NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

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  • BobbyColtrane
    Just some dude...
    • Sep 2007
    • 2284

    #181
    Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

    Mike, posting this here in the hopes that you see it.

    Thank you for all your hard work on this game.

    I grew up playing the Lakers vs. Celtics and Bulls vs. Blazers on Genesis. Its great to have someone that I feel loves the NBA and these games as much as I always have running the show and making these huge improvements every year.

    Thank you.
    NBA 2K20 MyLeague - Reloaded - The San Antonio Spurs

    NBA 2K19 MyLeague - Pound the Rock - The San Antonio Spurs

    Comment

    • LorenzoDC
      MVP
      • Sep 2010
      • 1857

      #182
      Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

      Originally posted by ch46647
      2. The blog states your team removed a lot of the artificial boost for the CPU on Hall of Fame. This is huge news! Has this improved the "momentum" system which seemed to really favor the trailing team? I know you guys say there is no comeback code, and I certainly take you for your word, but I did notice a lot of funky things happen when I take an 8-10 point lead. Hoping all this is removed. (I noticed this on Superstar level as well)
      On this, I'm also curious to what extent the AI improvements required any other adjustments to sustain game balance, and if any of those adjustments affected the way we may experience momentum during gameplay, especially 12 minute quarter games.

      Thanks.

      Comment

      • 23
        yellow
        • Sep 2002
        • 66469

        #183
        Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

        Originally posted by Beluba
        1. Yes, the penalty gets stronger the higher the difficulty
        2. I flip flop on this one all the time. But in the end, I was getting WAY too many complaints about missing greens. And to some extent, I agree with the feedback. If we're reinforcing that you're "doing everything right" by showing you positive feedback, it does kind of suck to have you fail just because you didn't hit the dice roll. So I think it's better to make green releases more rare, but be more consistent with the outcome when you do get them. TBH, I wish I never introduced green releases at all.
        Meter should be off by default

        Its a crutch for people IMO.

        Comment

        • Trackball
          MVP
          • Sep 2012
          • 1306

          #184
          Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

          Originally posted by 23
          Meter should be off by default

          Its a crutch for people IMO.
          Or be only for free throws.

          Which is confirmed to be a setting they added this year!

          Comment

          • SmokinAces22
            Rookie
            • Sep 2016
            • 32

            #185
            Any word on the freelance offenses. Yet? Very interested in learning more and seeing what the new ones are about.

            Comment

            • dwnz
              Rookie
              • Oct 2014
              • 97

              #186
              Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

              Originally posted by Trackball
              Or be only for free throws.

              Which is confirmed to be a setting they added this year!

              This is perfect. I tried turning off the meter last year but three throws were what left me needing it on.

              Comment

              • ch46647
                MVP
                • Aug 2006
                • 3514

                #187
                Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

                Originally posted by LorenzoDC
                On this, I'm also curious to what extent the AI improvements required any other adjustments to sustain game balance, and if any of those adjustments affected the way we may experience momentum during gameplay, especially 12 minute quarter games.

                Thanks.
                Great post. This is exactly what I'm referring to. It may be an issue with 12 minute quarters against the CPU. I do not play on-line so I'm not sure if it effects the 6 mins quarters.

                Comment

                • Beluba
                  Gameplay Director, NBA2k
                  • Jul 2002
                  • 1389

                  #188
                  Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

                  Originally posted by mangiac
                  When shooting jumpshots, I have always been a button user. Just wondering if there is a way to pass out of a shot when using the shot stick.
                  You can move your thumb up to CROSS or A pretty easily from the Pro Stick.

                  Comment

                  • Beluba
                    Gameplay Director, NBA2k
                    • Jul 2002
                    • 1389

                    #189
                    Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

                    Originally posted by jeebs9
                    I completely agree.... Watching people complain about this subject feels like headbands thread again. Can we still turn off the meter?
                    Yeah, you can turn it off. We almost shipped with it off this year, but too many shot meter addicts in house now.

                    Comment

                    • Ed21
                      Rookie
                      • Aug 2009
                      • 372

                      #190
                      Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

                      Mike, is the shot creator just for MyCAREER or is it available for normal player editing on the standard rosters?

                      Comment

                      • jyoung
                        Hall Of Fame
                        • Dec 2006
                        • 11132

                        #191
                        Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

                        Has the box out range for human-controlled defenders been increased this year?

                        In 2K16 it seemed like human defenders could only trigger the box out animation once the offensive player was below the free throw line or within what the game considers a "close range" jump shot on the wings/sidelines.

                        This wasn't really an issue against the CPU since they are generally pretty conservative about crashing in their perimeter players for offensive rebounds.

                        But in modes like MyPark, Pro Am, and Team Up where offensive players are much more likely to sprint down from the perimeter into the paint for an offensive rebound, it was super frustrating that human defenders weren't able to halt or impede the offensive player's path to the rim with the left trigger unless the defender was originally sagging off 8 to 10 feet from his man in what most coaches would deem bad defensive positioning.
                        Last edited by jyoung; 09-01-2016, 05:50 PM.

