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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
# 161 Beluba @ 09/01/16 06:06 PM
Quote:
Originally Posted by Hustle Westbrook
Couple questions Mike,

1. Will there be a penalty for not aiming the Shot Stick correctly?

2. What was the thought process behind makig greens automatic makes again?
1. Yes, the penalty gets stronger the higher the difficulty
2. I flip flop on this one all the time. But in the end, I was getting WAY too many complaints about missing greens. And to some extent, I agree with the feedback. If we're reinforcing that you're "doing everything right" by showing you positive feedback, it does kind of suck to have you fail just because you didn't hit the dice roll. So I think it's better to make green releases more rare, but be more consistent with the outcome when you do get them. TBH, I wish I never introduced green releases at all.
 
# 162 jeebs9 @ 09/01/16 06:09 PM
Mike has me crying over here!!

During a Give & Go, you can call for an alley-oop by pressing the Shot Button while holding the Pass Button

I've wanted this for soooooooo long.

https://www.youtube.com/watch?v=fMG6P9b6tug

Thank You!!!
 
# 163 dwnz @ 09/01/16 06:12 PM
Quote:
Originally Posted by Beluba
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.
Is the shot attempt still automated? It felt weird having a shot automatically thrown up for me, when I otherwise always have control of when I'm shooting, particularly when there are a number of actions a player might want to take if they get their defender in the air rather than simply putting up a shot and drawing the foul.
 
# 164 jeebs9 @ 09/01/16 06:12 PM
Quote:
Originally Posted by Beluba
1. Yes, the penalty gets stronger the higher the difficulty
2.I flip flop on this one all the time. But in the end, I was getting WAY too many complaints about missing greens. And to some extent, I agree with the feedback. If we're reinforcing that you're "doing everything right" by showing you positive feedback, it does kind of suck to have you fail just because you didn't hit the dice roll. So I think it's better to make green releases more rare, but be more consistent with the outcome when you do get them. TBH, I wish I never introduced green releases at all.
I completely agree.... Watching people complain about this subject feels like headbands thread again. Can we still turn off the meter?
 
# 165 Beluba @ 09/01/16 06:12 PM
Quote:
Originally Posted by antdoggydogg
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.
The concept is still there, but we call them Offensive and Defensive Game Plans now. DPAD RIGHT.
 
# 166 njblazer09 @ 09/01/16 06:13 PM
Will the addition of the turbo cam be added to online modes?

Sent from my LG-H810 using Tapatalk
 
# 167 LorenzoDC @ 09/01/16 06:13 PM
Quote:
Originally Posted by Beluba
1. Yes, the penalty gets stronger the higher the difficulty
2. I flip flop on this one all the time. But in the end, I was getting WAY too many complaints about missing greens. And to some extent, I agree with the feedback. If we're reinforcing that you're "doing everything right" by showing you positive feedback, it does kind of suck to have you fail just because you didn't hit the dice roll. So I think it's better to make green releases more rare, but be more consistent with the outcome when you do get them. TBH, I wish I never introduced green releases at all.
Yeah, I figured.

TBH I don't understand all the drama about it one way or another.
 
# 168 Beluba @ 09/01/16 06:14 PM
Quote:
Originally Posted by alabamarob
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?
I don't think we explicitly call more fouls on weak blockers. Although I suppose since they're mis-targeting the ball more you'll see more hand to wrist/arm contact which should yield more shooting fouls.
 
# 169 ch46647 @ 09/01/16 06:15 PM
I wrote a long post on page 3 of the previous blog thread. But since its closed I cannot copy it to paste it here..

1. You mentioned your team spent a lot of time on ball handler vs defender interactions. (Great news!!) Can you elaborate on this? Were you able to remove all the suction/warping on the defensive end, and incorporate more first step explosion for ball handlers?

2. The blog states your team removed a lot of the artificial boost for the CPU on Hall of Fame. This is huge news! Has this improved the "momentum" system which seemed to really favor the trailing team? I know you guys say there is no comeback code, and I certainly take you for your word, but I did notice a lot of funky things happen when I take an 8-10 point lead. Hoping all this is removed. (I noticed this on Superstar level as well)


Incredible blog!! Thank you, Mike!
 
# 170 Beluba @ 09/01/16 06:16 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.
Euros are done by double tapping the Shot Button now. The Left stick selects whether you Euro Left or Right.
 
# 171 Beluba @ 09/01/16 06:17 PM
Quote:
Originally Posted by Hustle Westbrook
One more thingy, are green release layups automatic or is the timing aspect just a boost?
If you can green a layup, it should go in (unless it gets blocked.) It's really tough to do though, especially contact/circus layups.
 
# 172 Beluba @ 09/01/16 06:19 PM
Quote:
Originally Posted by yellow86
Also, has taking the ball out after a basket for a fast break finally been improved? It always takes a second or two too long!!
Quick inbounds have been improved quite a bit. I don't know if they're significantly faster than before though. I guess it never bothered me.
 
# 173 Beluba @ 09/01/16 06:22 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...

So long rebound tips in ?

Yeah those long back taps are in. They're one of my favorite additions to the game this year.
 
# 174 Americas Team @ 09/01/16 06:23 PM
Mike, do big men throw dem bows after they get a rebound if guys are around him trying to take the ball?
 
# 175 BobbyColtrane @ 09/01/16 06:25 PM
Mike, posting this here in the hopes that you see it.

Thank you for all your hard work on this game.

I grew up playing the Lakers vs. Celtics and Bulls vs. Blazers on Genesis. Its great to have someone that I feel loves the NBA and these games as much as I always have running the show and making these huge improvements every year.

Thank you.
 
# 176 LorenzoDC @ 09/01/16 06:28 PM
Quote:
Originally Posted by ch46647
2. The blog states your team removed a lot of the artificial boost for the CPU on Hall of Fame. This is huge news! Has this improved the "momentum" system which seemed to really favor the trailing team? I know you guys say there is no comeback code, and I certainly take you for your word, but I did notice a lot of funky things happen when I take an 8-10 point lead. Hoping all this is removed. (I noticed this on Superstar level as well)
On this, I'm also curious to what extent the AI improvements required any other adjustments to sustain game balance, and if any of those adjustments affected the way we may experience momentum during gameplay, especially 12 minute quarter games.

Thanks.
 
# 177 23 @ 09/01/16 06:30 PM
Quote:
Originally Posted by Beluba
1. Yes, the penalty gets stronger the higher the difficulty
2. I flip flop on this one all the time. But in the end, I was getting WAY too many complaints about missing greens. And to some extent, I agree with the feedback. If we're reinforcing that you're "doing everything right" by showing you positive feedback, it does kind of suck to have you fail just because you didn't hit the dice roll. So I think it's better to make green releases more rare, but be more consistent with the outcome when you do get them. TBH, I wish I never introduced green releases at all.
Meter should be off by default

Its a crutch for people IMO.
 
# 178 Trackball @ 09/01/16 06:32 PM
Quote:
Originally Posted by 23
Meter should be off by default

Its a crutch for people IMO.
Or be only for free throws.

Which is confirmed to be a setting they added this year!

 
# 179 SmokinAces22 @ 09/01/16 06:33 PM
Any word on the freelance offenses. Yet? Very interested in learning more and seeing what the new ones are about.
 
# 180 dwnz @ 09/01/16 06:34 PM
Quote:
Originally Posted by Trackball
Or be only for free throws.

Which is confirmed to be a setting they added this year!

This is perfect. I tried turning off the meter last year but three throws were what left me needing it on.
 


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