Shooting has been to easy on 2k for the last 6 or 7 years
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Shooting has been to easy on 2k for the last 6 or 7 years
I hope the removal of RNG does not mean everyone shoots 60 percent from 3 on open shots. On HOF you should only make 3s if the rhythm and timing are both green, and that should be difficult enough to not shoot over 50 percent on open threes. If they can make shooting realistic with no RNG, that will be a miracle.Psn: Alabamarob
Xbox: Alabama Rob
Youtube: 2k Hawks
Settings I play on.
Minutes: 12
Difficulty: HOF
Online or Offline player: Both
In a MLO: YesTags: None -
Psn: Alabamarob
Xbox: Alabama Rob
Youtube: 2k Hawks
Settings I play on.
Minutes: 12
Difficulty: HOF
Online or Offline player: Both
In a MLO: YesComment
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Good thing I never have to worry about this. As long as Real Player% is there I'm happy. I don't mind missing open shots, it's part of the sport. The year 2K removes Real Player% I'll be done with their game even though I'm a loyal customer for 2 and a half decades.👍 1Comment
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I remember when 2k had a badge for clutch players. They could remedy this by increasing the window for those specific players in the clutch, but 2k removed this badge for some reason. I even remember a badge for clutch FT shooters which made the meter move slower back when the FT mechanic was different. They removed the floor general badge (which made players better offensively when this player was on the floor), the defensive anchor badge (which made players better defensively when this player was on the floor) and countless other badges that actually made sense.Comment
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First off I hate the green or miss because it means one thing: there is no true rim physics. I have issues with shooting both for Meter and Real Shooting %.
In my opinion if they are going to have green or miss the only place that should be is with created MyPlayers in the Park or whatever it is. If you want to argue that MyTeam isn't the real players because they have the cards that juice the ratings I'll concede that but if you are playing straight games with NBA players there should always be some RNG involved. I can't wrap my head around wanting to play Shaq but be able to hit 3's at a high level even if he's wide open because you can green the meter. But then again I am old.
This is how I think it should work. With meter shooting If you want it to be realistic a green should always be a perfect swish. White should rely on rim physics on whether or not a shot goes in. The farther you get from the green the more of a brick the shot is. so maybe it hits the rim harder or something to that effect. Way off and you shoot an airball. If guys want true stick skills to represent what happens on the court then that would make the most sense. Everyone who plays has heard of getting a roll, or some guys that has a shooters touch so his shot is softer and his shots will tend to drop. I mean I have been playing hoops for 45 years I have seen shots go in that look terrible but somehow drop. Get real rim physics into the game and you don't have to worry about RNG. If you miss early the shot is short if you miss late it's long and the farther away the less touch the shot has. For left or right use the stick like they do for golf games.
But the way it is. Green is always going in. and everything else missing. That's taking this game further away from a simulation.
For people who argue that you can just use real player %. I will say that is what I use 90% of the time. The problem is that there are certain shots you know are never going in. I don't know how they calculate it but realistically unless it's blocked every shot should have some % chance of going in. I've seen certain animations though that I know are never going in. Same thing with contests and real player %. Any Contested shots in the last few 2k's have such a smaller chance of going in meanwhile open shots go in at crazy high rates. Watch any basketball from any era. I've seen so many instances of guys getting hot and not missing. I've also played against enough guys to know that a hand in the face doesn't matter if a great shooter gets going. I feel like this is not replicated well with real player %. I feel like they need to adjust the algorithm here to allow any shot at least some % chance of going in because as it is it's feels like it's getting worse.
When I go back and play 2k16 I really felt like that game does a much better job of representing the NBA players to their ratings more than the current games but the improved animations and ability to play different eras now makes it hard to go back.Last edited by cch99; 08-26-2025, 10:44 AM.👍 3Comment
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First off I hate the green or miss because it means one thing: there is no true rim physics. I have issues with shooting both for Meter and Real Shooting %.
In my opinion if they are going to have green or miss the only place that should be is with created MyPlayers in the Park or whatever it is. If you want to argue that MyTeam isn't the real players because they have the cards that juice the ratings I'll concede that but if you are playing straight games with NBA players there should always be some RNG involved. I can't wrap my head around wanting to play Shaq but be able to hit 3's at a high level even if he's wide open because you can green the meter. But then again I am old.
This is how I think it should work. With meter shooting If you want it to be realistic a green should always be a perfect swish. White should rely on rim physics on whether or not a shot goes in. The farther you get from the green the more of a brick the shot is. so maybe it hits the rim harder or something to that effect. Way off and you shoot an airball. If guys want true stick skills to represent what happens on the court then that would make the most sense. Everyone who plays has heard of getting a roll, or some guys that has a shooters touch so his shot is softer and his shots will tend to drop. I mean I have been playing hoops for 45 years I have seen shots go in that look terrible but somehow drop. Get real rim physics into the game and you don't have to worry about RNG. If you miss early the shot is short if you miss late it's long and the farther away the less touch the shot has. For left or right use the stick like they do for golf games.
