOOMBOT
I haven't heard much about off ball movement on offense, do we get the right stick manual cuts & movement back from 2K15 beluba?
No, the right stick cuts are gone. We needed the right stick to control the offball collision stuff that OG worked on.

Jerson, however, did integrate many of the situational motion animations like launches and stops into the offball movement. So the offball movement looks much better now IMO.
 
# 74 scottyp180 @ 09/01/16 02:31 PM
"Pump fake auto-fouls in the paint are gone. If you “do nothing” on the sticks as a defender, you won’t incur a shooting foul."

Hey Mike does this apply for jumpshots outside the paint as well? I hated when I would be controlling an offensive player, get a defender jumping with a pump fake, but my player would automatically draw the foul with me even touching a button. I'd much prefer to either draw the foul myself, so I feel like I can control whether or not the shot goes in, or be able to just drive around the defender while he is going for the block. Last year it felt like catching a defender with a pump would automatically initiate a shooting foul.
 
# 75 MFDOOMBOT @ 09/01/16 02:32 PM
Quote:
Originally Posted by Beluba
No, the right stick cuts are gone. We needed the right stick to control the offball collision stuff that OG worked on.



Jerson, however, did integrate many of the situational motion animations like launches and stops into the offball movement. So the offball movement looks much better now IMO.


Thanks for the answer Mike, and may the basketball Gods bless you
 
# 76 Beluba @ 09/01/16 02:33 PM
Quote:
Originally Posted by Bornindamecca
The main thing for me, with a lot of the control, skill, rating and player differential issues comes down to differentials in player speed and agility. Quicker, smaller guards have not historically had enough of an advantage in this game, leading towards a "height makes right" approach in the Pro Am. This also goes for quicker, smaller forwards and centers.

Do we have greater diversity of speed to go with these snazzy new controls?(those sound great, btw, kudos to the team)
I spent a lot of time re-tuning the speed gaps between smaller vs. taller ball handlers. And Jers did the same thing with movement. 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.
 
# 77 Eman5805 @ 09/01/16 02:33 PM
So I suppose the strong and evasive layups will be chosen by the CPU if you use the button then.

Works for me. I'll continue using the button to shoot and the stick to layup or dunk.

Also, are double clutch layups controllable now? Like if you hold the button down or keep the stick tilted?
 
# 78 Beluba @ 09/01/16 02:38 PM
Quote:
Originally Posted by Americas Team
Customizable pass targeting sliders for Distance/Stick direction/Openness lets you configure directional passing exactly how you want it to behave.

New Overhead Skip Pass mechanic lets you quickly target farther away teammates when multiple are in a line


This sound interesting, can someone explain this more? Can I use this to make user pick n roll pass target better? Will this make it easier to choose if I want to pass to the pick guy or pass it across the court to the shooter? Too often in 2K I pass to the wrong guy, I hope this mechanic greatly reduces that.
Directional pass targeting is very complex. Some people are often way more off with their left stick aiming than they think. Others want the system to be more "intelligent" and bias toward open teammates. The new sliders give you the ability to set the weighting exactly the way you want.

Direction = how much we weight the literal direction of where you're pointing the left stick

Openness = how much we weight the openness of the receivers in the general vicinity of where you're pointing (you'd want this higher to always get the roll man for example)

Distance = how much we weight toward always picking the closer teammates. this is good if you tend to get unwanted skip passes.
 
# 79 Ragnar53 @ 09/01/16 02:42 PM
Quote:
Originally Posted by Beluba
Yeah that's still in. Hold in any direction
With everything being timetable, I'm assuming this includes post layups as well? There were some beautiful animations when using them in the post, but because the game would alternate between treating them as hook shots (The post hook badge would light up about 8\10 times) and standing layups the ratio that they went in against a poor post defender or someone with less quickness was severely underwhelming.

Also, being able to chain a post layup into an up and under was extremely difficult depending on which animation you got, often leaving you underneath the basket taking a standing jumper from 2 feet away that your defender swats into the stands because now he's disengaged from you because of that awful standing jumper animation.

I love the animations you guys have for the post game, and with the additions of shimmy hooks you just added another layer of depth to, because there is now a counter to the counter, to the counter, back to using the original go to move. A lot like how Hakeem played in the post.

Also, Have you guys fixed the issue with being able to contest shots from 4+ feet away and it actually affecting the shot? Because as it is, unless everyone plays manual defense you guys are killing the triple threat and face up post game. Because as it is there's no point shooting over a smaller player with Durant or Melody, and using the jab step to shift your defender or watching his feet to see if he's playing the drive is useless. Especially if he doesn't have his hands up. In real life, if you don't already have a hand in Melos face and you bite on his jab step he's shooting and since he has a clear line of sight to the basket because there's no hand in his face by the time he releases its a good shot.

But trying that same sequence, jab step, defender plays drive, no hands up, you shoot, late contest, D+. If you haven't tuned it from last year is it still possible to tune it this year? Because not being able to do actual triple threat moves, except to drive to the basket, just feels like y'all can take it one step further.
 
# 80 MFDOOMBOT @ 09/01/16 02:45 PM
Mike, We've also heard that there will be no private matchmaking in Pro Am this year, is that something that can be patched in at a later date? There are literally tons of Pro Am players hoping to be able to match up against other squads they know IRL, even if it was unranked.
 


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