2K16 Shot Meter

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  • blues rocker
    MVP
    • Sep 2007
    • 1921

    #226
    Re: 2K16 Shot Meter

    Originally posted by Caelumfang
    The problem is that you keep hollering this dumb **** about 'turn the meter off!' like it's going to magically fix everything.

    Putting the meter into 2k16 ONCE AGAIN ties it into the shooting system, period, which would be completely idiotic. No one with a sim bone in their body wants an ARCADE MECHANIC in a SIM GAME. Anyone who has ever played 2k until this year KNOWS that you don't need some stupid meter to judge a shot, when all you need to do is learn where the apex of the shot is to release.

    That reverts it back to a simpler shooting system where the excellent release window can once again be broadened a bit, but it would no longer be a guaranteed make, like in previous games. The reason we got that idiotic meter is because people cried that their precious A+ shots not falling.

    Putting that meter back into the game opens up the floodgates in 2k tying it into the shooting mechanic again, which almost nobody wants. Remove it, and it's not even a possibility anymore, or else the crying will continue, which will result in a patch similar to patch 4 in 2k16, and we'd be right back here again.

    Players want their shot success rate to be determined by rating, quality of the release, and the quality of shot they take, NOT for it to be determined by a meter where 'oh man, it was just on the line, but it's a brick 70% of the time because I didn't hit the magic sweet spot'. And if you're paying attention to the poll, look how many people want it AS IS (as in tied to the shooting mechanics AGAIN) and how many want it removed COMPLETELY. The one where it gets tweaked are in the vocal minority. So it's either transfer it as is or remove it. And luckily the remove it entirely vote is winning.
    even if you remove the meter, there will always be "virtual meter" going on under the hood that the game is using to evaluate your release timing. the shot meter simply takes what was already there and makes it visible to the user. making it visible to the user simply gives you a more accurate picture of precisely how early or late your release was (rather than having to guess, like in previous versions if 2k).

    Originally posted by Caelumfang
    Players want their shot success rate to be determined by rating, quality of the release, and the quality of shot they take, NOT for it to be determined by a meter where 'oh man, it was just on the line, but it's a brick 70% of the time because I didn't hit the magic sweet spot'.
    shot success rate is already determined by all of these things in 2k15 - i'm not sure where people are getting the idea that the release timing is the ONLY factor that determines shot success. it seems people have a totally wrong understanding of how the shot meter works. the meter is not the SOLE factor that determines shot success. the meter is simply a visual representation showing your exact release timing. the game always evaluated your timing and factored it into your shot success - adding the visible meter did nothing to change that.

    the only thing that changed in 2k15 was the rule that a perfect release means 100% success - 2k could change that rule whether or not the meter is still in the game. in previous version of the game, you could still get a "perfect release", you just didn't know when you got it, and it didn't mean 100% success. again - that particular rule is the only thing that changed from 2k14 to 2k15. being able to visually see the meter has no impact on how much the game factors release timing into shot success.

    the "meter" has always been in the game and it always will be...it just used to be invisible. might as well offer the option to make it visible for those of us who want to see it.
    Last edited by blues rocker; 06-19-2015, 03:17 PM.

    Comment

    • TaylorBoi
      Banned
      • Jun 2015
      • 188

      #227
      Re: 2K16 Shot Meter

      Originally posted by Caelumfang
      For the millionth f***ing time, it isn't the meter, it's the SHOOTING MECHANIC THAT IS ATTACHED TO THE METER. Turning it off doesn't do a damn thing, do you get that yet? Meter ON or meter OFF, a perfect release is a 99% bucket. If you know your particular jumper and mastered the release, the green release mechanic ATTACHED TO THE METER, WHETHER THE VISUAL OF THE METER IS ON OR OFF, RESULTS IN UNREALISTIC SHOOTING ABILITY.

      Do you get it yet?

      When the shot meter was introduced, it was presented as the main part of this year's new shooting mechanic, which said that, if you get a green release, it's going to fall 99% of the time. It doesn't f***ing matter if you turn the visual of the meter off, the mechanic that is attached to it is still there, no matter what. If you remove the meter from the GAME ITSELF, the shooting mechanic has to be redone, or at least reverted to a previous one, i.e. 2k14.