But the way it is. Green is always going in. and everything else missing. That's taking this game further away from a simulation.
For people who argue that you can just use real player %. I will say that is what I use 90% of the time. The problem is that there are certain shots you know are never going in. I don't know how they calculate it but realistically unless it's blocked every shot should have some % chance of going in. I've seen certain animations though that I know are never going in. Same thing with contests and real player %. Any Contested shots in the last few 2k's have such a smaller chance of going in meanwhile open shots go in at crazy high rates. Watch any basketball from any era. I've seen so many instances of guys getting hot and not missing. I've also played against enough guys to know that a hand in the face doesn't matter if a great shooter gets going. I feel like this is not replicated well with real player %. I feel like they need to adjust the algorithm here to allow any shot at least some % chance of going in because as it is it's feels like it's getting worse.
When I go back and play 2k16 I really felt like that game does a much better job of representing the NBA players to their ratings more than the current games but the improved animations and ability to play different eras now makes it hard to go back.
They just need to make sure they actually program in rim contact and plenty of rim animations we don’t end up with swish only like in 2k24.
Also you aren’t going to be able to make 3s with Shaq. Each player still has a window that needs to be hit dependent upon ratings, hot spots, and tendencies, and if the rating is near 0, it’s going to be impossible to green that with a player like Shaq.Comment
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Right but I guess what I am saying is I want real rim physics that aren't predetermined when the shot leaves the hand. So everything I said before still stands. Green-Swish, White equals rim physics and the farther you get from green the less soft the shot is.
I am not under the illusion that this is easy to do just that it would be the most realistic. Maybe they can't even totally pull it off. So I get why they have it like it is. Perfect green is a swish and as you get farther away from that but it's still green you get these predetermined rim shots that while having close to real like physics and looking like it are still predetermined.
Regarding the Shaq thing. That may be the case with him but here's an example that could be just as annoying. Let's take someone like KCP. He's a nice player. HIs career 3-Pt % is 36.67%. HIs 3 point % last season on Wide Open Shots was 39.1% last year and 44% the year before. In the game you can take a guy like that and probably hit consistently 60%+ on wide open threes once you get this timing down.
I think that in general people have a skewed idea of how often guys hit wide-open threes which is generally considered having no defender within 6 feet. They think these guys hit like 75% when wide open. The league average last year was around 40%. The best last year was Ty Jerome at 50.7.
At the end of the day I don't really care if guys that play Park or Myteam want to hit that high of a %. I don't play those modes I am looking for something closer to a simulation inside a video game as opposed to a straight video game. I get it I am no longer the target market. That's fine. But what I would like is a few more shooting sliders for Open and Wide Open Shots from 3 & Mid-Range for Real Player% guys👍 1 -
I get what you are saying and that would be really cool and groundbreaking, but that is never going to happen unless it’s a full blown simulator, which would be a huge task and a huge memory hawk. Not to mention, how does it decide what happens to the ball after the shot is released? They would need to have a shooting mechanism that figures out where the rim is and gives you both a vertical, horizontal, and depth meter of some sort to catapult it at the basket. Then on the way there would need to be some sort of measure to read until it gets to the rim and once it makes contact with the rim (or a swish), to figure out where the ball will bounce. It would be an insane task for them of any other developer to do and have a deep game since most of the resources would go to that.
As for the 3pt shooting, I agree completely that it’s too easy/high, especially on open 3s, even on HOF difficulty. Also the 3pt aim stats by default are also too high. I am fine with the green or miss because it’s just adjusting the meter a bit (even though I have meter turned off, I know it still uses it). But I do wish there was a way to make it so not every wide open 3PT was almost a guaranteed make for offline play. You can tweak it with sliders but even then it’s hard to find that sweet spot.👍 1 -
It being a video game what I would do for the shooting is this. Basically it's exactly as it is now except you'd have to use the stick for shooting, no more square. Still with meter but left or right is determined by how straight you pull the stick back (like EA PGA Tour). Short or long is based on the meter. Before green short; after green long. I don't know how you'd do soft or hard but I guess this is where there would have to be either ratings driven or there is really just one speed.
Your right I don't think there is a way to have shooting directly translate to sticks. I mean in real life as you get tired and your legs start to go you tend to be short. I don't know how you could replicate that in game. Same thing with softness/hardness. I've seen bad players absolutely blast a shot off the front of the rim when they have no arc on their shot.👍 1
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We are definitely going to take a step backwards. Already seeing 60 3P rating hitting consistently. So yeah I'm here to watch the complaining 😁Hands Down....Man Down - 2k9 memories
http://www.youtube.com/watch?v=4IHP_5GUBQoComment
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