NBA 2K16 Gameplay Blog Wth Scott O'Gallagher
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Re: NBA 2K16 Gameplay Blog Wth Scott O'Gallagher
For one those REAL defensive schemes that you have video to show side by side!!
The fact that the AI adjusts to what you're trying to do, and the gameplan will be different each time, even from moment to moment during a game.
I think the biggest thing we loved about Inside Drive beyond the sim aspect was the fact that the AI was NOT predictable, and they not only made adjustments in game but took advantage of your mistakes with good basketball.
Its just that the AI was too good and never messed up really but the challenge was a pleasure.
I can't say enough how HUGE this stuff is. This is literally taking things to another level. In the past VIP was the closest 2k had to something similar to this but it didn't even work the way it was intended.
This is just next level stuff here IMO. I'd also say being able to change things via roster updates... thats the kind of stuff that is the future!Twitter - WTF_OS
#DropMeAFollowComment
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Re: NBA 2K16 Gameplay Blog Wth Scott O'Gallagher
Czar's write up does say that the teams will have default play styles for when there are no known players on the team in franchise modes as years advance, relative to ACE and how it formulates its offensive strategies by possession according to lineups. Since he says "teams" there you may be right.
But then that sounds different from what I thought I heard in the broadcast, and anyway, seems at odds with how they've invested in and created coach profiles in the first place, including for offense. After all, why have coach offensive styles and preferences if they don't dictate, as opposed to the teams?
Czar did say defense is deeper with its AI systems than offense, so there is that.
At the least, it's a good question and maybe could be clarified.Comment
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Re: NBA 2K16 Gameplay Blog Wth Scott O'Gallagher
For one those REAL defensive schemes that you have video to show side by side!!
The fact that the AI adjusts to what you're trying to do, and the gameplan will be different each time, even from moment to moment during a game.
I think the biggest thing we loved about Inside Drive beyond the sim aspect was the fact that the AI was NOT predictable, and they not only made adjustments in game but took advantage of your mistakes with good basketball.
Its just that the AI was too good and never messed up really but the challenge was a pleasure.
I can't say enough how HUGE this stuff is. This is literally taking things to another level. In the past VIP was the closest 2k had to something similar to this but it didn't even work the way it was intended.
This is just next level stuff here IMO. I'd also say being able to change things via roster updates... thats the kind of stuff that is the future!
I did a lot to edit player level tendencies in my MyLeague last year, and edit global CPU tendencies, and that helped create some variation, but even then, I play a LOT of games, and the teams blurred in their feel and styles.
This year it could be much more textured and organic to play games against teams. Even playing a team a second time could come across as a very different challenge based on coach adjustments and the ability for role players to get hot - Beluba's "storylines - etc.
For the first time I think I may feel bad about simming some games just because I'm curious about the unique challenge a team may present.Comment
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Re: NBA 2K16 Gameplay Blog Wth Scott O'Gallagher
I'm not sure so i will ask this. Is a presentation blog already confirmed ?Comment
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NBA 2K16 Gameplay Blog Wth Scott O'Gallagher
So what button would be used to make the dribble compress and squeeze his body on demand? None you say? Well, I doubt ANY game will have that right for a while. And 40% is a WAY too high of a number dude. There's a reason why doing it is considered "impressive". If it happened 2 of every 5 chances, we wouldn't be impressed by it when it happens.
Truthfully if a split pick feature were implemented, it would have to be a context sensitive animation that acts a little like a push ahead dribble where the turbo button triggers it in a certain defensive configuration with a stick throw between the defenders. Tricky to implement well, but I do consider it important.Comment
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Re: NBA 2K16 Gameplay Blog Wth Scott O'Gallagher
I'm not sure that's true. I think I heard them say on the #simnation broadcast last night that it all follows from the coaches on both sides of the ball. And according to Leftos, all coach/staff setting will be editable in MyLeague, with the exception of their ambition/aspiration attributes.
