NBA 2K16 Gameplay Blog Wth Scott O'Gallagher

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  • vannwolfhawk
    MVP
    • Jun 2009
    • 3412

    #526
    Re: NBA 2K16 Gameplay Blog Wth Scott O'Gallagher

    Originally posted by OGSPORTS
    Yes closeouts speeds were touched this year. I'll be curious to see what you think. Even though I was working mostly on defense then end goal is always balance.
    My bad! Close outs are defense which is why I posted here, but it's more gameplay and not team defensive ai. Sorry! Glad they were worked on and thanks Lorenzo for quoting wang blog with foot planting and pass speeds. My memory is slowly going with my old age I swear!
    Basketball Playbooks
    http://www.nextplayhoops.com

    Comment

    • 8KB24
      MVP
      • Jun 2012
      • 2106

      #527
      Re: NBA 2K16 Gameplay Blog Wth Scott O'Gallagher

      Originally posted by OGSPORTS
      Byron Scott is a traditional "ICE" guy but you have the options in your defensive settings to change that.
      Thanks. This is music to my ears Can we change defensive settings based on players that are on the court? For example if I have Russell-Clarkson-Kobe-Randle-Hibbert I want to guide opponent to Hibbert under basket and that I will change in settings before game starts but if I decide to put Bass/Black instead of Hibbert to counter potential small ball can I set it to 'ICE' without doing it manually when making a substitution?

      I know I have a ****load of question so I apologize if I'm annoying or anything...am feeling uncomfortableasking all these question but I already am gameplanning how I want to play defense. And who is better to ask than a dev. So a HUGE thanks for taking your time and answering all the questions, really appreciated.
      Last edited by 8KB24; 09-07-2015, 05:17 PM.

      Comment

      • Da_Czar
        NBA 2K Gameplay Producer, Offensive AI System - SIM NATION
        • Jul 2002
        • 5408

        #528
        Re: NBA 2K16 Gameplay Blog Wth Scott O'Gallagher

        Originally posted by Mickeyknoxx
        Thanks For the Answer. I'm Looking for good (real life) numbers.LOL.

        One more thing. I'm not a coder but i don't think that this is difficult to do. DO we have different types of referee ? I mean, in each game we are presented with the trio and the foul calling on the game flows according with them. The dynamic is different in each game.
        Some guys treat the superstar "better", others let the game flows to a certain point.

        One thing is we want to make a basketball game first and not a text simulator. So we don't want to rig things to get s specific number that the game doesn't naturally come to on it's own.

        So if the numbers are off but the game is playing out realistically I consider that a primary win. Rather than jacking the engine around to achieve a certain number that gameplay does not support. Thereby breaking something else.
        Catch me on that #SimNation #SimHangOut Friday's @ 10:00 pm est https://www.youtube.com/playlist?lis...N7yxMiElOpMl_B

        Comment

        • Da_Czar
          NBA 2K Gameplay Producer, Offensive AI System - SIM NATION
          • Jul 2002
          • 5408

          #529
          Re: NBA 2K16 Gameplay Blog Wth Scott O'Gallagher

          Originally posted by LorenzoDC
          There were already some post plays in 2k15 that often caused a switch where a 3 was guarding a low post 4 or 5 due to the play motion. This year Czar rebuilt almost all the plays so I expect there will be play options to create mismatches in lots of places.

          2k15 Swing Motion was able to create some mismatches in freelance, too. I expect we'll see even more of that from redone freelance this year.

          Yes. We included those same plays Cle ran to put Lebron in mismatches vs switching defense. I would expect us to figure a way down the line to have the AI attempt this in an adjustment.
          Catch me on that #SimNation #SimHangOut Friday's @ 10:00 pm est https://www.youtube.com/playlist?lis...N7yxMiElOpMl_B

          Comment

          • ataman5
            MVP
            • Jun 2007
            • 2620

            #530
            Re: NBA 2K16 Gameplay Blog Wth Scott O'Gallagher

            Originally posted by Da_Czar
            One thing is we want to make a basketball game first and not a text simulator. So we don't want to rig things to get s specific number that the game doesn't naturally come to on it's own.

            So if the numbers are off but the game is playing out realistically I consider that a primary win. Rather than jacking the engine around to achieve a certain number that gameplay does not support. Thereby breaking something else.
            Exactly i mean from all perspective of gameplay the outcome range from statistics to animations to rim/ball interaction etc. everything has to have a range of 0-100 which i mean no projected outcomes to make it realistic because the real life never gets that projected outcomes, the averages do.

            I hope you guys don't ever loose that philosophy.

            Comment

            • OGSPORTS
              NBA 2K Gameplay Producer
              • Dec 2010
              • 170

              #531
              Re: NBA 2K16 Gameplay Blog Wth Scott O'Gallagher

              Originally posted by 8KB24
              Thanks. This is music to my ears Can we change defensive settings based on players that are on the court? For example if I have Russell-Clarkson-Kobe-Randle-Hibbert I want to guide opponent to Hibbert under basket and that I will change in settings before game starts but if I decide to put Bass/Black instead of Hibbert to counter potential small ball can I set it to 'ICE' without doing it manually when making a substitution?

