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NBA 2K16 News Post


Previously released for PlayStation 4 and PC users, NBA 2K16 patch #3 is available now for Xbox One users, weighing in at 2.1 GB. Get a few games in and post your thoughts!

Patch notes are below.

GENERAL
  • Added support to view the uniform your opponent selects prior to starting a Play Now Online game.
  • Flip Saunders patch added to Minnesota Timberwolves uniforms.
  • A number of accuracy-based improvements have been made to classic team uniforms (07-08 Celtics, 99-00 Raptors, 05-06 Heat, etc.)
  • A number of improvements have been made with the 2KTV viewing experience. Make sure and watch the latest episode for your chance to earn some easy VC!
  • Improved the results of face scanning.
  • Primary Jersey and Primary Shorts colors are now used to determine both accessory and sock colors when using custom-built uniforms.
  • Certain materials were not properly appearing on user-edited shoes; this should be resolved.
  • Fixed an issue where users would not join the Locker Room when accepting an invite while playing in a MyCAREER game.
  • Corrected a disconnect issue that could happen when pausing and unpausing the game during online play.
  • Fixed an issue in MyTEAM where players/items from the 99-00 Blazers were returning when searching for the Timberwolves in the Auction House.
GAMEPLAY
  • Resolved an issue where too much stamina would recover during timeouts (giving the effect that players never tired).
  • Finally resolved an issue where players would not sweat appropriately in longer quarter lengths.
  • Fixed a rare case where you would be unable to dismiss the quick sub menu when attempting to make a substitution.
  • Found a case where the camera would be pointing towards the crowd at the tip-off of an overtime game.
  • Corrected the Free Throw Difficulty slider, which was flipped. Make sure to update your custom sliders if you accounted for this on your end already.
  • Outdoor sound effects should no longer play in indoor environments after having previously played a MyTEAM Gauntlet game.
  • Players who have not yet had their in-game injury diagnosed will have their playable status updated once the diagnosis is complete.
  • Players who have not yet had their in-game injury diagnosed will correctly suffer from the effects of the actual injury.
  • Players who pick up short term injuries (lasting only minutes long) should now have them properly removed when the remaining duration reaches zero during a game.
  • Tuned the ‘hold ball too long’ event in the teammate grade logic to be a little more forgiving.
  • Fixed an issue where you could be awarded ‘good foul’ in your teammate grade when fouling a three-point shooter.
  • We no longer give an ‘allow offensive rebound’ teammate grade penalty after blocking an opponent’s shot.
  • Addressed a movement issue that would cause players to twitch while in Deny states.
  • Referees should no longer twitch during free throws.
  • Pass receivers are now less likely to veer away from the basket to catch a pass.
  • Improved CPU logic for when they should and should not use alley-oop passes.
  • Reduced the defensive impact of defenders who are on their way down after a block attempt.
  • Fixed a very rare case where a free throw shot would launch toward the wrong basket.
  • Tuned body-up system to prevent sub-par defenders from being overly effective at stopping the ball handler.
  • Fixed a frequent hitch in the dribble system seen when branching into certain dribble collisions.
  • Tightened up ‘crowded’ dribble launches to prevent unwanted hesitations when attempting to drive to the basket.
  • Fixed post-up double dribble and travel (pivot) issues.
  • Tuned down excessive flopping being performed by AI players.
  • Addressed the issue of ‘camping’ in MyPARK games by: 1) Disabling the set screen button within 6 feet of the basket, 2) Allowing users to initiate off-ball contact with screen setters near the rim, and 3) By adding offensive 3 seconds rule to half court games.
  • Fixed a case that was causing passers to stop to throw a pass in the backcourt.
  • Tuned the dribble system in order to tone down the effectiveness of behind-the-back dribble moves and ‘zig-zagging’ back and forth to get open.
  • Improvements made to alley-oop defense.
  • Fixed an issue that would prevent some contact layups from respecting the user’s desired finish direction.
  • Reduced the frequency of unwanted contested shot fadeaways.
  • Tweaks to errant pass frequency when passing out of double teams and contact shots.
  • Made dive for loose balls more accurate and more likely to acquire the ball.
  • Swapped out ‘Normal 13’ jump shot pullups per community feedback.
  • Made low-rated shot blockers less accurate and capped their jumping verticals.
  • Made decisions by the CPU to steal a pass more reasonable through tuning the frequencies in certain situations.
  • Improvements to double team logic.
  • Increased the difficulty in stealing the ball from post players.
  • Improvements to logic system for when ‘ankle breakers’ should play and when they should not play.
  • Fixed an issue in which points would not count for shots that go in after a flagrant foul call (i.e. And-1 on flagrants).
  • Fixed a MyTEAM post move score exploit by better defining post shot scenarios.
  • Added jam ups to spin layups to prevent the offense from barreling through heavy traffic.
  • Improved CPU logic for when to hustle back in transition defense.
  • Added a pop-up overlay to let the user know when the Adaptive Coaching Engine is changing their freelance offense.
  • Adjusted freeland motion cut times and fixed an issue with swing freelance starting positions.
  • Adjusted stationary hop jumper shooting percentages to make them a more viable option on offense.
  • Tuned back the frequency of missed dunks in traffic.
  • Fixed an issue where if someone called for an icon pick and got interrupted by a stealing defender, the ball handler was previously unable to pass the ball by any means for the remainder of the possession.
  • Improvements to help defense and rotation logic.
