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Old 08-08-2004, 12:54 PM   #9
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Re: Problems with 2K5

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Originally Posted by SportsK1NG
what are you doing? you cant talk about problems here..
What are you talking about, that's all you've done since you got here. I'll ask again, where did all the 13 yr olds come from?
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Old 08-08-2004, 01:37 PM   #10
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Re: Problems with 2K5

As far as the DB AI goes, like you said sometimes it's good and sometimes they some completely f**ked up things. I could attempt to take control and make the play but football is a team game. The other guys on your team should do what they are supposed to do. If I wanted to control every single player I'd just play a 1-on-1 fighting game. *shrugs*
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Old 08-08-2004, 03:25 PM   #11
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Re: Problems with 2K5

I love the game, i think its great, sure their are some bugs, BUT with XBOX LIVE and ESPN's VC team working to fix, by september all content can be downloaded and fix, so I mean anythings possible, its not like these issues have gone unnoticed, patches can fix things, and thats what superb about Live. Just have a little patience
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Old 08-08-2004, 03:40 PM   #12
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Re: Problems with 2K5

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Originally Posted by WeLiveFiction
I love the game, i think its great, sure their are some bugs, BUT with XBOX LIVE and ESPN's VC team working to fix, by september all content can be downloaded and fix, so I mean anythings possible, its not like these issues have gone unnoticed, patches can fix things, and thats what superb about Live. Just have a little patience
Which is true. But should the man without the means to have Xbox Live be punished? That's essentially what happens when a game hits the shelves with such terrible issues.
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Old 08-08-2004, 05:50 PM   #13
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Re: Problems with 2K5

This game has great animations and features, like the QB evade & in game custom music for diff situations ( i never get tired of hearing biggy say somebody got to die when i sack or get sacked ) But the DB AI gives me a headache.

Im not looking for perfection, im content with adequate.

And to me the Db's are not. You can tweak the sliders or make created players or edit the low rated players..offline..and get them to play decent D but ONLINE you have to play default, and be subjected to the glitches like the clipping penalty, & Jerks running their QB while the lb'S & DB's watch the QB get a first down before they persue.

I've taken control of them and thats even worse trying to run down the QB, the persue speed is jacked up & so is the diving....Im mashing the speed button like crazy & still cant get to him fast enough & when i do the dive tackle is weak. That for me subtracts a great deal of any enjoyment i get from this game.

Im not a franchise fan, ( i miss regular season mode) so most of the glitches dont bother me with that. I overlook everything except the DEFENSE.


Games are not perfect & they will have flaws we all know that, I guess it comes down to how much of the flaws we are willing to over look & ignore, & how much do they subtract from your individual enjoyment of the game.

On a side note:
Xbox2 & PS3 & whatever else is in the works. Over all i dont see a need for more advanced systems if most of the game corps aren't utilizing the full potential of what we have now. Graphics have come a long way & im satisfied with them. Sure i would like to see the Unreal engine at work but im more interested in gameplay. I dont care to spend more money on another so called better system with beautiful graphics and the gameplay is still stuck in the mud. Just my 2cents.
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Old 08-11-2004, 02:43 AM   #14
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Re: Problems with 2K5

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Originally Posted by rudyjuly2
PROBLEMS WITH 2K5 (Don’t read if you don’t like any negative comments)

I loved 2K4 last year. It wasn’t perfect but it was a great game. Some of the biggest concerns people had with the gameplay were the (super) running backs breaking tackles and the CPU not throwing deep. Generally speaking, the lob was poor and the deep ball was lacking for everybody. I was really looking forward to 2K5 fixing some of these things and having a tremendous game by simply building off of last year’s engine. While the game is still good and improved in some areas I am disappointed. While they seemed to fix some things, they regressed in others and neglected some areas which I find very frustrating. I don’t understand why they would let some things get worse when the code from 2K4 was fine. I won’t even touch on franchise mode which has its own host of problems.

AREAS THAT GOT WORSE

Game Play out of the Box: Last year All-pro default was great right out of the box. This year the game seems unbalanced and much time is spent playing with the sliders like it’s a plague. Don’t believe me? There were just over 800 posts for all of last year for sliders. Within two weeks we had over 1000 for 2K5 (and counting). Separate sliders for pass and run blocking would be nice.

Screen Passes: These worked well last year. They stink for the most part this year. You usually have to throw it early before your lineman set up. If you try to suck the defensive lineman in, they still seem to be able to turn around and tackle the HB for a 5-yard loss. Some of this is due to poor catching animations as when the HB is standing still he simply can’t catch the ball and go.