                        Comment

                        • Kstat
                          Pro
                          • Sep 2015
                          • 584

                          #192
                          Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

                          Originally posted by MFDOOMBOT
                          You're my dude Earv, but you spelled Wilt Chamberlain wrong [emoji4]
                          If you look at percentages of shots rebounded, Rodman is easily the greatest rebounder ever.

                          Wilt pulled down 20+ boards a game because teams jacked up way more shots in the 60's. Even Andre Drummond rebounds a higher percentage of chances than wilt did back in the day.

                          I got off topic sorry everyone. I agree with the above that Rodman isn't nearly as dominant on the glass as he probably should be given his almost useless offense, so he too often feels like a liability.

                          Here's my question for mr. Wang: has 2K17 discouraged turbo blocking? It seems like every game is filled with guys making up very unrealistic gaps on defense to block dunks/layups from behind. Too often I felt forced to repeatedly pump fake under the rim even though I had done everything right to beat the defense. I understand chase down blocks happen but evern Lebron only pulls this off a handful of times in an entire season and I'd argue only a handful of players are even capable of doing this, yet it seems it's almost easier in this game to block a shot at the rim from behind than it is from the front. Has that been addressed at all?
                          Last edited by Kstat; 09-01-2016, 05:56 PM.

                          Comment

                          • jeebs9
                            Fear is the Unknown
                            • Oct 2008
                            • 47562

                            #193
                            Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

                            Hey Mike two question on passing.... So towards the end of the 2k16 cycle. I've really grown to use the fake pass combo.... Especially on the break,in certain pick and roll situations and vs user playing zone. And I'm not taking about the Rondo canned animation. Have any improvements been made to this control or animations? Do we even have it anymore? Has anything been added Fancy pass animations? I started seeing way more different types of fake passes in the last month lol.

                            But have a great labor weekend! And Thank You!
                            Last edited by jeebs9; 09-01-2016, 05:56 PM.
                            Hands Down....Man Down - 2k9 memories
                            http://www.youtube.com/watch?v=4IHP_5GUBQo

                            Comment

                            • Trackball
                              MVP
                              • Sep 2012
                              • 1306

                              #194
                              Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

                              Originally posted by Beluba
                              You can move your thumb up to CROSS or A pretty easily from the Pro Stick.
                              ...This is the first time I've heard the PlayStation series' X button referred to as "cross" since the PS1 days.

                              Comment

                              • Beluba
                                Gameplay Director, NBA2k
                                • Jul 2002
                                • 1389

                                #195
                                Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

                                Originally posted by ch46647
                                I wrote a long post on page 3 of the previous blog thread. But since its closed I cannot copy it to paste it here..

                                1. You mentioned your team spent a lot of time on ball handler vs defender interactions. (Great news!!) Can you elaborate on this? Were you able to remove all the suction/warping on the defensive end, and incorporate more first step explosion for ball handlers?

                                2. The blog states your team removed a lot of the artificial boost for the CPU on Hall of Fame. This is huge news! Has this improved the "momentum" system which seemed to really favor the trailing team? I know you guys say there is no comeback code, and I certainly take you for your word, but I did notice a lot of funky things happen when I take an 8-10 point lead. Hoping all this is removed. (I noticed this on Superstar level as well)


                                Incredible blog!! Thank you, Mike!
                                1. With body ups, the main thing I wanted to accomplish was rewarding defenders for beating the ball handler to the spot. Last year, I had to make the onball defender overly grabby to compensate for some sluggishness in defensive movement. Jers did a great job with the onball defender this year, in that he's way more explosive laterally and does a better job at following the user's stick. This gave me a lot more flexibility to dial back the body ups and rides so that they happen only in situations they're supposed to. Makes playing onball D feel much more rewarding. We also added support for single player collision reactions on the ball handler and defender. So the ball handler will raise up his off arm to protect the ball or make a slight adjustment as he glances by a defender. You can see this in some of the leaked videos when a trailing defender is ramming into the ball handler from behind. When these got added, I was able to dial back the 2P collisions even more which also made the ball handler feel more free while also showing some of the physicality of driving through traffic.

                                So in a nutshell, the combination of these changes really make the body ups in 2K17 much less sucky/warpy and it feels better on both sides of the ball. Plus, the Body Up Sensitivity slider gives you guys the ability to tweak it even further.

                                2. We've always given the CPU shot and ratings boosts on the higher difficulty levels, that's never been a secret. This year, we're just showing you what they are since everything has been moved to the sliders.

                                As for the momentum thing, there's really nothing more I can say. It still doesn't exist. The only features that might manifest themselves as rubberbanding would be the hot/cold streak system (which has zero knowledge of time and score) and ACE. I think what happens with a lot of people is that they tend to let up when they have a big lead, or vice versa, tend to concentrate more when they're trailing. Executing poorly could lead to an increase in cold streaks while concentrating would tend toward hot. So you'd see runs in either direction there. ACE is, by nature, an adaptive system. So whether it's the offensive AI learning what's successful and continuing to exploit it, or the defensive AI adjusting to your gameplan and stopping you, that might also look like rubberbanding? Not sure what else to say. The only explicit rubberband code that was ever in 2K since I've been here is the Clutch Factor stuff from circa 2K5. But that was eliminated LONG ago.

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