NBA 2K15 New Shot Meter Explained

Collapse

Recommended Videos

Collapse
This topic is closed.
X
X
 
  • Time
  • Show
Clear All
new posts
  • Guard-ian
    Pro
    • Apr 2008
    • 612

    #106
    Re: NBA 2K15 New Shot Meter Explained

    Originally posted by Beluba
    We did not implement the meter for FTs. Technical difficulties. I would like to re-visit that next year.

    Yes, fatigue impacts the meter.
    What about post shots and lay ups? is it the meter there too? In other 2k iterations I always had the feeling that timing didn't matter a lot in those kind of shots...

    Cheers! ;-)
    Ignorance is Bliss...

    Comment

    • silverskier
      Rookie
      • Sep 2008
      • 285

      #107
      Re: NBA 2K15 New Shot Meter Explained

      Originally posted by Beluba
      Yes. We use real life FGA stats to determine how quickly a player fatigues. So volume shooters can put up a lot more shots before being affected.
      Originally posted by Beluba
      This is one fundamental difference between 14 and 15 that you should be able to notice. In 14, the player's timing window was directly proportionate to his jumper animation. So typically, guys who elevated more always had a bigger window than set shooters, which made them easier to time. In 15, we decoupled the size of the window from the animation. So better shooters should be easier to shoot with regardless of what animation they're assigned.
      This is great to read

      Originally posted by Guard-ian
      What about post shots and lay ups? is it the meter there too? In other 2k iterations I always had the feeling that timing didn't matter a lot in those kind of shots...

      Cheers! ;-)
      And this would be fantastic too

      Comment

      • Trackball
        MVP
        • Sep 2012
        • 1306

        #108
        Re: NBA 2K15 New Shot Meter Explained

        Originally posted by Beluba
        This is one fundamental difference between 14 and 15 that you should be able to notice. In 14, the player's timing window was directly proportionate to his jumper animation. So typically, guys who elevated more always had a bigger window than set shooters, which made them easier to time. In 15, we decoupled the size of the window from the animation. So better shooters should be easier to shoot with regardless of what animation they're assigned.
        As a fan of Andre Miller (who does not jump), this is welcome.

        Comment

        • lvnba
          Rookie
          • Aug 2013
          • 329

          #109
          Re: NBA 2K15 New Shot Meter Explained

          Thanks for the info, Beluba.

          Will this be implemented in the online gaming? Specially in the Online Associations.
          http://www.anba2k.com/ - League for 30 spanish simheads
          7+ seasons playing 82 games a year, 48 minutes a game - ONLINE NATION.

          Comment

          • Goffs
            New Ork Giants
            • Feb 2003
            • 12278

            #110
            Re: NBA 2K15 New Shot Meter Explained

            Originally posted by Trackball
            As a fan of Andre Miller (who does not jump), this is welcome.
            This goes to any player with a set shot...

            Comment

            • dmann1oo
              Banned
              • Dec 2013
              • 67

              #111
              Re: NBA 2K15 New Shot Meter Explained

              Yea mr developer all this new shot meter sounds good until people just spam the paint with lebron or whoever has posterizer or just picks the team with dimer or whoever has the most catch and shoot guys get rid of signature skills than i be hyped about this game until that happens it will still be a cheese fest

              Comment

              • Gramps91
                MVP
                • Sep 2010
                • 2116

                #112
                I'm not sure I like it but at least it's optional so that's cool. I actually really like using Real Player % as I suck at timing. I'll give it a shot though, as long as it's optional I'm happy.
                NCAA: Kentucky Wildcats
                MLB: Atlanta Braves
                NBA: San Antonio Spurs

                Comment

                • stillfeelme
                  MVP
                  • Aug 2010
                  • 2406

                  #113
                  Re: NBA 2K15 New Shot Meter Explained

                  Originally posted by Beluba
                  This is one fundamental difference between 14 and 15 that you should be able to notice. In 14, the player's timing window was directly proportionate to his jumper animation. So typically, guys who elevated more always had a bigger window than set shooters, which made them easier to time. In 15, we decoupled the size of the window from the animation. So better shooters should be easier to shoot with regardless of what animation they're assigned.