      Please point me to someone who has “mastered” their jump shot. I haven’t come across a true sharpshooter yet

      Comment

      • thedream2k16
        Banned
        • Apr 2015
        • 651

        #228
        Re: 2K16 Shot Meter

        Originally posted by TaylorBoi
        Please point me to someone who has “mastered” their jump shot. I haven’t come across a true sharpshooter yet
        i can take james harden and wreck you on HOF sim lol so boring cause it works so well . he isn't even a good mid-range shooter IRL but 2k got him overratted . Ive met people in park that will hit 90% of their shots. I have had spurts of my team winning 5-8 straight games cause on guy gets green every almost every time. hell my center has NO MIDRANGE SHOT but i get greens with him also from mid smh

        Comment

        • thedream2k16
          Banned
          • Apr 2015
          • 651

          #229
          Re: 2K16 Shot Meter

          Originally posted by blues rocker
          even if you remove the meter, there will always be "virtual meter" going on under the hood that the game is using to evaluate your release timing. the shot meter simply takes what was already there and makes it visible to the user. making it visible to the user simply gives you a more accurate picture of precisely how early or late your release was (rather than having to guess, like in previous versions if 2k).


          shot success rate is already determined by all of these things in 2k15 - i'm not sure where people are getting the idea that the release timing is the ONLY factor that determines shot success. it seems people have a totally wrong understanding of how the shot meter works. the meter is not the SOLE factor that determines shot success. the meter is simply a visual representation showing your exact release timing. the game always evaluated your timing and factored it into your shot success - adding the visible meter did nothing to change that.

          the only thing that changed in 2k15 was the rule that a perfect release means 100% success - 2k could change that rule whether or not the meter is still in the game. in previous version of the game, you could still get a "perfect release", you just didn't know when you got it, and it didn't mean 100% success. again - that particular rule is the only thing that changed from 2k14 to 2k15. being able to visually see the meter has no impact on how much the game factors release timing into shot success.

          the "meter" has always been in the game and it always will be...it just used to be invisible. might as well offer the option to make it visible for those of us who want to see it.
          I think what the guy meant was the meter gives false sense of security and people think just because they release on the white line it should almost always go in regardless of ratings. 2k put this in peoples heads with this ridiculous 100% green release mechanic

          2k feels the needs to hold peoples hands instead of teaching them the game. They went mainstream but are dumbing down the game to much.

          Comment

          • hesko
            Pro
            • Jan 2012
            • 536

            #230
            Re: 2K16 Shot Meter

            Originally posted by thedream2k16
            I think what the guy meant was the meter gives false sense of security and people think just because they release on the white line it should almost always go in regardless of ratings. 2k put this in peoples heads with this ridiculous 100% green release mechanic

            2k feels the needs to hold peoples hands instead of teaching them the game. They went mainstream but are dumbing down the game to much.
            it comes with popularity bro. one of the reasons live is rebuilding now.

            Comment

            • Boilerbuzz
              D* B**rs!
              • Jul 2002
              • 5154

              #231
              Re: 2K16 Shot Meter

              Originally posted by thedream2k16
              I think what the guy meant was the meter gives false sense of security and people think just because they release on the white line it should almost always go in regardless of ratings. 2k put this in peoples heads with this ridiculous 100% green release mechanic

              2k feels the needs to hold peoples hands instead of teaching them the game. They went mainstream but are dumbing down the game to much.

              Sorry, but that's completely false. EA started all this crap with Delete and that bs "skill based shooting" junk. All of a sudden, morons started crying because they were missing green shots in 2K. An idiotic, vocal minority brow beat VC into this. And who's to say the crying about it now doesn't represents an even smaller segment of the audience?

              Comment

              • JohnnyCash2015
                Rookie
                • Jun 2015
                • 342

                #232
                Re: 2K16 Shot Meter

                The shot meter needs to be removed or fixed in a way in which green doesn't = automatic make and red doesn't = automatic miss.

                The bar should be used to determine how close you are to your true shot rating. The closer you are to your release, the closer you are to your rating for that shot.

                Your rating for 3pt is 85

                Slightly early-80

                Slightly late-80

                Perfect- 85

                Early- 75

                Late-75

                "Bad"- 70

                Etc.


                Sent from my iPhone using Tapatalk

                Comment

                • stillfeelme
                  MVP
                  • Aug 2010
                  • 2407

                  #233
                  Re: 2K16 Shot Meter

                  I hate to throw another game into this equation but Live's shooting system appears to have everything a shooting system should have for visual cue. It looks like they actually are applying some realism of what I thought I seen in a 2K wishlist. Not saying Live system is perfect but from what they have shown it has pretty much has what you need.


                  1. The peak of the green release sweet spot should be maximum rating based off stats. So if you are a 99 rated shooter for standing shots it should correlate to a 50% chance or whatever 99 means to the game.


                  2. Visual cues should be % of success and whether you were contested or not and whether it was a good shot for your player. You should have the ability to turn all of this off if you don't want to see it.


                  3. There should not be a 100% success on any shot regardless or release.


                  4. Since you guys have background numbers show the success rates % for hooks and layups even if you decide they don't have a release point.


