Mike Mike Mike Mike... Poor guy I wouldn't be surprised if he was tired of seeing his own name
NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang
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Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang
One last question. ..when are you going to take a break man. ...you've been nailing gameplay answers all day lol...
Only a person with an early copy on OS would do something that crazyComment
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Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang
2 Questions, Mike.
1. I see you said that there are more contextual ball recovery situations on loose balls. I felt that ball pursuit and recover was one of the more underdeveloped areas of gameplay, leading to a lot of black and white situations that should have resulted in a greater variance of recovery outcomes. From what you said, you added a lot on the rebounding aspect of it for the individual player animation outcomes. Sounds great. My Question:
Has there been more context and variant added to completely loose ball pursuit and recovery? We haven't been able to fight for a loose ball yet in a basketball game.
2. Has the pass speed been adjusted/increased at all on passes that are intended to be fast? Obviously, we don't want faster lob/high passes, as they are slow in nature, but quick ball swings and bullet chest and bounce passes have struggled to stay true to the axiom "the ball is faster than the man" in 2k games.
I loved the additions to the passes last year, but this particular element could really change the competitive aspect of the scene, adding greater offensive efficiency to teams that move well and pass well.
1. Loose ball and multi actor pickups were on my list but unfortunately had to be cut. It's something we'll definitely hit next year though.
2. Pass speeds were sped up and they seem a lot zippier to me. Would love your feedback when you try it out next week.Comment
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Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang
It's confusing I know.
2 years ago, you picked a release and base and we blended those two animations to create a frankenstein jump shot.
Last year, you could only pick a single motion captured animation.
With the shot creator, you can pick two releases and set how much we blend toward one or the other. So for example...
this would be a perfect tween between 2 guys:
Kobe release = 50%
Steph release = 50%
this would mostly look like Kobe, but some of Steph's motion would be there:
Kobe = 80%
Steph = 20%
Then you pick a base (how the player jumps)
So essentially, you're frankenstein-ing 3 animations together. It's pretty cool tech. but basically, just play around with it until you get the jumper to look the way you want in the previewer. Then play around with it in practice mode to see if it feels right to you.
And you should note, the Shot Creator isn't instantly available in MyCAREER. It comes as a reward in the mode.
The community here is gonna have a ball with thisComment
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Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang
.....You mean I can hybrid together Chris Mullen and Dan Majerle's jumpers? Oh god. I just wanted bases/releases. I didn't know I wanted this feature until you said it.Female Russell Westbrook.
PSN: ViolenceFight
Instagram: @ViolenceFight
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Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang
I don't know how the game is going to end up playing for the online folks, but it seems like single player MyLeague players will have the potential to create a pretty phenomenal gameplaying experience, with things like the the body up sensitivity slider, customizable pass targeting sliders, and the other new tuners turned sliders. Getting collisions down is so vitally important.Jordan Mychal Lemos
@crypticjordan
Do this today: Instead of $%*#!@& on a game you're not going to play or movie you're not going to watch, say something good about a piece of media you're excited about.
Do the same thing tomorrow. And the next. Now do it forever.Comment
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Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang
Mike I have 2 questions...
1. How does the layup meter work for acrobat layups?
2. There was a bug (I'm sure you're aware) of the game thinking you're contested when stepping into a wide open mid range sometimes that would give you a d-c grade. I assume this was triggered by the zig-zag penalty, even though the player would just go one direction and take a few steps. Was this tuned?Comment
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Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang
You're calling mike wang a liar?
So... I usually don't write books, but it's sad that this has to be repeated time and again every single year over and over to the same people
I'm sorry to tell you that your so called "gotcha" post with "proof" has failed, but yeah it failed.
I'm only going to say this once, and afterwards never call out my name again saying you have proof and you don't.
When people say "there is rubberband AI, there is comeback code"....
The specifically mean, when they get leads, they tend to lose them, specifically in the 2nd half of the game where their runs cool down, the other team (the AI) goes on its own run while they miss shots ,etc..
This applies to all modes.
FACT: THERE IS NOT one single line of code that says, okay now make the user miss everything and you the AI make everything. It simply doesn't exist.
The AI in the game is dumb, it knows nothing until there is something coded to tell it what to do. So Mike tried to let people know, as well as Da_Czar and many others, people who have seen the code, people who interact with those people to let you know that it doesn't happen.
What people like you do is ignore things like ACE, and the coach making adjustments on you, and when your same tactics stop working you start missing shots and get cold because the AI has countered. Sadly your ego can't take losing so naturally you blame the game/developer.
SECONDLY: Hall of Fame was made difficult for all of the years people kept coming here saying "the game is too easy, i got this handled I need a challenge" within a month of the games release.
That mode specifically is set to not have comeback AI, but to have the CPU take advantage of every mistake that you make. Basically your window of screwing up is shorter than any other mode, and there is your challenge.
The game is fine on other levels but you wanna be superheros who feel they have the game mastered in a week want to jump directly into HOF, then claim the game is a cheesefest to the rest of us.
Now, when you provide me evidence of the proof that this "comeback code"actually exists, and make the gameplay makers and engineers liars, then we will believe you.
What I see, you don't even understand what people mean when they say comeback or rubber band AI, and don't even realize they aren't even the same thing.
There is a lot of history on these forums that i'm sure you've missed, and may not even know where some of it started, so i'm just trying to help you.
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Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang
Mike - regarding to rebounding. Will smaller guys like charles barkley be as competitive rebounding wise as any good rebounder?. In previous years despite stats - taller guys would usually have the advantage. I hope we can make smaller bigs in my career and have our unique traits. If it was answered before - ignore this.Last edited by Leasim96; 09-02-2016, 01:20 AM.Comment
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Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang
I hate it. The Euro step was so easy to perform on the shot stick. I've never understood why the community seems to have had such a tough time with it. All you had to do was release turbo and push the shot stick down at a 90º angle—left or right, depending on the position of your defender—when you were driving to the basket.Last edited by TheVinylHippo; 09-02-2016, 01:18 AM.Comment
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I hate it. The Euro step was so easy to perform on the shot stick. I've never understood why the community seems to have had such a tough time with it. All you had to do was release turbo and push the shot stick down at a 90º angle—left or right, depending on the position of your defender—when you were driving to the basket.Comment
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Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang
Thanks for all the time you're putting into interacting with the community, Mike. It doesn't go unnoticed. And it makes us feel like we are a participant in the makings of this game (with our feedback) rather than just a consumer.
I absolutely cannot wait to play the game and give feedback. As someone who has followed NBA religously for 15+ yrs as well as played NBA video games during that time, i feel like i can give some pretty valuable feedback. And i'm sure other sim heads here feel that way too. I'm going to document all my impressions of the game in a notepad file (stream-of-consciousness style, to give an idea of user experience) and then after playing it for a week i'll compile my feedback into a post. I'll cover gameplay and MyLEAGUE feedback. What is the best way to get our feedback to your eyes? Post in this forum? (a specific thread or..?) Link you on twitter? Some other way? CheersComment
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