Post patch sliders and shooting %

Collapse

Recommended Videos

Collapse
X
 
  • Time
  • Show
Clear All
new posts
  • jxelite2430
    Rookie
    • Sep 2016
    • 159

    #211
    Re: Post patch sliders and shooting %

    Originally posted by ataman5

    Good basketball to me is trying to do everything rite yet at the end of that i still don't know if it's hit or miss and that's the beauty of it.


    Envoyé de mon iPhone en utilisant Tapatalk
    My exact feeling

    Comment

    • jxelite2430
      Rookie
      • Sep 2016
      • 159

      #212
      Re: Post patch sliders and shooting %

      Originally posted by Razeart2422
      For those of you complaining about the shot meter and seeing the green, just turn off the meter. It is more realistic that way and you won't know if the ball is going in when you do a perfect release because the meter won't be there. EASY FIX.

      On another note, i understand why some are complaing about the shooting percentages. They are a bit too high. Guys who have lower shot ratings in the 60's are hitting shot at too high of a rate.

      Hey Mike Beluba, the computer should still walk the ball up the court more. They are not doing it enough! They just want to run and gun.
      As one poster already stated above, it's still there under the hood. It's not so much the visual cue of the green release it is the ease at which it is obtained and the unrealistic aspect of it being 100% guaranteed whether the visual cue exist or not which is making shooting unrealistically easy. What good would going into menu and turning off visual shot feedback/shot meter be when the effects of its implementation are still in the game engine ?
      Last edited by jxelite2430; 09-29-2016, 01:50 PM.

      Comment

      • BegBy
        Banned
        • Feb 2009
        • 1212

        #213
        Re: Post patch sliders and shooting %

        Originally posted by Beluba
        Czar said the only change they made was to limit the CPU's tendency to pull up for transition 3s in 2 on 1 situations.
        There seems to have been more than that affected by said adjustment despite the intention.

        Thanks for communicating with the community. It's greatly appreciated.

        Comment

        • RNS1hunna
          Rookie
          • Sep 2016
          • 145

          #214
          Post patch sliders and shooting %

          Originally posted by Simhead23
          Yes, let's take away the user's skill mechanisms completely, because that would be soooooo fun.



          Mike, the.greens are fine. But, I think your ratings should effect your all amount of greens. Ex. No Hassan whiteside getting greens while anyone with a 755+ rating gets it regularly, while someone like curry gets an easier time


          I think it should depend on the defense and the spot you're on the court the more heavily you're defended the smaller the bar if your in one of your cold areas on the floor the smaller the bar


          Sent from my iPhone using Tapatalk

          Comment

          • csaba0627
            Rookie
            • Sep 2016
            • 5

            #215
            Re: Post patch sliders and shooting %

            Originally posted by Beluba
            I have an update ready but it looks like it won't be able to get posted until tomorrow night (Friday early morning). But so far in my testing, the shot %'s seem solid. Might need some further iteration but it's a start. OG is looking at double teams as well.
            Hey Mike, thanks for doing this, you do a really awesome job!

            Could we get an insight what did you change?

            Comment

            • sirio994
              Rookie
              • Dec 2013
              • 237

              #216
              Re: Post patch sliders and shooting %

              Personally i'd love to see a third option: user timing + real player % (old user timing). I love the meter (not the feedback it gives) even though i would always play on real player % if it was more reliable and FAIR against SS or HOF (which is not).


              Every time i play on HOF or SS with real player % (default sliders) i have the feeling that it does not reward the quality of my shots. It just balances the final result in a forced way (i have the feeling that i shot better than i should when i play bad, and i shot worse than i should when i play good).


              For example, i'm the incarnation of the sim player: i play in play now mode, 30-team control, 16 team-playoffs and all of those modes. I'm the kind of player who is probably going to start a 30 team season next month (when the option will be available) and play or simulate day after day (real life time) till the playoffs (1:1 season). I'm the kind of player who likes to create a parallel season (or something like that). I'm not a big fan of all of those systems that require pratice to use a single team. I wanna spend my time learning freelances not shooting motions.


              The absurd thing is that i cannot play on real % because its gameplay is far away from beeing the most realistic setting...

              Comment

              • Luke Skywalker
                Pro
                • Dec 2014
                • 917

                #217
                Re: Post patch sliders and shooting %

                Out of the box sliders haven't been good since 2K11. I use my own personal set, and I advise you guys should too!

