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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
# 81 Beluba @ 09/01/16 02:46 PM
Quote:
Originally Posted by trekfan
Whew, just spent an hour reading through that super-detailed blog (I took my time) and I must say: YES. Those gameplay advancements are lightyears ahead of where 2K16 was. That new collision system combined with the injury system redesign is going to make a MAJOR difference in an 82 game season and then the postseason -- we could see some serious franchise-altering injuries occur for the first time in, what feels like, a few years and combining that with the advancements in MyLeague leads to incredible possibilities.

Question for Mike: Could you give some examples of "under the hood tunables" that are now able to be controlled by the user?

Amazingly well-done blog, by the way, and THANK YOU for the details and the hard work you and the other devs do.
Basically, I tasked the team with moving as much of our tunables to our slider system as possible because we now have the ability to tweak our default slider set post-ship with a roster update. This is especially helpful if we want to have offline be different than online (we can tweak Park differently from ProAM or Play Now Online, etc.)

So for example...

We used to have these shot tables that gave the human or CPU shot % boosts or penalties that the end user couldn't access. Those were merged into the Close/Med/3PT sliders.

There were tunables for thresholds for the allowable distances/angles we triggered 2P body ups. Those became a new Body Up Sensitivity slider.

Live ball was something that we could only tweak through patches last year. This year, there's a Ball Security slider. The higher it is, the less "live" the ball will be to incidental collisions. But if that slider is really low, you'll see the ball colliding more when it glances off of body parts.
 
# 82 LorenzoDC @ 09/01/16 02:48 PM
Quote:
Originally Posted by Beluba
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.
Speaking of that left thumb stick directional input, I sometimes wonder at what point in the movement of the stick the game accepts directional input.

For example, if the input sensitivity is high twitch, then just landing the thumb on the stick before consciously inputting direction could lead to a "false" input.

If, on the other hand, the input only triggers when the stick achieves a certain level of "tilt" or deviation from dead up center, then there's less chance of input "error" from the user POV. But from a game play POV there may be more input lag and delay, leading to slight game play disruption.

So just out of curiosity, Mike, how does that work? For myself, I've sometimes experienced what felt like near 180 degree directional pass errors when I can literally see that my thumb ends up on the out rim of the stick circle in my intended direction. I sometimes wonder if the scenario I described may be the cause.

Thanks.
 
# 83 Beluba @ 09/01/16 02:53 PM
Quote:
Originally Posted by scottyp180
"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.
This was a bug in the contest system and should no longer happen in 2K17. Pump fake draw fouls on the perimeter should only happen if you actually press the block button to get into the air.
 
# 84 ViolenceFight @ 09/01/16 02:54 PM
Quote:
Originally Posted by iam31yearsold
I'm going to cry.
I-I'm..I'm not crying. Just...cutting onions. Lots of them.


This game. If it's even half as good as what's being promised sounds so far beyond what 16 currently is.
 
# 85 stillfeelme @ 09/01/16 02:55 PM
Quote:
Originally Posted by Eman5805
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?

Yeah I have question to follow up on this do you have to time the double clutch? I am talking the mid air change shot.
 
# 86 Beluba @ 09/01/16 02:56 PM
Quote:
Originally Posted by VinnyVegas28
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.

Sent from my E6833 using Tapatalk
That's a good question for Zach to answer. I don't know how many of his new post moves/shots are signature vs. packaged by player type. I have seen the AI use the post game quite a bit though. Young Shaq is a beast down there now.

We fixed post dunks this year too. So if you have a runt guarding a big down on the block, you can back him down and dunk pretty easily this year.
 
# 87 MFDOOMBOT @ 09/01/16 02:57 PM
Also Mike,

Has the team figured out a fix for the replay presentation not working on PS4? I know there are limitations to how the PS4 handles scratch memory, but will we see highlights/player of the game replays no matter how long the quarters we play?

Thanks again for taking the time to chat with us
 
# 88 stillfeelme @ 09/01/16 02:58 PM
Mike with all the changes in difficulty between user and CPU what is the game tuned for still SS?
 
# 89 MeloJello @ 09/01/16 02:59 PM
Quote:
Originally Posted by Beluba
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.
Has loose balls being addressed, in nba 2k16 it was a huge problem. For example every time I block or knock the ball out of CPU hand. They recover the ball very quickly unrealistic fast.

Sometimes I will still be in blocking animation, the guy I block recover quickly and scores. It's really annoying. Sometimes I will block the ball hard sending it almost out of bounds but the CPU will make a Randy Moss catch to prevent it from going out of bounds.

Same things with steals, you knock the ball out of their hands and they recover so fast. While your player is in recovering the ball animation, the CPU already recover it and scores.

Sent from my SM-G935V using Tapatalk
 
# 90 Insight23 @ 09/01/16 02:59 PM
Have in-game injuries returned? Kinda felt like I was cheating the CPU in MyLeague/MyGM by always having healthy players while they consistently had to manage their rosters accordingly.
 
