NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

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  • ch46647
    MVP
    • Aug 2006
    • 3514

    #571
    Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

    Mike- Not sure if you are still reading this forum topic but I have some feedback from playing 2KU in the Prelude..

    - Overall, gameplay feels much better. I feel like I'm in better control of my players and I like the new dribbling system.

    - I have a feeling everything will be significantly improved when freelance and plays are included. (Retail version)

    - Pick and roll defense seems to be significantly improved!

    - Offensive and defensive transition logic is light years better than 2K16.

    - Absolutely loving the fouls when a defender runs directly into the offensive player. I'd actually like to see more of this, particularly against the CPU on Superstar SIM. Gamers have become accustomed to playing defense in 2K by sprinting at the ball carrier and jamming LS. Running towards the ball handler goes against every fundamental defensive philosophy there is. The game should punish that defense, and reward good positional sliding and beating the ball handler to the spot. Looks like we are slowly getting to that, I'd like to see it called a foul nearly every time on Superstar/SIM (atleast against the CPU)

    However, here are a few issues I noticed that I'm hoping your team can address before launch..

    - Overhead passing is very slow and used in situations it shouldn't. (Particularly by the CPU) *I know this is already being looked at and addressed*

    - Dribbling responsiveness is light years better. However, I am still getting that feeling from 2K16 when trying to explode out of a dribble animation and towards the basket. It just feels like there is some sort of disconnect between the user pressing the left stick towards the basket (with or without Turbo). It would be amazing if your team could find what is causing this delayed input response and remove it.

    - I am seeing very little CPU warping or stickiness, and the "ride the hip" animation seems much more realistic. But the issue above where there is a delay when pushing LS towards the basket causes a similar result.

    - Regarding the crossover animation... There is definitely still a small hitch in this move that makes it very in-effective against the CPU. I am not sure if your team felt the crossover was too effective and added the hitch to nerf it a bit, but it would feel so much more organic if we could hit a strong crossover and a hard first step towards the basket.

    - While the logic for offensive/defensive transition is significantly improved, I do agree with the above poster that the CPU seems to speed up in transition. The Center on the opposing team runs like a cheetah. I'm sure this is designed to create balance, but it would be awesome if all artificial speed boosts would be eliminated in transition.

    Those are my thoughts and impressions. Overall, I'm extremely excited for 2K17!!
    Last edited by ch46647; 09-10-2016, 08:38 AM.

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    • ronyell
      SimWorld Sports Inc - CEO
      • Dec 2005
      • 5932

      #572
      NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

      Will weight & wingspan matter outside of Myplayer... Meaning will their be caps to certain attributes in different weight zones? Are there caps for other ratings and tendencies outside of MyPlayer?


      Sent from my iPhone using Tapatalk
      Last edited by ronyell; 09-10-2016, 09:46 AM.
      SIMWORLD HOOPS - JOIN, DISCUSS or WATCH
      THE ONLY PLACE WHERE YOU CAN:
      #SeeTheGameBeTheGame

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      • harryl
        MVP
        • Apr 2015
        • 2663

        #573
        Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

        Beluba: hopefully you're still monitoring this thread occasionally. Two issues that I think are in your bailiwick of responsibilities:

        1. Moving Screens:

        It seems that this dynamic got introduced this year and I think it's a nice nod to this being common in the NBA, and often not penalized. But a lot of people are experienced really drastic and blatant moving screens. As in having a guard get pushed from the top of the arc from a High P'n'R all the way to the lower free throw circle, well into the paint. A distance of 10-12' or so. This can happen in the NBA and can sometimes not be whistled, but it happens a little too regularly in the game and there appears to be no fouls ever called for moving screens at all.

        It looks like there's an issue with smaller players getting "hung up" on moving bigs who had been screening. Hopefully this is fixed or, if a purposeful dynamic in the game, subject to foul calls.

        2. Offensive 3-Second Violations:

        I could swear that I am getting 3-second violations at times when my player is clearly heading out, and just about to exit the restricted area. And also as he is initiating a passing or shooting motion. In all these situations, I think an NBA referee delays making a call and does not make one if the player completes the pass/shot/exit.

        And, of course, we all know that refs often don't call fairly egregious examples of camping in the paint.

        Haven't cared so much to use a stopwatch to tell, so don't know if you guys have programmed in some random variability to the time interval before a 3-second violation is called. But it seems to me that there needs to be some kind of buffer so that there is a more realistic lack of calls when an offensive player starts to shoot or starts to pass just as the 3 seconds elapses.

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        • joosegoose
          Pro
          • Oct 2014
          • 889

          #574
          Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

          Originally posted by BezO
          With all shots requiring timing (less dunks), any word on %shooting making a return?

          I hope so. My friends and I play with most of the teams in the league at some point. I/we don't have time to perfect everyone's jumper. And timing seemed to play a part in shot success even with %shooting.
          Originally posted by Beluba
          Real FG% is still an option. Yes.
          As an offline Real Player % guy I remember hearing about the new layup timing and feeling worried until I read this. I guess I kind of assumed that the feature would be in the game and working as it always had, not requiring you to time your layups anyways.

          Looking back on it, I guess it gives me hope that maybe the feature simply isn't working as intended, and layup timing was merely an oversight with this year's implementation of Real Player %.

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