                  5. Please no open shot bonus you need to add a open vs. contested ratings based off actual stats that are available in NBA.com STATS synergy whatever you guys use it should be available.


                  I am sure they have already have the new system implemented already. However I have a feeling the new system is fixed and based off of stats and the perfect release =99% is gone.

                  Comment

                  • thedream2k16
                    Banned
                    • Apr 2015
                    • 651

                    #234
                    Re: 2K16 Shot Meter

                    Originally posted by stillfeelme
                    I hate to throw another game into this equation but Live's shooting system appears to have everything a shooting system should have for visual cue. It looks like they actually are applying some realism of what I thought I seen in a 2K wishlist. Not saying Live system is perfect but from what they have shown it has pretty much has what you need.


                    1. The peak of the green release sweet spot should be maximum rating based off stats. So if you are a 99 rated shooter for standing shots it should correlate to a 50% chance or whatever 99 means to the game.


                    2. Visual cues should be % of success and whether you were contested or not and whether it was a good shot for your player. You should have the ability to turn all of this off if you don't want to see it.


                    3. There should not be a 100% success on any shot regardless or release.


                    4. Since you guys have background numbers show the success rates % for hooks and layups even if you decide they don't have a release point.


                    5. Please no open shot bonus you need to add a open vs. contested ratings based off actual stats that are available in NBA.com STATS synergy whatever you guys use it should be available.


                    I am sure they have already have the new system implemented already. However I have a feeling the new system is fixed and based off of stats and the perfect release =99% is gone.
                    Thats what i said when i saw Lives presentation also. No open shot bonus needed and the "meter" judges your release not tell you when to release.2k is trying to walk the fine line of catering to everyone instead of taking the lead in teaching bball 101 . They are in prime position to be the educator of simulation bball if they would offer tutorials and make gameplay catered to realism
                    Last edited by thedream2k16; 06-21-2015, 03:32 PM.

                    Comment

                    • Hustle Westbrook
                      MVP
                      • Jan 2015
                      • 3113

                      #235
                      Re: 2K16 Shot Meter

                      Originally posted by JohnnyCash2015
                      The shot meter needs to be removed or fixed in a way in which green doesn't = automatic make and red doesn't = automatic miss.

                      The bar should be used to determine how close you are to your true shot rating. The closer you are to your release, the closer you are to your rating for that shot.

                      Your rating for 3pt is 85

                      Slightly early-80

                      Slightly late-80

                      Perfect- 85

                      Early- 75

                      Late-75

                      "Bad"- 70

                      Etc.


                      Sent from my iPhone using Tapatalk
                      I agree with this. Only thing I would change is the attribute penalty for not getting perfect releases. An 80 rating is still pretty good for a slightly early release. The higher your 3 point rating the bigger the attribute decrease for not getting a perfect release.

                      Example Steph Curry

                      Very Early-60
                      Slightly Early-70
                      Perfect- 90
                      Slightly Late-70
                      Very Late-60

                      Someone like a Shumpert would get a more lenient shot penalty.

                      Very Early-50
                      Slightly Early-60
                      Perfect- 75
                      Slightly Late-60
                      Very Late-50

                      I'm sure 2K could come with a formula of some sort to choose what the attribute decreases for wrong release timings are.
                      Last edited by Hustle Westbrook; 06-21-2015, 04:02 PM.
                      Check out my YouTube channel for NBA 2K16 MyTeam and Play Now Online gameplay videos!

                      Comment

                      • stillfeelme
                        MVP
                        • Aug 2010
                        • 2407

                        #236
                        Re: 2K16 Shot Meter

                        Originally posted by thedream2k16
                        Thats what i said when i saw Lives presentation also. No open shot bonus needed and the "meter" judges your release not tell you when to release.2k is trying to walk the fine line of catering to everyone instead of taking the lead in teaching bball 101 . They are in prime position to be the educator of simulation bball if they would offer tutorials and make gameplay catered to realism

                        Yeah Live definitely is reading these boards and trying to learn off 2K mistakes/complaints. I still say 2K never fully tested the shot release mechanic or they would have scrapped the perfect release =100% success in the middle of development.


                        I do agree about 2K should be teaching basketball especially with this new 2kTV videos or some type of skills trainer like Madden has.

                        Comment

                        • coolcras7
                          MVP
                          • Sep 2009
                          • 2337

                          #237
                          Re: 2K16 Shot Meter

                          I am fine with the shot meter current scheme, even with the green perfect release but it should be tuned,multiple factors need to come into play, please hear me out. I think the game should start out with every player able to hit a perfect release (green)which I would like to focus on. This ability and privilege should only continues based on how you play the game, player statistics, fatigue, playing smart basketball, playing to that individual unique skill set, etc....