MyPARK/2K PRO-AM
  • You now have the ability to design an ‘Away’ uniform for your Pro-Am team. The appropriate uniform will be worn depending on if your team is Home or Away for the current game.
  • The correct overall rating for your MyPLAYER will now be shown on the Pro-Am loading screen.
  • Improved voice chat support in both MyPARK and 2K Pro-Am.
  • Accolades will now unlock based on your performances in custom arena Pro-Am games.
  • A number of fixes have been applied to improve lineup building during the Pro-Am.
  • Made CPU players that take over for quitting users less effective in Pro-Am.
  • A Pro-Am game will end immediately with a win if all opposing players have quit out of the game.
  • ‘Quit’ deterrents have been added to deter users from quitting out of Pro-Am games. Too many quits will result in the short term inability to play the mode.
  • Removed the 10-second delay that would occur before the start of a game to 21 in MyPARK.
  • Fixed an issue with the squad countdown timer displaying incorrectly when traveling between parks.
  • Users can no longer celebrate when their opponent scores in 21.
  • Camera flashes should no longer be seen in empty custom-arena matches. Progress further in your MyCAREER to draw more people to your Pro-Am games!
  • Fixed a very rare issue where some users were reporting a hang when exiting their MyPARK.
  • The ball should no longer get stuck to your MyPLAYER when celebrating in the park.
  • Corrected an issue where some users were not receiving the correct amount of VC after winning a MyPARK Ante-Up game.
  • Fixed an issue where stats would sometimes show as incorrect in the Game Recap following a Pro-Am game.
  • Fixed an issue where certain players were unable to travel back to their home parks at the end of Rival Days due to travel restrictions.
  • A large number of other MyPARK performance fixes and enhancements have been made to improve the overall experience.
MyCAREER/MyCOURT
  • Fixed an issue where certain store rewards (from Connections) weren’t saving upon unlocking. Previously unlocked items should again show up as owned items.
  • Added support for crowd members to hold up ‘big head’ posters of your MyPLAYER.
  • Users should now start seeing ‘photobombs’ again once they reach their second NBA season in MyCAREER.
  • Custom code added to prevent very similar shades of white/grey/black uniforms from being matched up automatically as part of the ‘alternate uniform night’ feature. This logic also applies to the MyGM/MyLEAGUE modes.
  • Fixed a MyCAREER issue where your contact could inadvertently change after being traded between two teams.
  • Improved PlayVision to better help you understand what you should be doing on offense in MyCAREER.
  • Reduced the max amount of scheduled minutes your MyPLAYER can get to 38 (pro-rated) minutes. Actual playtime can vary based on game conditions, of course.
  • MyPLAYERs who have retired from their NBA careers can now access their MyCOURTs.
  • When not participating in a MyCOURT scrimmage, users can now freely walk around. Have fun.
  • The game will no longer hang when attempting to equip the skateboard from the 2K Sports Store while in your MyCOURT.
  • Sock length is now customizable for your MyPLAYER via the 2K Sports store.
MyGM/MyLEAGUE
  • Tuned the fair market value for players; teams should now be signing players for the appropriate amount of money.
  • Improved negotiation options when negotiating with Staff.
  • Generated prospects should now have their own unique jumpshot animations, free throw animations, and signature size-ups. Note that this particular change will only work on GMs/LEAGUEs started post-patch.
  • Improved support of the NBA’s new tie-breaker rules for Playoff seeding.
  • Teams are now less likely to trade away newly signed players, specifically those signed to longer contracts.
  • The League Realignment option will now appear during every offseason in MyLEAGUE, even if a team was not relocated during the current season.
  • Location/Team-specific crowd chants have now been disabled for relocated teams (as they no longer apply).
  • Support has been added for users who wish to use position lock with multiple controllers.
  • Added playcalling support during Scrimmages.
  • If a user has relocated or rebranded a team with new uniforms, those uniforms will be used for Summer League/Scrimmage/Freestyle rather than the team’s current practice uniforms.
  • Players with the ‘Force 6th Man’ option turned on will no longer complain about wanting to be starters (and their expectation are adjusted accordingly).’
  • Fixed an issue where changing your uniform for a Summer League game would result in the game being played in a non-Summer League environment.
  • Injuries are now turned off during the Hoops Summit game in the offseason.
  • Fixed a hang that could occur when jumping out of a game and into SimCast.
  • Taking an invalid gameplan into a SimCast game will no longer cause the game to hang.
  • Fixed an issue where hot spot player tendencies would get overwritten after changing them and leaving the Edit Player menu.
  • Corrected an issue when using Player Lock where users would sometimes control all players, rather than just their own.
  • Copying/Pasting/Deleting of gameplans should now function properly in MyLEAGUE Online.
  • Trade Notifications in MyLEAGUE Online will now properly be deleted after being handled by the user.
  • (PS4) Sony’s invite system can now be used to invite users to your MyLEAGUE Online.
  • Corrected an issue that would cause the game to stutter during a MyLEAGUE Online fantasy draft when the timer would run out with auto-draft enabled.
  • The calendar now displays scheduled user games when one falls on the same day as the Player Re-signing deadline.
  • Fixed an issue where ‘Standing Shot Close’ would sometimes be errantly displayed multiple times in the Training Camp Results overlay.
  • Added ‘Normalize Played to Sim Minutes’ and ‘Normalize Played to Sim Stats’ to MyGM settings. Give them a try.
NOTE: All patch fixes will work in your existing game mode saves (unless specifically noted otherwise).

