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What NBA 2K13 Did Right

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Old 04-12-2013, 10:05 PM   #17
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Re: What NBA 2K13 Did Right

They improve the offensive stuff every year but defense gets worse and worse in order to make people feel competent when they first play the game.

There is an obvious controller lag in responses when you're on defense, making rotation defense near nonexistent, and the onball defense is the same because defensive foot speed is terrible.

Like I said, the offensive stuff was improved (not the post game), and the small additions to the m career mode were welcome (except the inclusion of VC. That thing shouldn't have replaced skill points)
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Old 04-12-2013, 10:52 PM   #18
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Old 04-13-2013, 11:20 AM   #19
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Re: What NBA 2K13 Did Right

to be honest this game seems to be more appreciated by gamers who plays associations and my player....and to be honest I am neither of them....this game seems to me to be designed to play against the AI which in that case is like I mentioned works fine..

then their are the modes than me and all my friend's prefer and gravitate to and that is just where we find all d frustrations with NBA 2k13, player vs player offline and online modes.



the AI in player vs player makes the game feels way too assisted and casual..player A is more inclined to hit a bad timing jumpshot with moderate defense if he is losing by a set amount of points over player B winning and taking the same logical and appropriate open jumpshot that has him in the lead to begin with.....

the lack of initiating contact is made more apparent ,in PvP games , in the paint where defenders sense of location and presence have very little impact on collisions and the outcome of attempt animations of scoring.....

just for clarification this is on Xbox 360 for I have no other experience on other platforms but I have played 2k12 on a pc at a friend's house with an Xbox 360 controller and it was by far the best 2k experience I have ever had ,but again I can't say other wise for 2k13

I could be far from the truth when I say this but teams hardcoded to behave and responds close to real life teams and players in this game is what probably makes the game feels like its on rails at times because even though ur playing and inexperienced or new comer to.NBA 2k13 in player vs player , it's hard to force experience over the noob simply cause he is using heats, which by definition should be a better team than pacers, outplays me with very to little effort...am taking wide open ,with perfect timing compared to his forced attempts to dunk all game also he is playing away from the ball with no attempts at playing passing lanes lacking defensive know how only to be victorious at steals and fastbreak points simple cause am literally playing against a hardcoded AI more so than the player with the controller

gone are the days when PvP games could render a team like heats taking a pounding by a team like bobcat because
the user of bobcats skills over team skills were more dominant
compared to user of heats who generally use this team to compensate for the lack of know how skills.


if the defense it better off in the up and coming NBA 2k14 it should be more balance in PvP in my opinion..but I have a feeling that it's only so on consoles due to the bottleneck of the specs of the current consoles......


don't get me wrong I love NBA 2k with my soul it's a game that I was there with from start to now ....

there is so much thing NBA 2k does right its hard to post them all and I appreciate every last one of em...this is the only thing I think I can say negative about it...

really looking forward to next gen NBA 2k games and congrats to take two and 2k games with the WWE
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Last edited by kolanji; 04-13-2013 at 11:56 AM.
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Old 04-13-2013, 05:33 PM   #20
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Re: What NBA 2K13 Did Right

Quote:
Originally Posted by kolanji
to be honest this game seems to be more appreciated by gamers who plays associations and my player....and to be honest I am neither of them....this game seems to me to be designed to play against the AI which in that case is like I mentioned works fine..

then their are the modes than me and all my friend's prefer and gravitate to and that is just where we find all d frustrations with NBA 2k13, player vs player offline and online modes.



the AI in player vs player makes the game feels way too assisted and casual..player A is more inclined to hit a bad timing jumpshot with moderate defense if he is losing by a set amount of points over player B winning and taking the same logical and appropriate open jumpshot that has him in the lead to begin with.....

the lack of initiating contact is made more apparent ,in PvP games , in the paint where defenders sense of location and presence have very little impact on collisions and the outcome of attempt animations of scoring.....

just for clarification this is on Xbox 360 for I have no other experience on other platforms but I have played 2k12 on a pc at a friend's house with an Xbox 360 controller and it was by far the best 2k experience I have ever had ,but again I can't say other wise for 2k13

I could be far from the truth when I say this but teams hardcoded to behave and responds close to real life teams and players in this game is what probably makes the game feels like its on rails at times because even though ur playing and inexperienced or new comer to.NBA 2k13 in player vs player , it's hard to force experience over the noob simply cause he is using heats, which by definition should be a better team than pacers, outplays me with very to little effort...am taking wide open ,with perfect timing compared to his forced attempts to dunk all game also he is playing away from the ball with no attempts at playing passing lanes lacking defensive know how only to be victorious at steals and fastbreak points simple cause am literally playing against a hardcoded AI more so than the player with the controller

gone are the days when PvP games could render a team like heats taking a pounding by a team like bobcat because
the user of bobcats skills over team skills were more dominant
compared to user of heats who generally use this team to compensate for the lack of know how skills.


if the defense it better off in the up and coming NBA 2k14 it should be more balance in PvP in my opinion..but I have a feeling that it's only so on consoles due to the bottleneck of the specs of the current consoles......


don't get me wrong I love NBA 2k with my soul it's a game that I was there with from start to now ....

there is so much thing NBA 2k does right its hard to post them all and I appreciate every last one of em...this is the only thing I think I can say negative about it...