Momentum animation: Most agreed that turning on a dime wasn’t great and we needed a LITTLE more momentum. This was not added but rather an animation to mimic it when players cut too hard. Still not a bad idea but it was overdone and poorly implemented. While you can get used to it, it’s still not good. I’d rather go back to last year’s style. I had a player pick up a fumble who was headed to the wrong endzone. I had to watch my player go through TWO animations just to turn around and get upfield.

Blocking AI: This seems to have gotten worse for some reason. Sometimes plays breakdown for losses where the presnap read indicates it should have been ok. I checked a replay of a Strong I run offtackle. The CPU was in a bear front so my TE has a LB just off to his right and the safety is in the box. Instead of my TE blocking the LB or at least blocking down on the DE, he runs to the middle of the field and downblocks on a DT! I can’t remember if the guard was pulling so some may think this is justified. Questionable but what makes it worse is that the LB flies in for a two yard loss after my FB totally ignores him and heads for the safety. I don’t get it. I didn’t see this last year.

Guard/tackle pulling: I thought for the first time last year that pulling lineman particularly on counter plays was really well done. Most games do a poor job of this, which includes 2K5. The guards and especially the backside tackle don’t get out in front of the RB in time. It’s very frustrating on counters and makes them almost unusable. While I would like to exaggerate the counter step with my RB to give them more time, I get stuck in the damn momentum animation. You can talk about slowing up on the stick, etc but it was much better last year and shouldn’t be rocket science.

Fatigue: This was really well done last year. Now, even with fatigue at 5 on the sliders the CPU will still barely sub out. Play against Warrick Dunn and see how many times Duckett enters the game even after a 20 yard run. Why change it?

Defensive Line controls: These were great in 2K4 but now when you perform a move I have to push away from the QB to keep my player from moving to the inside. Its not as intuitive as last year. Also, the swim and jump button are the same like last year but VERY touchy this year. Unless your player is completely engaged with a defender, forget using the L1 button (PS2) or your player will look like an idiot jumping up and down to knock a pass down even if a RB is running by you.

WRs near the sideline: The 2K series has always done a great job with receivers staying or trying to stay inbounds on passes near the sideline. This seems to be quite a bit worse this year and I don’t know why. Some easy 5 yard outs have the WR go flying out of bounds with no attempt at staying in.

Defensive back AI: They do some weird things sometimes although sometimes its great.

Speed of the players: Maybe its due to my slider settings for fatigue but I get annoyed when my CB picks off a pass and an OL runs me down to prevent a touchdown.


THINGS THAT WERE NEGLECTED

In game-saves: Very important for us older gamers with only half-hour windows to be able to save a game. Why don’t we have this yet?

Depth charts: Still can’t quickly slide a guard over to tackle, OLB to MLB etc. You can save subs but it makes it very, very tedious especially when you get an injury to a player who will be out two quarters to shift players around and have to move them back by going through all the formations. Furthermore, you can’t ever sub a guy out of position to be a backup. Example, Sammy Morris is the backup FB in Miami and number 2 HB now. I can’t have the game set-up so when Travis Minor gets tired, Morris enters the game automatically or use a quick sub in certain situations.

3-4 Defence: They still don’t have a true 4 defensive lineman dime or nickel package where a LB starts the play with his hand on the ground.

Quarters: We need a quarters defense for 5 WR packages and I’m not talking about the prevent which only uses 3 DL.

Double a WR: Still doesn’t work in the defensive matchup screen. Must hot route to it and sometimes the safety will run over there like he’s on the punt return team. Not quite right.

KR ratings: Why have a depth chart for kick returners without adding ratings for them to allow specialists to exist in the game (get rating boost).

Bugs/Glitches: The clipping bug should not be there. Fumbles on punt returns sometimes end up being totally spotted at the wrong end of the field, etc.

I know this is fairly negative when the overall game is still quite good. However, I feel like I went to see a blockbuster movie and had all these great hopes only to be let down. I don't think I'm the only one here either.
Quarters==Dime
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Old 08-11-2004, 04:57 AM   #15
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Re: Problems with 2K5

Quote:
Originally Posted by rudyjuly2
PROBLEMS WITH 2K5 (Don’t read if you don’t like any negative comments)

I loved 2K4 last year. It wasn’t perfect but it was a great game. Some of the biggest concerns people had with the gameplay were the (super) running backs breaking tackles and the CPU not throwing deep. Generally speaking, the lob was poor and the deep ball was lacking for everybody. I was really looking forward to 2K5 fixing some of these things and having a tremendous game by simply building off of last year’s engine. While the game is still good and improved in some areas I am disappointed. While they seemed to fix some things, they regressed in others and neglected some areas which I find very frustrating. I don’t understand why they would let some things get worse when the code from 2K4 was fine. I won’t even touch on franchise mode which has its own host of problems.