Game: NBA 2K16Reader Score: 8/10 - Vote Now
Platform: PC / PS3 / PS4 / Xbox 360 / Xbox OneVotes for game: 45 - View All
NBA 2K16 Videos
Member Comments
# 101 MeloJello @ 11/25/15 11:10 PM
Quote:
Originally Posted by dnyce87
There are charge calls in MyCareer. I found that playing on casual you will NEVER get a charge call (due to it being at 0) so I put it on SIM and have successfully got 2 charge calls so far my 2nd season PRE-patch. I am playing POST patch right now and can def say the game feels much smoother and the lag on the button presses are no more (this was a HUGE problem for me). Hopefully there will be more charge calls as I can't say how many times I'm in position against aggressive drivers like westbrook, rose, wall, and bledsoe only to get the bump animation and around me they go.
I play on HOF sim in my career. There are still lingering issues

Sent from my SM-G900T using Tapatalk
 
# 102 dnyce87 @ 11/25/15 11:19 PM
Quote:
Originally Posted by MeloJello
I play on HOF sim in my career. There are still lingering issues

Sent from my SM-G900T using Tapatalk
Yeah man I agree. Just witnessed no freethrow interactions too..very weird and 2k has to fix that.
 
# 103 Beluba @ 11/25/15 11:41 PM
Quote:
Originally Posted by henne407
I completely agree the lack of player interaction while shooting free throws takes a bit of realism away from the game. 2K PLEASE FIX ASAP.

We found the problem and have a fix but it will require another patch to get it to you guys.
 
# 104 dnyce87 @ 11/25/15 11:45 PM
Quote:
Originally Posted by Beluba
We found the problem and have a fix but it will require another patch to get it to you guys.
Awesome Mike! Also, there is noticeable lag in MyCareer when you enter locker room after 1st half is over and the "coach" is giving you the rundown. Can you guys please take a look at that? It looks as though the frame rate noticeably drops.
 