really looking forward to next gen NBA 2k games and congrats to take two and 2k games with the WWE
Yeah, I haven't played player vs player, like I said, so I can't speak to this stuff. from what I have read, a lot of people seem to be noticing the game "assisting" the team that is down in order to keep the games close, regardless of how the actual users are playing. I can't verify it in 2k13, but i saw hints of this in 2k12 when I went online. it seemed like 2k really didn't want people to get blown out and get their feelings hurt, so if you started to run up the score on the other person, they would suddenly start making all of their shots but without changing their strategy or playing better...it was like the game just wanted to help them out. i can't confirm for sure this is going on, but if so, it goes against everything that is right in the realm of competitive video games. it should all be about skill...if user A is making great decisions and getting open looks, and user B is just trying to ram it into the paint or jack up 3's, then user A should be able to blow out user B by 30 points.
quality play should be able to dominate poor play. i think this "assisting the loser phenomenon" reflects the overall cultural attitude of "there are no losers, and no one should have their feelings hurt"...blah blah blah. it's a competitive game...if you're not good at it, you need to practice more or move on to something else. the game should't coddle you and give your team a boost just to give you a false sense of confidence. real life doesn't coddle you, so these people might as well learn to deal with that.

I also think it has to do with what teams are being used. it seems like the "super teams" can win no matter how many terrible shots they take, just because they're the Heat or the Thunder. it seems like a forced attempt to make the great teams seem so much better, even if the so called "great" team is being controlled by a terrible user who is taking bad shots.

I get it from a business standpoint, though...i mean in the end 2k's real goal is to have a many people playing their game for as long as possible. i'm sure they have whole departments of people who analyzed numbers like how many losses a casual gamer can endure before they give up on a game...if too many casuals are getting blown out and feel the game is too hard, they will give up on the game and move on to something else...so from a business perspective, I understand why 2k might employ this "comeback assist" to give the casuals just enough hope to keep playing their game.

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Old 04-13-2013, 09:50 PM   #21
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Re: What NBA 2K13 Did Right

I'm very satisfied with 2k13. I'm still playing it regularly, which is a good sign. What I hope they do for next year is to not make aspects of the game worse, like the cpu not boxing out and overpowered dunks. The first rule that doctors must follow is "Do no harm", which is don't make the patient worse than he is. Every year there seems to be a few things that worked fine last year that took a step back. If it ain't broke, don't break it.

I'm sure they will take care of the major complaints-the dunking, the boxing out, on-ball D, etc. The one thing that I think needs a lot of improvement is the passing. If that is on point, along with the other fixes, and they make sure any changes aren't a step back from past years, then great.
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Old 04-13-2013, 11:10 PM   #22
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Re: What NBA 2K13 Did Right

one thing they did wrong was make advanced moves simplistic by making them double button taps. Eurosteps and spin moves shouldn't be mapped to a button.
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Old 04-13-2013, 11:46 PM   #23
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Re: What NBA 2K13 Did Right

Quote:
Originally Posted by blues rocker
Yeah, I haven't played player vs player, like I said, so I can't speak to this stuff. from what I have read, a lot of people seem to be noticing the game "assisting" the team that is down in order to keep the games close, regardless of how the actual users are playing. I can't verify it in 2k13, but i saw hints of this in 2k12 when I went online. it seemed like 2k really didn't want people to get blown out and get their feelings hurt, so if you started to run up the score on the other person, they would suddenly start making all of their shots but without changing their strategy or playing better...it was like the game just wanted to help them out. i can't confirm for sure this is going on, but if so, it goes against everything that is right in the realm of competitive video games. it should all be about skill...if user A is making great decisions and getting open looks, and user B is just trying to ram it into the paint or jack up 3's, then user A should be able to blow out user B by 30 points.
quality play should be able to dominate poor play. i think this "assisting the loser phenomenon" reflects the overall cultural attitude of "there are no losers, and no one should have their feelings hurt"...blah blah blah. it's a competitive game...if you're not good at it, you need to practice more or move on to something else. the game should't coddle you and give your team a boost just to give you a false sense of confidence. real life doesn't coddle you, so these people might as well learn to deal with that.

I also think it has to do with what teams are being used. it seems like the "super teams" can win no matter how many terrible shots they take, just because they're the Heat or the Thunder. it seems like a forced attempt to make the great teams seem so much better, even if the so called "great" team is being controlled by a terrible user who is taking bad shots.

I get it from a business standpoint, though...i mean in the end 2k's real goal is to have a many people playing their game for as long as possible. i'm sure they have whole departments of people who analyzed numbers like how many losses a casual gamer can endure before they give up on a game...if too many casuals are getting blown out and feel the game is too hard, they will give up on the game and move on to something else...so from a business perspective, I understand why 2k might employ this "comeback assist" to give the casuals just enough hope to keep playing their game.
ok so am guessing ur an association kinda guy then........
yea this game feels like a scripted movie at times and makes u feel withdrawn as a user while frustration settles and lingers as u feel helpless and baffled by how unresponsive the game feels as momentum switches to the player losing without him making no adjustments.......
I challeng u bro find another user preferably a noob cause am pretty ur a seasoned player, and try to blow him out when u do Pm me the results
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Last edited by kolanji; 04-14-2013 at 10:39 AM.
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Old 04-14-2013, 12:52 AM   #24
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Re: What NBA 2K13 Did Right

One thing I would definetly like to see fixed is the Sim Engine for both MyCareer and the Association. I'm tired of my MyPlayer averaging 27 ppg but when I sem a couple of games the average drops by 3-7 ppg. The drafts are often messed up as well. Top prospects are often drafted by teams that already have a (future) star at that position. Free agency must be reworked too. There is no way that CP3 should leave Los Angeles for Cleveland, of all places.
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