                  Mike the only thing I didn't see explained is does the shot meter change based off location on the court or do you just get one shot meter regardless? Example I will use Bradley Beal and Westbrook.


                  Westbrook is a better mid range jump shooter % wise than Beal, but Beal is much better 3PT shooter. However overall they shoot the same overall from total jumpers




                  Westbrook Beal
                  Mid range 43% 38%
                  3pt 32% 39%
                  Overall 38% 38%

                  Comment

                  • blues rocker
                    MVP
                    • Sep 2007
                    • 1921

                    #114
                    Re: NBA 2K15 New Shot Meter Explained

                    my main concern with shot success is that open shots are rewarded with success, and contested shots are punished with missing. i just want the shot success to make sense. reward people who take the time to get open shots. by allowing too many contested/contact shots go in, it makes success feel arbitrary, and allows people to compete even with bad shot selection. don't allow player ratings to overpower "good basketball." as of now, users can use player ratings and sig skills as a crutch to make up for their bad shot selection.

                    one of the big questions in video game basketball is: how much should the outcome be determined by the user's choices vs. how much of the outcome should be determined by the player ratings? it is my view that the user's decisions (shot selection, strategy) should be the OVERWHELMING PRIMARY factor in determining success. I have always believed that a good user who picks a mediocre team should still be able to destroy a bad user who picks the Spurs...whoever has better shot selection should win...not whoever has more allstars.

                    as of now, bad users can kind of compete just by picking a good team and just jacking up random shots (because eventually the player ratings and sig skills take over and they're just going to start hitting shots no matter how bad their shot selection is). this is my main problem with the game (especially online). if a user picks a team with a bunch of allstars who can make contested/contact shots, then shot selection doesn't matter enough. it matters a bit, but i want to see shooting percentages as low as 23-29% (yes, even for the Spurs or Heat) if the user is jacking up all contested/contact shots and isn't even trying to get open (this might be an "unrealistically low" shooting percentage...but unrealistically bad basketball calls for unrealistically low shooting percentages).
                    Last edited by blues rocker; 08-16-2014, 09:33 AM.

                    Comment

                    • thedream2k13
                      MVP
                      • Jan 2013
                      • 1507

                      #115
                      Re: NBA 2K15 New Shot Meter Explained

                      Originally posted by Beluba
                      This is one fundamental difference between 14 and 15 that you should be able to notice. In 14, the player's timing window was directly proportionate to his jumper animation. So typically, guys who elevated more always had a bigger window than set shooters, which made them easier to time. In 15, we decoupled the size of the window from the animation. So better shooters should be easier to shoot with regardless of what animation they're assigned.
                      Don't make it to easy for them mike.make practice mode essential
                      #SIMNATION

                      fighting for truth, justice and SIMULATION gameplay

                      Comment

                      • stillfeelme
                        MVP
                        • Aug 2010
                        • 2406

                        #116
                        Re: NBA 2K15 New Shot Meter Explained

                        Originally posted by blues rocker
                        my main concern with shot success is that open shots are rewarded with success, and contested shots are punished with missing. i just want the shot success to make sense. reward people who take the time to get open shots. allowing too many contested/contact shots go in makes success feel arbitrary, and allows people to compete even with bad shot selection. don't allow player ratings to overpower "good basketball." as of now, users can use player ratings as a crutch to make up for their bad shot selection.

                        Bluesrocker,


                        Keep this in mind though some players actually shoot much better when contested which goes against that train of thought, it is not the majority but it happens. Then there are some players that drop off dramatically when contested like Dragic. Check the link it was from March so it should be based off pretty much 2/3 of the season but you can see the trend. At that time the average % drop for a contest across the league was like 5.4% for jumpers. I am waiting for 2K to implement something like this where they rate the players based off contest, open, spot up and off the dribble separately.


