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NBA 2K17 Gameplay Tweaks We'd Like to See

Years of griping about basketball have finally worked to my advantage and we've got one of the best versions of NBA 2K ever this season. But the key to being the best and sustaining is knowing that the journey is about constant growth. If you're not getting better, then you're just wasting away. Standing as the sole competitor in this corner of gaming, it would be easy for 2K to remain stagnant. Here's my take on how to prevent such stagnation.

1. "Guaranteed Momentum Shifts:" I stand by that this addition was made in the last few years. My boys brushed me off when I initially started to notice and reference it because I'm notorious for writing people off as trash. But once they started to realize it, it's been accepted as being a thing. I've seen teams turn what 2K's intended to be a mini-shift into a game-changing run based solely on the video game and not user ability. Sure, when the intent was to keep people playing it worked. But now with the punishment for quitting games being all out of whack -- that I won't even complain about this article -- it's pointless and a bit frustrating. I'm still trying to accomplish a 100 point victory in Pro-Am.

2. Random Variance Nonsense: I mean.... really? These are supposed to be professional athletes, most of which have been playing basketball for at least 10-plus years. A three foot pass isn't going nine feet in the air, and the receiver isn't going to jump in the complete opposite direction the ball is being thrown. I get what is trying to be accomplished here, but no. The ball being a little bit off-target and the receiver possibly having to change his route? Yes. Me being a 95-overall point guard throwing away passes for nothing other than animations?

3. Reaching Overkill: Sure. Punish guys who spam the steal button the whole time. But let's be consistent. I swear, I get away with tons of contact when guarding the ball up the floor. However, let me be in good position, not making any contact and then reach just once. WHISTLE! I shudder to think about the number of times my team has done everything right defensively, only for someone to reach once, the video and audio both support that ball was what was hit, yet the foul is called anyway.

4. Illegal Screens: Maybe I haven't done the best job of keeping up with the plans 2K has but this particular critique is in reference to Pro-Am. I'm not of the ilk that thinks this concept is unbeatable. I've adjusted to and stopped the cheese from happening. It's more a matter of playing with the right people who know what to do than anything else, but it's frustrating to have to deal with on a game-to-game basis. The offense is already overpowering this year. Aiding the opposing team with illegal screens makes the game almost unplayable at times.

5. Artificial Intelligence: There's definitely some tweaks that need to happen here. Regardless of skill level, the AI playing with you are never as smart or basketball savvy as the opposing team, primarily in MyCareer. Seeing guys miss wide-open lanes or read the play incorrectly is bad enough as it is at the professional level. Going back to the other end to watch the CPU play with 73-and-9-like laser focus and picking apart your defense can lend itself to quite a bit of frustration.

...Now, I've never been big on caveats, but this is important. In recent years as competition has dissipated, 2K has made claims of being the most realistic and authentic basketball game on the market. These critiques are all in response to that. Of course, I'm well aware this is a video game and there's going to be limitations that just cant be overcome in a year's time. I like the trajectory the franchise is on though. The foundation laid last year and the changes so far this year lend themselves to optimism -- something I've regularly been very selective with allowing with video games.

What do you think needs to be done with NBA 2K17's gameplay? Sound off with your suggestions below!


Member Comments
# 1 ammar_munes @ 11/15/16 10:14 AM
Quote:
Originally Posted by MMChrisS

Years of griping about basketball have finally worked to my advantage and we've got one of the best versions of NBA 2K ever this season. But the key to being the best and sustaining is knowing that the journey is about constant growth. If you're not getting better, then you're just wasting away. Standing as the sole competitor in this corner of gaming, it would be easy for 2K to remain stagnant. Here's my take on how to prevent such stagnation.

Read More - NBA 2K17: Gameplay Tweaks We'd Like to See




Good Points !
 
# 2 jfsolo @ 11/15/16 10:25 AM
I agree that the things listed in the article need to be fixed. I disagree about this been one of the best 2K's ever, and I disagree about liking the trajectory and being optimistic about the future of the franchise.

IMO the article should have listed 50 things and be titled, "Rebuilding NBA 2K's gameplay from the ground up"
 
# 3 Graphik @ 11/15/16 10:26 AM
I agree with most of what you say. The artificial momentum shifts(happens offline as well), the redundancy of your cpu controlled team mates, lack of consistency on any button spamming for that matter.

I think the problem 2K created within the game is too many damn attributes, badges and whatever other hidden intangibles are in the game. They tried to separate two 95 rated players with a slew of different play styles and habitual attributes and it results in a defective product IMO. Add that with artificial in game boost to keep the game competitive and it makes for a sloppy product.

That's what 2K is to me....sloppy.

What I'd like to see tweaked is cpu team play styles. I want the Warriors to feel like the Warriors and not just a cpu team with good attributed players who's tendencies is to shoot more 3 than most. All teams seem to play the exact type of defense which is to stick to your man like glue no matter the matchup. If a team has poor defense, I want to feel like I can take advantage of them. Not just blow them out but to have an easier time compared to a better defensive team. As of now, I don't feel the separation regardless off who is injured, how many games in a row they've lost or what their record is.
 
# 4 swiftkid @ 11/15/16 10:27 AM
game would change tremendously if they got rid of that elastic/molasses feel when trying to move your player
 
# 5 Graphik @ 11/15/16 10:39 AM
Quote:
Originally Posted by swiftkid
game would change tremendously if they got rid of that elastic/molasses feel when trying to move your player

The game is too animation driven. You get sucked into animations that move slower than other players animations and the results are funky, unrealistic player sliding and stickiness that's completely animation and situational driven. It's designed to make the game look realistic but it takes to much control out of the players hands.
 