# 105 henne407 @ 11/26/15 12:17 AM
Quote:
Originally Posted by Beluba
We found the problem and have a fix but it will require another patch to get it to you guys.
hey Mike, thanks for the response but can u let me know when u think the next patch should be out to fix that small but annoying problem?
 
# 106 grgmths1433 @ 11/26/15 12:25 AM
Quote:
Originally Posted by henne407
hey Mike, thanks for the response but can u let me know when u think the next patch should be out to fix that small but annoying problem?
A month. Don't forget X1 gamers get the patch last.
 
# 107 Sam I am @ 11/26/15 01:49 AM
Mike i think the transition d is still bad & the on ball defense is worse, It didn't need an overhaul but a tweak to the players that aren't good on perimeter-on ball d & also it was a bad move not having training camp mode & videos on defense
 
# 108 nysteele07 @ 11/26/15 01:54 AM
Quote:
Originally Posted by ryan4131
Is co-op completely broken for XBox users as well?

I curious about this as well. Can someone play a myLeague game with 2 controllers with positions locked and see what happens after a timeout and substitutions are made. I'm currently playing this game offline because I'm afraid that this is broken just like the PS4 version


Sent from my iPhone using Tapatalk
 
# 109 bo_jax2000 @ 11/26/15 02:01 AM
Quote:
Originally Posted by Sinner
I started up the game and didn't get a "NBA 2k16 needs to be updated message. Game started and there was some window on the main menu that had press B at the bottom. No idea what was supposed to be there but it said the code I entered wasn't valid.

At the bottom it had a message to get the upgrade I needed to go to the main menu so I went to Home Screen quit the game and started again. When I got to the main menu this window was up again with press B at the bottom, again I got the message the code was invalid and I didn't see the need to go to main menu to get upgrade but it also never told me that NBA 2k16 needs an update do you want to update message...so how do I know if I got it?

Go into a roster and check the Timberwolves jersey. If there is a "Flip" patch on the jersey you have the patch.
 
# 110 Jrocc23 @ 11/26/15 02:44 AM
What they did to the alley oops is terrible so far. Everyone I've done so far even perfect situation ones, the player missed the dunk even layup. Seems very unrealistic so far.

Honestly, all they needed was to tone it down a little and make it like 2K11 where if you got in someone's way, they would get bumped and not jump for it. Also make it a little easier (which they did this year) to knock them down or catch them. So far it seems like it's no point to throw a oop on a 2v1 break.
 
# 111 Sam I am @ 11/26/15 04:36 AM
Also why take the timer to 2 min not enough time to set up playbooks, def settings
 
# 112 Sam I am @ 11/26/15 04:37 AM
Also why take the timer to 2 min not enough time to set up playbooks, def settings
 
# 113 ksuttonjr76 @ 11/26/15 05:42 AM
Quote:
Originally Posted by thedream2k16
Its broken like that online as well. Way to easy to shoot
That's interesting. I feel like I'm getting the opposite in the the Play Now Mode.

Attachment 111769

I'm trying to shoot outside jumpers, but they're falling at a very low percentage. In reality, I feel like the poorly graded shots are going in at a higher rate than the higher graded shots. Even in practice mode, B- grades and lower (early release) are higher percentage shots than anything above B-. As a result, the online games are basically become attack the paint constantly type games. Truth of the matter, I really believe that the players are really trying to make use of the outside shot. This is my tenth game into the patch.

Also, the baseline layup move is a tad bit overpowered. I have seen a lot of my opponents go to that move for easy layups. I do agree that the alley oop logic needs to be tweaked. As someone stated before, the way its programmed now, my players miss them often. Honestly, I don't see a point in using the alley-oop during fast break situations.

Lastly, I really don't like how that on ball defense is playing now. It feels like the defensive player is slow to respond or my opponent is just turboing pass me on the catch with very little resistance. I know this comment sounds counter-intuitive considering I'm complaining about the outside shot not falling, but I would like to see both items addressed at the same time.
 
# 114 Jrocc23 @ 11/26/15 08:40 AM
I disagree that's it's easier to shoot. Mid range isn't the same. I am not 100% sure about 3pt range though. Seems about the same so far for me.

