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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
# 141 antdoggydogg @ 09/01/16 04:06 PM
Hey Mike, thanks for the in-depth post. Loved hearing about all the new details. I have a question.

Are POE's still in the game? If not, is there a new option thats been added to help us choose how hard each team crashes the board or run in transition, defensive pressure, all that stuff?

I felt like POE's added a lot of variety to the teams and really helped bring out accurate team stats in MyLeague.
 
# 142 NINJAK2 @ 09/01/16 04:09 PM
Quote:
Originally Posted by Beluba
We didn't add an elbow swing clearout a la NBA Jam that you control. There are a lot of sharp elbows baked into the new rebound animations though. Also, bigs will chin the ball instead of go into a low triple threat stance after rebounds.
Thanks Beluba..In 2k16, a SF was just a carcass for the vultures aka steal spammers in the paint off of rebounds due to the low ball handling cap. Since you guys tweaked the stealing hopefully it won't be as much of a problem this year. I'd also like to thank you and your team for all your hard work along with your willingness to interact with the community.
 
# 143 alabamarob @ 09/01/16 04:11 PM
Thanks for the info Beluba. 2 questions.


1. Weak blockers vs. Great blockers. Will the weak blockers be called for more fouls on block attempts or have limited block animations?

2. Turbo closeouts. You said that fouls will be called when undercutting the shooter. What about foul calls on above the waste contact on shooters when defenders make a wild/bad contest?
 
# 144 Dione2014 @ 09/01/16 04:15 PM
Quote:
Originally Posted by LorenzoDC
The boosts were ATTRIBUTE boosts. Not rubber band boosts based on game score. They flexed with momentum, but not score.

This is old old news. If you've read all the old discussions then you would know this already, or simply have chosen to ignore it.
Guys were also claiming there were no attribute boosts also though.
 
# 145 Bornindamecca @ 09/01/16 04:17 PM
Quote:
Originally Posted by Caelumfang
Ah, crap. As I just looked over the seven playstyles, I think we're about to see another resurgence/plague of Sharpshooter Centers, with literally no way to defend them if opposing bigs still can't get Perimeter Lockdown Defender...

That...could be a problem. They were simply overpowering in 2K16 because there was really no consequence to making them, and no one with Perimeter LD had enough height to deter their shot. Why make a Glass Cleaner when they can just rely on their max height to get rebounds? Why make a post big when their height is good enough to score on the inside? Why make a defensive big when their height alone was good enough to defend the paint?

And now having to worry about a Center pulling up from 30 with things like Deep Range Deadeye and Limitless Range? Hoo boy...

We have to wait to see where the caps are, where the contests are, and how the other archetypes affect this situation. The whole point of a sharpshooting C is that they are tall and accurate. If you play them straight up, they pull the defense away from the basket and open up the floor. The issue is what kind of defensive contest affects their shots significantly and how effective they are at creating off of the dribble.

Mike said this as been tweaked, so we'll have to wait until good players start attempting to use these archetypes, and then start defending them, to see what it really looks like. If you make the decision to have a tall, agile defender stay at home on a sharpshooting big, that should be enough to mostly neutralize that weapon.

Right now, people are completely writing off defensive archetypes, but this might be a case for having a tall, versatile, three to four position defender.
 
# 146 scottyp180 @ 09/01/16 04:17 PM
Quote:
Originally Posted by Beluba
Northeast = Strong right
Northwest = Strong left
East = Evade right
West = Evade left
South = Floater
How about Eurosteps? Are those still controllable with the right stick? Last year they were done by Sothwest/South East on the right stick.
 
# 147 Hustle Westbrook @ 09/01/16 04:19 PM
One more thingy, are green release layups automatic or is the timing aspect just a boost?
 
# 148 nba2012 @ 09/01/16 04:26 PM
"We spent a lot of time converting our “under the hood tunables” into sliders, which now form the basis of our difficulty levels. What that means to the end user is that you now have much more control over how to customize the game through your own personal slider sets. You can see exactly what bumps we give the CPU and USER as you move through the different preset difficulty levels and then cater the sliders into your own Custom set to perfectly fit your preference for the game."

Does this apply to MyCareer as well?
 