# 6 zrohman @ 11/15/16 10:59 AM
Quote:
Originally Posted by swiftkid
game would change tremendously if they got rid of that elastic/molasses feel when trying to move your player
This has been what I've been wanting for years now. Still hasn't happened
 
# 7 DonWuan @ 11/15/16 11:04 AM
Artificial intelligence needs to be redone. Cpu do not play basketball, they play animation. That's why they have to rely on bs so much.

Sent from my Nexus 6P using Tapatalk
 
# 8 schnaidt1 @ 11/15/16 11:32 AM
good stuff...but you forgot the biggest issue...lack of shooting fouls in favor of the cpu....them only shooting 8 free throws per game inflates their shot attempts which then inflates rebounds...makes it hard to keep stats realistic.
 
# 9 pozzocolin @ 11/15/16 11:57 AM
Quote:
Originally Posted by ammar_munes
Good Points !
Really good points!! I hope it does not become like EA and its scripting momentum ****ing trash ...
 
# 10 Baebae32 @ 11/15/16 12:52 PM
I think 2Ks biggest gameplay problems lie in its current representation of player movement/interaction/animations. The game needs to continue to become more fluid
 
# 11 JayBillups36 @ 11/15/16 01:48 PM
I'm not really feeling the player classes. I made a shot creator and he's not very good at open pull ups but he's awesome on taking the worst shots ever. I got every badge and put in a ton of work and my inbox is filled with people whining about spin jumper. SORRY! I'm not making another guy cause I'm doing you in. Talk to 2k they made me run my player this way.
 
# 12 SportsGameGod @ 11/15/16 04:37 PM
I agree with this for sure being the best 2k ever.
 
# 13 Smirkin Dirk @ 11/15/16 05:03 PM
Quote:
Originally Posted by Baebae32
I think 2Ks biggest gameplay problems lie in its current representation of player movement/interaction/animations. The game needs to continue to become more fluid
I agree. The movement is getting better but you still lose control in animations sometimes, and it can twitchy. The new physics engine has exacerbated these things.
 
# 14 jmaj315 @ 11/15/16 06:37 PM
Yea, the movement is kinda weird. Way too often i try to take a step to either side as the defender, and end up looping behind the ballhandler.

That is my biggest gripe, although i do hate the way my AI runs into each other and don't either switch defenders or simply go around. I get that guys get stuck on teammates from time to time, but it's like 50% or more of the time on double screens. The defender rarely makes it to the second screener, and sometimes doesn't hit the first one until the pass is made
 
# 15 Smirkin Dirk @ 11/15/16 07:07 PM
Quote:
Originally Posted by BegBy
So many animations take up way too much time and real estate.
Absolutely.

Part of the reason the court can feel crowded is how much time and space some of these animations take. The behind the back dribble as an example needs about 5 feet of space to start and end. By that time, the ball has either been knocked lose or the animation has caused that gap to close.
 
# 16 tril @ 11/15/16 09:48 PM
Quote:
Originally Posted by Smirkin Dirk
Absolutely.

Part of the reason the court can feel crowded is how much time and space some of these animations take. The behind the back dribble as an example needs about 5 feet of space to start and end. By that time, the ball has either been knocked lose or the animation has caused that gap to close.
agree with this, its like something between the players and courts feel like it isnt properly scaled. wonder if its a player wingspan issue
 
# 17 Finepanther @ 11/15/16 10:00 PM
Does anyone know if 2k uses analytics or Sports VU data for player tendencies and attributes? If not that seems like a massive oversight.
 
# 18 Richardcg @ 11/15/16 10:52 PM
Agree with all of this. But every time I say something like what the article states, I'm told to learn the game. I know the game I'm no expert but I know when something is not right. People the game is setup to make runs and give the computer an advantage.

Fast breaks are terrible.. I'm actually watching the Bulls and Blazers now wade went on an break and flew by almost everyone for an easy two. In 2k that wouldn't have happen. He would have made dumb stutter then start running and the CPU would have already be down the court....

I can go on about things that happen in this game that just shouldn't. I believe has everything to do with the animations in the game in order for it to look realistic....

Also another thing that happen which was completely unnecessary.. Butler is standing in the corner and I was only a few feet away from and press a for a simple pass and guess what he do. He jumps for the ball that wasn't even high and he all of an sudden is called out of bounds....

The game is good and I believe was great when it was first released. But seem like patches is messing it up. I didn't see to much stuttering and stuff going on. It felt very smooth. Now it sorta plays a lil like 2k16.

Sent from my A0001 using Tapatalk
 
# 19 Smirkin Dirk @ 11/15/16 11:02 PM
Quote:
Originally Posted by BryceDouglasRules
Every other thread is a "this needs to be tweaked" and there's always someone with a select few of nuances THEY think needs to get fixed. We need to consolidate these some how in a voting system and a very specific point system so that the devs can look, not read 3 pages to see who and they don't value opinion.

I don't like the wishy washy stance on shooting, I think everyone is too extreme either way, and a medium needs to be found.

That's what this thread should be about.
If you want a consensus, you will be waiting a long time.
 
# 20 CujoMatty @ 11/15/16 11:04 PM
The momentum shifts are killing this game for me. You can drop the CPU shooting sliders to 10 but if they get a run the sliders mean nothing and Its got shooting percentages out of control and it's also just plain not fun. Most games have me either winning by 30 or losing by 30 with whacked out shooting percentages. I have shooting sliders at 40 and I just beat the CPU by 38 and I shot 67% from the field. CPU shot 39% then the next game CPU shot 90% in the second half to beat me by 30 and I shot 42%. I get what they are trying to do and make momentum simulate real life but it feels over done and forced.
 

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