But playing on HOF/Sim has become harder for me in the 2 games I've played.
 
# 115 DocHolliday @ 11/26/15 09:28 AM
Loved this game pre and post patch. Bravo.

Quick question. I know they put out a "tuner" or something after patch 3 to fix a problem with step back jumpers. I applied the patch to an existing MyLeague that I have going.

Am I screwed on the step backs?


Sent from my iPhone using Tapatalk
 
# 116 Man2116 @ 11/26/15 09:37 AM
Quote:
Originally Posted by grgmths1433
I see players interfering high fives. Can you be more specific.
If you have the patch, you will notice players no longer interact with the player shooting the free throw, it was noticed immediately when we got the patch on ps4, the shooter will act as though they want to move and get stuck in a weird moving animation as if they want to move!!
 
# 117 GisherJohn24 @ 11/26/15 10:25 AM
Post patch I truly cannot shoot anymore.
 
# 118 GisherJohn24 @ 11/26/15 10:30 AM
Quote:
Originally Posted by nysteele07
I curious about this as well. Can someone play a myLeague game with 2 controllers with positions locked and see what happens after a timeout and substitutions are made. I'm currently playing this game offline because I'm afraid that this is broken just like the PS4 version


Sent from my iPhone using Tapatalk

I can play 2 players on the same team but not 3. With 3 offline controllers the game bugs out. Can't move the 3rd player. It only works in blacktop mode. Very unacceptable. Player lock doesn't work right either
 
# 119 The 24th Letter @ 11/26/15 10:37 AM
Always amazed how some say they can't shoot at all and others say it's too easy. We see why it's so damn hard to balance, lol

I really hope they leave it as is right now....
 
# 120 dnyce87 @ 11/26/15 11:31 AM
Quote:
Originally Posted by The 24th Letter
Always amazed how some say they can't shoot at all and others say it's too easy. We see why it's so damn hard to balance, lol

I really hope they leave it as is right now....
I don't have a problem shooting at all to be honest. 2k really needs to stop trying to please everyone because clearly no one is going to be happy with the end result lol. Don't touch shooting percentages anymore and focus on the things that REALLY need work and that everyone can agree on.

What everyone still continues to complain about and I for one am complaining as well is the Tom Brady full court hail mary passes to the paint the CPU does (Users who exploit as well). It looks atrocious especially when you've stopped and force the ball handler to pick up their dribble only for them to get an almost automatic assist bullet pass to the paint. This almost NEVER happens in the NBA in how I described it so why in 2k16? Never in previous 2ks was the CPU doing something ridiculous like this. Find a way to penalize user and CPU by it resulting in an intercepted pass or TO more often because the success rate is just crazy.

Transition defense (or after made baskets)......It's a broken record at this point because even after patch IMO it still hasn't been addressed appropriately. Again, I have never seen transition defense this awful in previous 2k's. Why the AI doesn't sprint back instead of a non chalant jog is beyond me. I wouldn't mind if it happened on occasion because players slip up on defense sometimes IRL. But this happens more than 90% of the time which obviously is unacceptable.

Minor issue here, but anyone notice CPU runs the SAME 2-3 plays all the time? I've been noticing this since back to 2k13. They don't go deep enough into their playbook and it's too predictable often leading to intercepted passes and inevitable TO's. Smarten up the CPU a bit more!

They need to do a complete rehaul with the live ball and physics. Too many times the CPU has the magnetic yo yo dribbling effect when trying to get by you or the AI. Two problems there: 1 if that is the user doing that then we'd immediately lose and turn the ball over and 2 maybe in the park that could be an arcade like dribble move, but in the NBA that's called a CARRY lol. On the user side when near sideline out of bounds after user or CPU steals the ball, the same magnetic yo yo effect happens where ball clearly dribbles out of bounds but it doesn't touch the ground and continues dribbling in bounds up the sideline.

Speaking of out of bounds, they need to get rid of the force field that keeps the user in bounds and just make it realistic and possible to accidentally step out of bounds. This will also elimimate cheesers from turboing up the sideline and down towards baseline forcing the drive every other possession. I know this warrants a lot of brainstorming and probably not as important as the 1st two, but I think 2k can find a way to clean that up once in for all.

Can't think of anything else gameplay wise that I can say bugs me.
 


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