# 149 ruLEX$$ @ 09/01/16 04:27 PM
Quote:
Originally Posted by Beluba
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.
And that right there is the difference maker...just bc a player is shorter or weighs less than another player does not make him faster nor a better ball handler. Hopefully this addition will make for better signature style and customization
 
# 150 Bornindamecca @ 09/01/16 04:33 PM
Quote:
- A new user-controlled emote system allows you to customize your on-court celebrations and trigger them after big plays.
I am not too grown or too sim to admit that I am extremely hyped for this. Been waiting on this one, since player personalities have been RNG on the court. I hope this expands into overall personality related celebration packages that affect teammate/media/fan perception in MyCareer.
 
# 151 Dione2014 @ 09/01/16 04:41 PM
Quote:
Originally Posted by yellow86
Really hope it all works out as written, then it's really great. I'm somehow doubting the timing works when momentum is shifting and you're up by 10-20 points. Thus, still having guys miss point blank lay-ups even if you time it well.

2k can deny it all they want, I've played the games for years and there's always a few minutes in the game where you can't make anything to save your life and it's always when you're up and make everything when you're down and get back in it. It's not skill, it's a code of some sorts. Please tell me this is fixed?!

Also, no control over post entry passes like a lob or bounce pass?
Look at the last page of the article. Mike Wang came out and said that the attribute boost were basically gone this year. I've believed there was always a form or rubberband A.I (or at least i think that's what it's call) in most sports games. I do however understand why though.
 
# 152 MeloJello @ 09/01/16 04:44 PM
Mike, Will there be more charges called in my career. I played over 300 my career games in 2k16. And I only see like 10 charges being called. Plus like to see more kick ball being called too. I know this might be too much to ask. Any chance of custom sliders being used in MyCareer.

Sent from my SM-G935V using Tapatalk
 
# 153 ataman5 @ 09/01/16 04:45 PM
So what i want to ask is about long tip rebounds just like Divac did here but ended up! you know...

So long rebound tips in ?

 
# 154 ProfessaPackMan @ 09/01/16 04:50 PM
Quote:
Originally Posted by Bornindamecca
I am not too grown or too sim to admit that I am extremely hyped for this. Been waiting on this one, since player personalities have been RNG on the court. I hope this expands into overall personality related celebration packages that affect teammate/media/fan perception in MyCareer.
3 Shots to the Dome all day, word to Melo lol
 
# 155 mangiac @ 09/01/16 04:51 PM
When shooting jumpshots, I have always been a button user. Just wondering if there is a way to pass out of a shot when using the shot stick.
 
# 156 Trackball @ 09/01/16 04:53 PM
Quote:
Originally Posted by ataman5
So what i want to ask is about long tip rebounds just like Divac did here but ended up! you know...
Divac made the correct play here. He's trying to run out the clock by tipping the ball into the empty backcourt.

He just got bitten where the sun don't shine by rotten luck.

Sorta like how Brandon Knight made the CORRECT MOVE by trying to jump and contest DeAndre Jordan's alley-oop, rather than just letting it go and coming off as a lack of effort, but...well, we all know how that turned out.
 
# 157 swac07 @ 09/01/16 04:54 PM
Quote:
Originally Posted by scottyp180
How about Eurosteps? Are those still controllable with the right stick? Last year they were done by Sothwest/South East on the right stick.
I read somewhere euros were back to double tapping the shot button this year

Sent from my SM-G925P using Tapatalk
 
# 158 Thetruth9012 @ 09/01/16 05:08 PM
Sorry if it was asked

Any new camera for online ?

Wysłane z mojego LG-H525n przy użyciu Tapatalka
 
# 159 ramspeedkill @ 09/01/16 05:45 PM
anyone know we can turn of "new shot meter stick" and stick w/ old method?
 
# 160 Beluba @ 09/01/16 05:56 PM
Quote:
Originally Posted by rhein77
Great great read Mike. Congrats on the Dev teams success.

I have a question about hop step layups and spin layups in relation to respecting a defenders position in the paint. I wonder what the risk reward will be in relation to 2k16... I often avoided layups in the paint in 16 to avoid the more than likely turnover or strip.

Will we have the full arsenal of moves at our disposal without worrying about turnovers? Thanks


Sent from my iPhone using Tapatalk
What we attempted to do with advanced layups was to reward users for doing them in the right situations and in the right directions. If the defender is shading right, a euro or hop step left is a good decision. Spin layups are all about distance. Too close and you'll get jammed up, too far it just slows you down.

We added hop step layup collisions where the shooter will lose the ball and be more susceptible to strips if he collides with the defense during the hop.

I think with the layup timing (which seems easier to do on some of the longer layup types like euros and hopsteps) you have a pretty solid arsenal of shots to attack with.
 


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