              I know I have a ****load of question so I apologize if I'm annoying or anything...am feeling uncomfortableasking all these question but I already am gameplanning how I want to play defense. And who is better to ask than a dev. So a HUGE thanks for taking your time and answering all the questions, really appreciated.
              All good, man! We added a "team panel" as well to the defensive settings menu so you could change the team scheme in one shot. Otherwise you will have to go player by player and change your hedge/pressure options etc. To answer your question, it's not all the way as specific as you like but hopefully we'll get there soon!
              Twitter: @ScottOGallagher

              Comment

              • 8KB24
                MVP
                • Jun 2012
                • 2106

                #532
                Re: NBA 2K16 Gameplay Blog Wth Scott O'Gallagher

                Originally posted by OGSPORTS
                All good, man! We added a "team panel" as well to the defensive settings menu so you could change the team scheme in one shot. Otherwise you will have to go player by player and change your hedge/pressure options etc. To answer your question, it's not all the way as specific as you like but hopefully we'll get there soon!
                Thanks again for taking your time and answering all the questions not by myself but from all the dudes here, I really appreciate you putting time in time AND in making such strides these past two years with AI etc.

                And the team panel thing will satisfy me...for now. Already can't wait what you have in store for 2K17

                Comment

                • alabamarob
                  MVP
                  • Nov 2010
                  • 3320

                  #533
                  Re: NBA 2K16 Gameplay Blog Wth Scott O'Gallagher

                  h
                  Originally posted by OGSPORTS
                  Yes closeouts speeds were touched this year. I'll be curious to see what you think. Even though I was working mostly on defense then end goal is always balance.
                  Thanks for this.

                  Will there be more fouls called on jumpshooters when the defender commits a wild closeout and jumps into a shooter?
                  Calling more fouls would add a risk to the turbo closeouts, and Keep people from flying around the court trying to block every jumper.
                  Psn: Alabamarob
                  Xbox: Alabama Rob

                  Youtube: 2k Hawks

                  Settings I play on.
                  Minutes: 12
                  Difficulty: HOF
                  Online or Offline player: Both
                  In a MLO: Yes

                  Comment

                  • Mickeyknoxx
                    Rookie
                    • Nov 2008
                    • 186

                    #534
                    Re: NBA 2K16 Gameplay Blog Wth Scott O'Gallagher

                    Originally posted by Da_Czar
                    One thing is we want to make a basketball game first and not a text simulator. So we don't want to rig things to get s specific number that the game doesn't naturally come to on it's own.

                    So if the numbers are off but the game is playing out realistically I consider that a primary win. Rather than jacking the engine around to achieve a certain number that gameplay does not support. Thereby breaking something else.
                    No Doubt. Just Asking. I'm one of those stats freak. I know how hard it is to translate zeros and ones into something organic and beautiful as the game will be. And sliders always help with this...I was playing 2k15 again this week and i'm getting good numbers. After reading all the blogs and everything that is coming, 2k15 still is a fun game to play. 2k16 is gonna blow my mind.

                    Thanks, keep the great job.

                    Comment

                    • thedream2k16
                      Banned
                      • Apr 2015
                      • 651

                      #535
                      Re: NBA 2K16 Gameplay Blog Wth Scott O'Gallagher

                      Originally posted by Da_Czar
                      One thing is we want to make a basketball game first and not a text simulator. So we don't want to rig things to get s specific number that the game doesn't naturally come to on it's own.

                      So if the numbers are off but the game is playing out realistically I consider that a primary win. Rather than jacking the engine around to achieve a certain number that gameplay does not support. Thereby breaking something else.
                      THANK YOU! i hate the comments of wanting " sim stats".
                      The game plays out differently every time and will have to be rigged to have 45% shooting etc etc etc

                      Comment

                      • Smirkin Dirk
                        All Star
                        • Oct 2008
                        • 5170

                        #536
                        Re: NBA 2K16 Gameplay Blog Wth Scott O'Gallagher

                        Originally posted by 8KB24
                        Thanks. This is music to my ears Can we change defensive settings based on players that are on the court? For example if I have Russell-Clarkson-Kobe-Randle-Hibbert I want to guide opponent to Hibbert under basket and that I will change in settings before game starts but if I decide to put Bass/Black instead of Hibbert to counter potential small ball can I set it to 'ICE' without doing it manually when making a substitution?

                        I know I have a ****load of question so I apologize if I'm annoying or anything...am feeling uncomfortableasking all these question but I already am gameplanning how I want to play defense. And who is better to ask than a dev. So a HUGE thanks for taking your time and answering all the questions, really appreciated.

                        Why couldnt you ice pick and rolls with Hibbert in?

                        It basically funnels the drive to him.
                        2022 'Plug and play' sim roster (XBX)

                        Comment

                        • strawberryshortcake
                          MVP
                          • Sep 2009
                          • 2438

                          #537
                          Re: NBA 2K16 Gameplay Blog Wth Scott O'Gallagher

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                          Originally posted by Mickeyknoxx
                          Thanks For the Answer. I'm Looking for good (real life) numbers.LOL.