# 91 Beluba @ 09/01/16 02:59 PM
Quote:
Originally Posted by Eman5805
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?
You can pick strong vs. evade layups with the Shot Button too. It reads the Left Stick to decide what kind of layup you want, like floaters did last year.

Double clutch layups are controlled by pressing the Shot Button or re-deflecting the Pro Stick mid-flight
 
# 92 GSW @ 09/01/16 03:00 PM
Does it take a couple seconds to get to "full speed" when sprinting or do players still go from stand still to full sprint when hitting sprint button or transitioning from turning around after losing the ball?
 
# 93 LorenzoDC @ 09/01/16 03:00 PM
Quote:
Originally Posted by Beluba
That's a good question for Zach to answer. I don't know how many of his new post moves/shots are signature vs. packaged by player type. I have seen the AI use the post game quite a bit though. Young Shaq is a beast down there now.

We fixed post dunks this year too. So if you have a runt guarding a big down on the block, you can back him down and dunk pretty easily this year.
Yes! Hopefully those mouse in the house strip blocks/steals are not OP again as well. I expect with all the new animations down low, the interactions down there will be more realistic.

I'm also assuming we won't see so many defensive flops due to trying to take a charge leading to an open lane and easy bucket. With more defensive animations and ways to make contact play out, the system won't rely on that flop animation as a possible outcome so often.

That's actually pretty big, if that's how this plays out.
 
# 94 Barncore @ 09/01/16 03:02 PM
Quote:
Originally Posted by Beluba
Basically, I tasked the team with moving as much of our tunables to our slider system as possible because we now have the ability to tweak our default slider set post-ship with a roster update. This is especially helpful if we want to have offline be different than online (we can tweak Park differently from ProAM or Play Now Online, etc.)

So for example...

We used to have these shot tables that gave the human or CPU shot % boosts or penalties that the end user couldn't access. Those were merged into the Close/Med/3PT sliders.

There were tunables for thresholds for the allowable distances/angles we triggered 2P body ups. Those became a new Body Up Sensitivity slider.

Live ball was something that we could only tweak through patches last year. This year, there's a Ball Security slider. The higher it is, the less "live" the ball will be to incidental collisions. But if that slider is really low, you'll see the ball colliding more when it glances off of body parts.
AWESOME. That means that patches that try to fix online cheesing wont affect offline balances.
The game was nicely balanced out of the box last year imo. Patches messed with it a bit.
 
# 95 MeloJello @ 09/01/16 03:02 PM
Quote:
Originally Posted by GSW
Does it take a couple seconds to get to "full speed" when sprinting or do players still go from stand still to full sprint when hitting sprint button or transitioning from turning around after losing the ball?
Good question, I really hope this is addressed. It took too long to go from stand still to full sprint.

Sent from my SM-G935V using Tapatalk
 
# 96 Barncore @ 09/01/16 03:03 PM
Quote:
Originally Posted by GSW
Does it take a couple seconds to get to "full speed" when sprinting or do players still go from stand still to full sprint when hitting sprint button or transitioning from turning around after losing the ball?
I disagree with this. Players felt sluggish in 2k16 to me.
 
# 97 Beluba @ 09/01/16 03:04 PM
Quote:
Originally Posted by LorenzoDC
Speaking of that left thumb stick directional input, I sometimes wonder at what point in the movement of the stick the game accepts directional input.

For example, if the input sensitivity is high twitch, then just landing the thumb on the stick before consciously inputting direction could lead to a "false" input.

If, on the other hand, the input only triggers when the stick achieves a certain level of "tilt" or deviation from dead up center, then there's less chance of input "error" from the user POV. But from a game play POV there may be more input lag and delay, leading to slight game play disruption.

So just out of curiosity, Mike, how does that work? For myself, I've sometimes experienced what felt like near 180 degree directional pass errors when I can literally see that my thumb ends up on the out rim of the stick circle in my intended direction. I sometimes wonder if the scenario I described may be the cause.

Thanks.
We account for dead zone and filter out false inputs. So like you're saying, there's a min. threshold you have to deflect the stick before we count it as valid. And I believe we read the left stick at the moment the pass command comes through.

If you're getting a guy in the complete opposite direction you deflected the stick. Chances are the desired receiver was an invalid target (maybe standing out of bounds or in some locked state) or the left stick input was late. Pass targeting is complex though... could just be a bug.
 
# 98 tsbmolina @ 09/01/16 03:07 PM
Quote:
Originally Posted by Beluba
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.
This is intense. The work you guys put in is superhuman.
 
# 99 Beluba @ 09/01/16 03:08 PM
Quote:
Originally Posted by stillfeelme
Yeah I have question to follow up on this do you have to time the double clutch? I am talking the mid air change shot.
No. We throw out the timing bonus/penalty on midair changed shots.
 
# 100 Finepanther @ 09/01/16 03:09 PM
Mike can you explain the shot creator a little more? What do you mean by deciding how multiple releases are blended? Thanks
 


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