                          Example Lebron and this should based on real life statistics takes X amount of 3's a game and makes Y once you exceeded this real life statistic your success rate begin to dramatically decrease, you lose the green release bonus.

                          Another example if a player is primary a jump shooter and you begin taking him to the hole or shooting in his cold spots basically opposite of his comfort zone he loses the shot bonus.

                          If you don't go past a players shot selection cap, fatigue should be the next determining factor once a player fatigue drops to a certain level green release bonus is eliminated.

                          Of course there should be other factors like if a player is in a zone, which can only be obtained by truly playing to a players strength, assists, getting separation, rebounding, are they able to exceed the real life player limit cap. Hopefully this makes sense.
                          PSN=Coolcas7

                          Comment

                          • stillfeelme
                            MVP
                            • Aug 2010
                            • 2407

                            #238
                            Re: 2K16 Shot Meter

                            Originally posted by coolcras7
                            I am fine with the shot meter current scheme, even with the green perfect release but it should be tuned,multiple factors need to come into play, please hear me out. I think the game should start out with every player able to hit a perfect release (green)which I would like to focus on. This ability and privilege should only continues based on how you play the game, player statistics, fatigue, playing smart basketball, playing to that individual unique skill set, etc....

                            Example Lebron and this should based on real life statistics takes X amount of 3's a game and makes Y once you exceeded this real life statistic your success rate begin to dramatically decrease, you lose the green release bonus.

                            Another example if a player is primary a jump shooter and you begin taking him to the hole or shooting in his cold spots basically opposite of his comfort zone he loses the shot bonus.

                            If you don't go past a players shot selection cap, fatigue should be the next determining factor once a player fatigue drops to a certain level green release bonus is eliminated.

                            Of course there should be other factors like if a player is in a zone, which can only be obtained by truly playing to a players strength, assists, getting separation, rebounding, are they able to exceed the real life player limit cap. Hopefully this makes sense.

                            I like some of this but the perfect release =100% success I don't think it has any business in a simulation game maybe for practice or on rookie level. Basically you reach a point where stick skills is better than ratings. I actually think FT shooting should be this way but I don't think they will make it like that either. There are so many other gameplay elements that can be worked or added that I don't think they need to get very "cute" with shooting.


                            Some of what you describe sounds like shot fatigue but Beluba never really detailed all the factors.

                            Comment

                            • coolcras7
                              MVP
                              • Sep 2009
                              • 2337

                              #239
                              Re: 2K16 Shot Meter

                              Originally posted by stillfeelme
                              I like some of this but the perfect release =100% success I don't think it has any business in a simulation game maybe for practice or on rookie level. Basically you reach a point where stick skills is better than ratings. I actually think FT shooting should be this way but I don't think they will make it like that either. There are so many other gameplay elements that can be worked or added that I don't think they need to get very "cute" with shooting.


                              Some of what you describe sounds like shot fatigue but Beluba never really detailed all the factors.
                              Shot Fatigue is just one element, what i am describing is to fully take advantage of shot release you have to not only understand how the team plays in real life but the individual player playing style, shot selection and statistics, if you deviate from that you can still win the game, but you won't receive any bonuses.
                              Last edited by coolcras7; 06-21-2015, 07:32 PM.
                              PSN=Coolcas7

                              Comment

                              • stillfeelme
                                MVP
                                • Aug 2010
                                • 2407

                                #240
                                Re: 2K16 Shot Meter

                                Originally posted by coolcras7
                                Shot Fatigue is just one element, what i am describing is to fully take advantage of shot release you have to not only understand how the team plays in real life but the individual player playing style, shot selection and statistics, if you deviate from that you can still win the game, but you won't receive any bonuses.
                                I see what you are saying. I just don't like it. It sounds like your are saying you get a certain number of say perfect releases based on your actual number of attempts per game. After that you can't get a perfect release. You are subject to the ratings or no bonuses.

                                It seems unnecessarily complicated for no reason. I think in the end. I think what you end up doing is raise the shooting percentages but you only can do it raise it for a period of attempts.

                                JR Smith on the Knicks was averaging 3.8 3PA's/game. On the Cav's he jumped to 7.3 3PA's game. So he should be allowed 7 green allowances because that is what he is taking per game? I don't know just doesn't seem logical. His attempts went up because his role changed on the Cav's and what the offense scheme was.

                                I did some looking up some of his game stats. On the Cav's when JR shot 7 or more attempts from 3 he shoots 44% from 3. But when he shoots less than 7 attempts he shot 25% from 3. What I mean it doesn't make sense just taking a look at JR. They probably should just make it something close to what NBA Live is doing

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