                        Follow the action on NBA scores, schedules, stats, news, teams, and players. Buy tickets or watch the games anywhere with NBA League Pass.

                        Comment

                        • blues rocker
                          MVP
                          • Sep 2007
                          • 1921

                          #117
                          Re: NBA 2K15 New Shot Meter Explained

                          Originally posted by stillfeelme
                          Bluesrocker,


                          Keep this in mind though some players actually shoot much better when contested which goes against that train of thought, it is not the majority but it happens. Then there are some players that drop off dramatically when contested like Dragic. Check the link it was from March so it should be based off pretty much 2/3 of the season but you can see the trend. At that time the average % drop for a contest across the league was like 5.4% for jumpers. I am waiting for 2K to implement something like this where they rate the players based off contest, open, spot up and off the dribble separately.


                          http://hangtime.blogs.nba.com/2014/0...a_12_twitter_L
                          yeah, i get that. i get that some players can make contested shots...but how do you deal with this in a video game? i feel like they should lower the success for contested shots a bit more than in real life, in order to prevent people from using player ratings in place of strategy. i get that a real player might be able to hit contested shots all day long...but a user shouldn't be able to do that in a video game...it removes all skill/strategy/decision-making from the equation...and it just becomes about relying on player ratings for success.

                          maybe there could just be a new mode called "strategy mode" or something...where player ratings and sig skills are toned down and strategy/shot selection are made more important.
                          Last edited by blues rocker; 08-16-2014, 09:43 AM.

                          Comment

                          • Rockie_Fresh88
                            Lockdown Defender
                            • Oct 2011
                            • 9621

                            #118
                            Re: NBA 2K15 New Shot Meter Explained

                            I hope my control shot stick won't keep resetting to camera relative this year. I prefer absolute.
                            #1 Laker fan
                            First Team Defense !!!

                            Comment

                            • vardano
                              Banned
                              • Nov 2013
                              • 22

                              #119
                              I'm very interested in post up game. Can you expand on that a bit?

                              Comment

                              • thedream2k13
                                MVP
                                • Jan 2013
                                • 1507

                                #120
                                Re: NBA 2K15 New Shot Meter Explained

                                Originally posted by blues rocker
                                my main concern with shot success is that open shots are rewarded with success, and contested shots are punished with missing. i just want the shot success to make sense. reward people who take the time to get open shots. by allowing too many contested/contact shots go in, it makes success feel arbitrary, and allows people to compete even with bad shot selection. don't allow player ratings to overpower "good basketball." as of now, users can use player ratings and sig skills as a crutch to make up for their bad shot selection.

                                one of the big questions in video game basketball is: how much should the outcome be determined by the user's choices vs. how much of the outcome should be determined by the player ratings? it is my view that the user's decisions (shot selection, strategy) should be the OVERWHELMING PRIMARY factor in determining success. I have always believed that a good user who picks a mediocre team should still be able to destroy a bad user who picks the Spurs...whoever has better shot selection should win...not whoever has more allstars.

                                as of now, bad users can kind of compete just by picking a good team and just jacking up random shots (because eventually the player ratings and sig skills take over and they're just going to start hitting shots no matter how bad their shot selection is). this is my main problem with the game (especially online). if a user picks a team with a bunch of allstars who can make contested/contact shots, then shot selection doesn't matter enough. it matters a bit, but i want to see shooting percentages as low as 23-29% (yes, even for the Spurs or Heat) if the user is jacking up all contested/contact shots and isn't even trying to get open (this might be an "unrealistically low" shooting percentage...but unrealistically bad basketball calls for unrealistically low shooting percentages).
                                shouldn't the user shot selection be based off the player they are controlling?I mean you're not going to be shooting midrange jumpers with Reggie Evansand when it comes to award rewarding you with a open jumper using your base shots ratings is the reward
                                #SIMNATION

                                fighting for truth, justice and SIMULATION gameplay

                                Comment

                                Working...