NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

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  • MFDOOMBOT
    The Illest Villain
    • Mar 2006
    • 259

    #196
    Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

    Mike,

    I've read that ProAm teams can practice while waiting for matchmaking, will this just be a shoot around or will Sim ProAM teams be able to run through our sets to get ready for the game?

    and private matches in ProAM? patch or next year
    Last edited by MFDOOMBOT; 09-01-2016, 06:08 PM. Reason: spelling
    Just Remember ALL CAPS When you spell the man's name

    @Jermain_Santana
    Pro Am Twitter: @RatedSim
    Twitch: xDOOMBOTx

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    • silverskier
      Rookie
      • Sep 2008
      • 285

      #197
      Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

      @Beluba Are there differents combos for each player when dribbling? For example, are kyrie signature movements triggered with the same combination as Curry signature movements? Thx in advance


      Enviado desde mi iPad utilizando Tapatalk

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      • Teddy_Long
        MVP
        • Jul 2003
        • 2458

        #198
        Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

        beluba, have u considered the option to let us choose a team's broadcast camera?

        Comment

        • ch46647
          MVP
          • Aug 2006
          • 3514

          #199
          Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

          Thank you for the detailed reply, Mike. Can't wait for 2K17!

          Comment

          • Jrocc23
            MVP
            • May 2010
            • 3206

            #200
            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.


            Green releases been in the game for awhile. The thing is in 15, I believe you started making them automatic so in 16 people started complaint about missing them. I wish you would have kept it how it was before like 2K11 a few others, you got green a lot but that didn't mean you knew you was making the shot.

            I just hate people can hit green and just know the shot is going in. Even in 2K16 it was better than making all greens. You pretty much knew it was good but it was a slight chance it could be off. But I kind of agree. Wish it was never introduced in 2K15 as automatic. But you could always switch it back to how it used to be. People will just adjust[emoji3]


            Sent from my iPhone using Tapatalk
            HATE LOSING MORE THAN I LOVE WINNING!

            NBA 2K11
            XtremeXplicit Crew
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            • 23
              yellow
              • Sep 2002
              • 66469

              #201
              Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

              Originally posted by Beluba
              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.

              I still think that momentum meter from CH2K was fantastic.

              Don't know if you guys ever considered it, but that plus a modulating rwody crowd would be killer.

              Comment

              • LorenzoDC
                MVP
                • Sep 2010
                • 1857

                #202
                Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

                Originally posted by Beluba
                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.
                I have a feeling we're going to have to bookmark and quote this a lot in the next few months in the threads.

                Comment

                • Jrocc23
                  MVP
                  • May 2010
                  • 3206

                  #203
                  Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

                  I never believed in that comeback stuff people believed in. But the shot clock stuff from the CPU on HOF is still very real. Especially if another CPU player is the one guarding.


                  Sent from my iPhone using Tapatalk
                  HATE LOSING MORE THAN I LOVE WINNING!

                  NBA 2K11
                  XtremeXplicit Crew
                  Ranked
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                  • Hustle Westbrook
                    MVP
                    • Jan 2015
                    • 3113

                    #204
                    Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

                    Mike, I hope I wasn't seeing things in the footage that I saw, but when a player steals the ball at the halfcourt line does he now pause for a second to give time for the user to react and avoid a backcourt violation?
                    Check out my YouTube channel for NBA 2K16 MyTeam and Play Now Online gameplay videos!

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                    • Beluba
                      Gameplay Director, NBA2k
                      • Jul 2002
                      • 1389

                      #205
                      Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

                      Originally posted by MFDOOMBOT
                      Mike,

                      I've read that ProAm teams can practice while waiting for matchmaking, will this just be a shoot around or will Sim ProAM teams be able to run through our sets to get ready for the game?

                      and private matches in ProAM? patch or next year
                      Sorry, it's just a shootaround. You can't pass the ball to each other this year.

                      Comment

                      • lockdownD
                        Rookie
                        • Nov 2011
                        • 140

                        #206
                        Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

                        Mike Wang,

                        I'm glad to hear there will be more charges this year. It was frustrating in 2k16 with the large amount of blocking calls when having good position on defense or the automatic flopping that would occur at times when you did try to draw charges.

                        What about defense assist? I tried turning that off in the controls last year as I do every year any kind of assistance mechanisms, but from what I read if you pressed LT at all it would still activate. Is that still the case in 2k17?

                        What about the defensive animations? Such as simply turning around to change directions was very frustrating at times, it felt like the animation to change direction was very slow to start-up sometimes. Also jumping to block shots at times the animation would be some slow wind up animation that prevented you from reacting and jumping quickly. On boxouts it would sometimes do the same thing and make your jump very delayed when trying to jump for the rebound, which usually meant you had zero chance in getting the rebound even though you had great position. Has any of this been addressed?

                        I played a ton of pro-am in 2k16 as both a pg and center. On the inbound pass by the other team after a made basket many times it would place the guy I'm guarding further down court than I was which made it impossible to catch up to him even when holding down turbo the entire time. So there were many times the others teams center would be wide open running to the basket, since my center couldn't get back in time. I hope that was addressed as well.

                        Lastly, the bailout fouls inside the paint I hope were toned down a bit as well. There were far too many fouls bailing out ball handlers trying to force up terrible shots inside the paint when there were multiple defenders around them. The random technical fouls I hope was cleaned up a little too, at a minimum I'm hoping they at least don't trigger at all in the 4th quarter. During close games in the 4th quarter when those triggered they could really have huge consequence on the outcome.


                        Thank you.

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                        • Beluba
                          Gameplay Director, NBA2k
                          • Jul 2002
                          • 1389

                          #207
                          Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

                          Originally posted by jyoung
                          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.
                          The new offball collision system should be able to handle slowing down those perimeter board crashers. We haven't noticed it as being an issue in our tests.

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                          • alabamarob
                            MVP
                            • Nov 2010
                            • 3320

                            #208
                            Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

                            1. On pick and roll drives are you able to get a shoulder past the defender and keep him trapped behind you on the pick and roll (like Chris Paul)? Or is the defender always able to sprint back into a guarding position?

                            2. Is offensive rebounding at a point where you can use a big lineup with good offensive rebounders to punish an opponents use of small lineups that have no rebounding?

                            3. Can you get into a defensive stance without using the defensive assist button thia year?

                            Thanks again for all the work you have done. It definitely means alot.
                            Last edited by alabamarob; 09-01-2016, 06:29 PM.
                            Psn: Alabamarob
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                            • raidertiger
                              Rookie
                              • May 2011
                              • 493

                              #209
                              Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

                              Will the new layup types work with the eurostep modifier? So can you do a strong left hand euro, or a euro floater?

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                              • MFDOOMBOT
                                The Illest Villain
                                • Mar 2006
                                • 259

                                #210
                                Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

                                Mike,

                                Will there be halftime & post game highlights on PS4 this year no matter the length of quarter?
                                Just Remember ALL CAPS When you spell the man's name

                                @Jermain_Santana
                                Pro Am Twitter: @RatedSim
                                Twitch: xDOOMBOTx

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