AREAS THAT GOT WORSE

Game Play out of the Box: Last year All-pro default was great right out of the box. This year the game seems unbalanced and much time is spent playing with the sliders like it’s a plague. Don’t believe me? There were just over 800 posts for all of last year for sliders. Within two weeks we had over 1000 for 2K5 (and counting). Separate sliders for pass and run blocking would be nice.

Screen Passes: These worked well last year. They stink for the most part this year. You usually have to throw it early before your lineman set up. If you try to suck the defensive lineman in, they still seem to be able to turn around and tackle the HB for a 5-yard loss. Some of this is due to poor catching animations as when the HB is standing still he simply can’t catch the ball and go.

Momentum animation: Most agreed that turning on a dime wasn’t great and we needed a LITTLE more momentum. This was not added but rather an animation to mimic it when players cut too hard. Still not a bad idea but it was overdone and poorly implemented. While you can get used to it, it’s still not good. I’d rather go back to last year’s style. I had a player pick up a fumble who was headed to the wrong endzone. I had to watch my player go through TWO animations just to turn around and get upfield.

Blocking AI: This seems to have gotten worse for some reason. Sometimes plays breakdown for losses where the presnap read indicates it should have been ok. I checked a replay of a Strong I run offtackle. The CPU was in a bear front so my TE has a LB just off to his right and the safety is in the box. Instead of my TE blocking the LB or at least blocking down on the DE, he runs to the middle of the field and downblocks on a DT! I can’t remember if the guard was pulling so some may think this is justified. Questionable but what makes it worse is that the LB flies in for a two yard loss after my FB totally ignores him and heads for the safety. I don’t get it. I didn’t see this last year.

Guard/tackle pulling: I thought for the first time last year that pulling lineman particularly on counter plays was really well done. Most games do a poor job of this, which includes 2K5. The guards and especially the backside tackle don’t get out in front of the RB in time. It’s very frustrating on counters and makes them almost unusable. While I would like to exaggerate the counter step with my RB to give them more time, I get stuck in the damn momentum animation. You can talk about slowing up on the stick, etc but it was much better last year and shouldn’t be rocket science.

Fatigue: This was really well done last year. Now, even with fatigue at 5 on the sliders the CPU will still barely sub out. Play against Warrick Dunn and see how many times Duckett enters the game even after a 20 yard run. Why change it?

Defensive Line controls: These were great in 2K4 but now when you perform a move I have to push away from the QB to keep my player from moving to the inside. Its not as intuitive as last year. Also, the swim and jump button are the same like last year but VERY touchy this year. Unless your player is completely engaged with a defender, forget using the L1 button (PS2) or your player will look like an idiot jumping up and down to knock a pass down even if a RB is running by you.

WRs near the sideline: The 2K series has always done a great job with receivers staying or trying to stay inbounds on passes near the sideline. This seems to be quite a bit worse this year and I don’t know why. Some easy 5 yard outs have the WR go flying out of bounds with no attempt at staying in.

Defensive back AI: They do some weird things sometimes although sometimes its great.

Speed of the players: Maybe its due to my slider settings for fatigue but I get annoyed when my CB picks off a pass and an OL runs me down to prevent a touchdown.


THINGS THAT WERE NEGLECTED

In game-saves: Very important for us older gamers with only half-hour windows to be able to save a game. Why don’t we have this yet?

Depth charts: Still can’t quickly slide a guard over to tackle, OLB to MLB etc. You can save subs but it makes it very, very tedious especially when you get an injury to a player who will be out two quarters to shift players around and have to move them back by going through all the formations. Furthermore, you can’t ever sub a guy out of position to be a backup. Example, Sammy Morris is the backup FB in Miami and number 2 HB now. I can’t have the game set-up so when Travis Minor gets tired, Morris enters the game automatically or use a quick sub in certain situations.

3-4 Defence: They still don’t have a true 4 defensive lineman dime or nickel package where a LB starts the play with his hand on the ground.