Czar's write up does say that the teams will have default play styles for when there are no known players on the team in franchise modes as years advance, relative to ACE and how it formulates its offensive strategies by possession according to lineups. Since he says "teams" there you may be right.
But then that sounds different from what I thought I heard in the broadcast, and anyway, seems at odds with how they've invested in and created coach profiles in the first place, including for offense. After all, why have coach offensive styles and preferences if they don't dictate, as opposed to the teams?
Czar did say defense is deeper with its AI systems than offense, so there is that.
At the least, it's a good question and maybe could be clarified.
Re-listen. Someone asked and Czar said its only for defense right nowComment
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Re: NBA 2K16 Gameplay Blog Wth Scott O'Gallagher
There's some already complaining how 2k16 will be defensively overpowering. and can't drive to the basketball are can't make any layups are dunks, crying allday. I say to you...LEARN SOME PLAYS, CALL FOR PICKS. MOVE THE BALL..THIS IS SIMULATION BASKETBALL, fundamental, strategy. adapt to the gameplay do not cry for a PATCH.
This is a men's basketball game again, the level of competition has begun.Comment
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NBA 2K16 Gameplay Blog Wth Scott O'Gallagher
Truthfully if a split pick feature were implemented, it would have to be a context sensitive animation that acts a little like a push ahead dribble where the turbo button triggers it in a certain defensive configuration with a stick throw between the defenders. Tricky to implement well, but I do consider it important.
I don't think it should tie to turbo. I say the opposite. Turbo gets abused and this is a precision action in RL. Turbo is more "reckless" per se. I agree with the rest.Last edited by Boilerbuzz; 09-05-2015, 03:04 PM.Comment
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Re: NBA 2K16 Gameplay Blog Wth Scott O'Gallagher
There's some already complaining how 2k16 will be defensively overpowering. and can't drive to the basketball are can't make any layups are dunks, crying allday. I say to you...LEARN SOME PLAYS, CALL FOR PICKS. MOVE THE BALL..THIS IS SIMULATION BASKETBALL, fundamental, strategy. adapt to the gameplay do not cry for a PATCH.
This is a men's basketball game again, the level of competition has begun.
Remember when shooting fatigue was a thing?Comment
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Re: NBA 2K16 Gameplay Blog Wth Scott O'Gallagher
Yep, you're right. 1:19 in the stream.
So, I guess that means team offensive philosophies will not change in MyGM at the least over time. I wonder if they are editable in MyLeague. I would expect them to be, but we don't have confirmation.
That would be a let down. Hopefully they are editable. And now I wonder why Leftos talked about coach and staff preferences/profiles being editable. If it's tied to teams, why would coaches even have offensive styles and preferences?Comment
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Re: NBA 2K16 Gameplay Blog Wth Scott O'Gallagher
Casual fans will always outnumber the die hards. It's just the way it is. Which means, unfortunately, he who shouts the loudest wins. Expect the twitchers, tweeters and youtubers of all kinds to be complaining loudly until it's all patched out.
Remember when shooting fatigue was a thing?Comment
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Re: NBA 2K16 Gameplay Blog Wth Scott O'Gallagher
Yep, you're right. 1:19 in the stream.
So, I guess that means team offensive philosophies will not change in MyGM at the least over time. I wonder if they are editable in MyLeague. I would expect them to be, but we don't have confirmation.
That would be a let down. Hopefully they are editable. And now I wonder why Leftos talked about coach and staff preferences/profiles being editable. If it's tied to teams, why would coaches even have offensive styles and preferences?
Anyway man I'm happy with this as a first implementation and it will only get better. This is akin to when tendencies were first added to 2K. Us Inside drive fans were screaming for it because we knew the impact it could make and Mike Wang came over from the ID team and we started seeing the impact immediately but it continued to evolve over time.
I like that 2k is taking risks too by not going all in for cheesers just for youtube hits and popularity because this is the kind of thing here that started it all anyway.
I think the core base fans and even the angry ones from long ago have wanted to see the foundation fortified like this for some time.
Just so happens its more than we expected at one time so far.Comment
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