                          One more thing. I'm not a coder but i don't think that this is difficult to do. DO we have different types of referee ? I mean, in each game we are presented with the trio and the foul calling on the game flows according with them. The dynamic is different in each game.
                          Some guys treat the superstar "better", others let the game flows to a certain point.

                          Originally posted by Da_Czar
                          One thing is we want to make a basketball game first and not a text simulator. So we don't want to rig things to get s specific number that the game doesn't naturally come to on it's own.

                          So if the numbers are off but the game is playing out realistically I consider that a primary win. Rather than jacking the engine around to achieve a certain number that gameplay does not support. Thereby breaking something else.
                          Is Mickeyknoxx looking for realistic statistic when he's the gamer playing the CPU?

                          That's kind of the thing. Yes, wanting realistic statistics is great. But those statistics have to be meaningful to the situation at hand dictated by the way the gamer plays the game. If Bob or Larry plays the game chucking up 3 point shots religiously almost at the half court every single chance he walks the ball across or stuff that isn't realistic per se, appropriate referee'd calls are not going to come to fruition. Obviously chucking up 3's every single time is a bad example. Just using an extreme example.

                          Somewhere I read (or was it a video I watched or podcast I heard) about this. And then a light bulb clicked in my head. Statistics should be dictated by the way the gamer plays. Don't want to manipulate the game just to give realistic stats if it'll make the gameplay artificially rigged so to speak.

                          Let organic player interactions on the court dictate the final statistics.
                          Fixes
                          NBA2k Defense AI,Footplant, Gameplay
                          MLB Show Pitching/throwing
                          Madden/Live Animations Walking, Throwing

                          Comment

                          • 8KB24
                            MVP
                            • Jun 2012
                            • 2106

                            #538
                            Re: NBA 2K16 Gameplay Blog Wth Scott O'Gallagher

                            Originally posted by Hot Kidd
                            Why couldnt you ice pick and rolls with Hibbert in?

                            It basically funnels the drive to him.
                            As I understand it, ICE is used to basically funnel ball handler to baseline where a big man kind of traps him at the baseline and uses pick defender to double team only giving up a pop option out of that pnr action. I don't want 7'2 slow-footed Hibbert chasing CP3s of the world to trap him at the baseline. I want to funnel all pnr play to middle so Hibbert can stay below FT line and wait for a drive by a ball handler so he can either contest a long two or contest a layup/floater.

                            I sure as hell know that I'm not equipped enough to talk pnr defense with me not playing a second of organised bball but from watching videos and reading articles about different pnr defenses and how NBA teams rotate I have a rough idea on what to run and how.

                            Comment

                            • vannwolfhawk
                              MVP
                              • Jun 2009
                              • 3412

                              #539
                              Re: NBA 2K16 Gameplay Blog Wth Scott O'Gallagher

                              Originally posted by 8KB24
                              As I understand it, ICE is used to basically funnel ball handler to baseline where a big man kind of traps him at the baseline and uses pick defender to double team only giving up a pop option out of that pnr action. I don't want 7'2 slow-footed Hibbert chasing CP3s of the world to trap him at the baseline. I want to funnel all pnr play to middle so Hibbert can stay below FT line and wait for a drive by a ball handler so he can either contest a long two or contest a layup/floater.

                              I sure as hell know that I'm not equipped enough to talk pnr defense with me not playing a second of organised bball but from watching videos and reading articles about different pnr defenses and how NBA teams rotate I have a rough idea on what to run and how.
                              Ice is ran mostly on sideline pnr plays and the object is to take away the middle of the floor and force him (ball handler) to the baseline so he can not use the ball screen. The center on D will sag off his man to help on any penetration forcing a jump shot and not giving up a roll for a lay in. But the whole idea again is to keep the ball out of the middle of the floor where the pg has options to either side of him. If the ball is kept on 1 side defensively you can have an advantage playing basicly 5 on 3 on the ball side as the weak side can sag and help more so. This is not a trap on the baseline. Most teams will counter this offensively by setting a double screen quickly.
                              Basketball Playbooks
                              http://www.nextplayhoops.com

                              Comment

                              • 8KB24
                                MVP
                                • Jun 2012
                                • 2106

                                #540
                                Re: NBA 2K16 Gameplay Blog Wth Scott O'Gallagher

                                Originally posted by vannwolfhawk
                                Ice is ran mostly on sideline pnr plays and the object is to take away the middle of the floor and force him (ball handler) to the baseline so he can not use the ball screen. The center on D will sag off his man to help on any penetration forcing a jump shot and not giving up a roll for a lay in. But the whole idea again is to keep the ball out of the middle of the floor where the pg has options to either side of him. If the ball is kept on 1 side defensively you can have an advantage playing basicly 5 on 3 on the ball side as the weak side can sag and help more so. This is not a trap on the baseline. Most teams will counter this offensively by setting a double screen quickly.
                                The more you know. Thanks Someone should write stuff like this for us who barely heard of these terms few months ago :P

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