Quarters: We need a quarters defense for 5 WR packages and I’m not talking about the prevent which only uses 3 DL.

Double a WR: Still doesn’t work in the defensive matchup screen. Must hot route to it and sometimes the safety will run over there like he’s on the punt return team. Not quite right.

KR ratings: Why have a depth chart for kick returners without adding ratings for them to allow specialists to exist in the game (get rating boost).

Bugs/Glitches: The clipping bug should not be there. Fumbles on punt returns sometimes end up being totally spotted at the wrong end of the field, etc.

I know this is fairly negative when the overall game is still quite good. However, I feel like I went to see a blockbuster movie and had all these great hopes only to be let down. I don't think I'm the only one here either.
somewhat agree with you. I think momentum is good even if its not totaly accurate. I think screen passes are prett good. I've had some big gains, no gains, and negative gains. Blocking Ai can be bad at certain points but its on both sides (though more so on my side) and that can be frustrating but vc probably did that because otherwise they would hardly be any sacks and stuffs in the backfield. Yeah players in this game can recover really quickly for example i will run with a qb for maybe like 15 yards, and he will be all ready by the next play. Yeah the moves do move towards the inside instead of outside. I fell guard and tackle pulling is ok. To be honest with you i haven't looked at it that much, but i have had some big gains on those plays. Thats probably my money play. Yeah i hate it sometimes when wr go out of bounds on plays especially when i'm going to pass it to them. Yeah db's do weird stuff, and i hate it, but i look at the bright side, at least they once in a while are able to pick off a pass, so i just look at them as overagressive, and i always keep them far back. Speed is a bit weird, i've never had an o-line person run from behind and tackle me on an interception, but for some reason i can never catch up to slower players. For example, the wr caught it, and he wasn't rated very fast, but yet he was farther from my faster cornerback then before he caught it. In game saves and ability to move players to certain positions would be very very nice. And so far i haven't had any of the bugs you've mentioned, so i'm ok there.
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Old 08-11-2004, 05:08 AM   #16
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Re: Problems with 2K5

""Quarters==Dime""

actually a quarter defense is not the same as a dime defense. dime has six DB`s a quarter Defence has 7 DB`s.

but i`m glad ESPN doesn`t have a quarter package!! playing Madden has proved that Quarter defense is nothing but a cheesy thing to use in a videogame. it simply doesn`t need to be in a video game. you can basically blitz all day using a quarter defence. playing madden online got way too silly when everyone used man to man coverage and blitzing all the time. it is cheesy as hell! and it would be cheesy in ESPN too. i`m sure thats why VC dropped the quarter defence for this year.

here`s a few more quotes from Rudy-

""Guard/tackle pulling: The guards and especially the backside tackle don’t get out in front of the RB in time.""

it sounds like you`re tapping the button and getting ahead of your lineman. you need to wait for your lineman to get into position.

"" WRs near the sideline: The 2K series has always done a great job with receivers staying or trying to stay inbounds on passes near the sideline.""

yeah... this does seem different. didn`t they used to "ride the sidelines" in an effort to pick up more yardage? well i guess you don`t see players riding the sideline that often in real football because their momentum carries them out of bounds or a DB pushes them out of bounds.

""3-4 Defence: They still don’t have a true 4 defensive lineman dime or nickel package where a LB starts the play with his hand on the ground.""

yeah.. i`ll agree here. it does look kind of arcadey when they don`t get into a 3 or 4 point stance. but i can live with it.

""Quarters: We need a quarters defense for 5 WR packages and I’m not talking about the prevent which only uses 3 DL.""

again... i don`t want to see a quarter defence in my videogame. its okay in real football but i just don`t want to see it in a videogame. against 5 wide outs you can choose nickel, dime or prevent and you can blitz with any of the guys you want to blitz with. like if you choose a prevent you can select one of the backs to blitz with so in essence its like having a quarter defence.

i know thats not what you wanted to hear but still... it can be done.

""Screen Passes: These worked well last year. They stink for the most part this year. You usually have to throw it early before your lineman set up. If you try to suck the defensive lineman in, they still seem to be able to turn around and tackle the HB for a 5-yard loss. ""

screen passes seem kind of difficult but i think throwing into the flats is more difficult because the pass always seems to go too far or the receiver is not ready to catch the pass. it needs a little work.

by the way... can someone tell me which button to push to quote someone? i can`t seem to find it with this new format they`ve got us on now.

Last edited by KillRoy; 08-11-2004 at 05:18 AM.
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