                Comment

                • jxelite2430
                  Rookie
                  • Sep 2016
                  • 159

                  #218
                  Re: Post patch sliders and shooting %

                  Originally posted by Luke Skywalker
                  Out of the box sliders haven't been good since 2K11. I use my own personal set, and I advise you guys should too!
                  I'm pretty sure everyone in this thread tunes sliders to their preference. The reason we have to bring this up is because during most online modes you cannot tune sliders and are forced to play with 2k's default sliders which is why fixing these things for 2k's default sliders is important for players who play offline and online.

                  Comment

                  • sirio994
                    Rookie
                    • Dec 2013
                    • 237

                    #219
                    Re: Post patch sliders and shooting %

                    Actually default sliders were good a couple of days ago (before the patch). The real problem is that we can't tune shooting (contested, open, specific shot). We can only change the overall success (and it's what we did weeks ago when the first update came out). But for further changes we need Mike's help...

                    Comment

                    • Beluba
                      Gameplay Director, NBA2k
                      • Jul 2002
                      • 1389

                      #220
                      Re: Post patch sliders and shooting %

                      Originally posted by csaba0627
                      Hey Mike, thanks for doing this, you do a really awesome job!

                      Could we get an insight what did you change?
                      The main change was re-defining what the game considers open vs. covered vs. crowded. Sometimes when users think they play pretty good defense against a shooter, the game actually thinks he's wide open. So this tweak will basically knock down covered jump shot %'s across the board.

                      I also flattened out the RS Aiming bonuses and penalties. Perfect Aim was giving too big of a boost if you were good, and too big of a penalty if you didn't use the feature.

                      The Limitless Range Badge was nerfed a little bit. Still a useful badge but people were cheesing it more than we anticipated.

                      Offensive Awareness was reduced for CPU on the higher levels while Defensive Awareness was increased for User teammates.

                      Offensive Consistency was reduced for CPU to match the User on Superstar and HoF. Defensive Consistency was increased slightly for both CPU and User.

                      Last thing, OG made a change to fix the excessive perimeter double teaming.

                      Comment

                      • Goffs
                        New Ork Giants
                        • Feb 2003
                        • 12279

                        #221
                        Re: Post patch sliders and shooting %

                        Look forward to trying it out before I fly out to Florida.
                        Thanks Mike!
                        Last edited by Goffs; 09-29-2016, 06:29 PM.

                        Comment

                        • alabamarob
                          MVP
                          • Nov 2010
                          • 3340

                          #222
                          Re: Post patch sliders and shooting %

                          Originally posted by Beluba
                          The main change was re-defining what the game considers open vs. covered vs. crowded. Sometimes when users think they play pretty good defense against a shooter, the game actually thinks he's wide open. So this tweak will basically knock down covered jump shot %'s across the board.

                          I also flattened out the RS Aiming bonuses and penalties. Perfect Aim was giving too big of a boost if you were good, and too big of a penalty if you didn't use the feature.

                          The Limitless Range Badge was nerfed a little bit. Still a useful badge but people were cheesing it more than we anticipated.

                          Offensive Awareness was reduced for CPU on the higher levels while Defensive Awareness was increased for User teammates.

                          Offensive Consistency was reduced for CPU to match the User on Superstar and HoF. Defensive Consistency was increased slightly for both CPU and User.

                          Last thing, OG made a change to fix the excessive perimeter double teaming.
                          Thanks for the tune . Were wide open percentages touched? Are green releases less likely?
                          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

                          • Gosens6
                            All Star
                            • Oct 2007
                            • 6100

                            #223
                            Re: Post patch sliders and shooting %

                            Originally posted by Beluba
                            The main change was re-defining what the game considers open vs. covered vs. crowded. Sometimes when users think they play pretty good defense against a shooter, the game actually thinks he's wide open. So this tweak will basically knock down covered jump shot %'s across the board.

                            I also flattened out the RS Aiming bonuses and penalties. Perfect Aim was giving too big of a boost if you were good, and too big of a penalty if you didn't use the feature.

                            The Limitless Range Badge was nerfed a little bit. Still a useful badge but people were cheesing it more than we anticipated.

                            Offensive Awareness was reduced for CPU on the higher levels while Defensive Awareness was increased for User teammates.

                            Offensive Consistency was reduced for CPU to match the User on Superstar and HoF. Defensive Consistency was increased slightly for both CPU and User.

                            Last thing, OG made a change to fix the excessive perimeter double teaming.
                            Mike, you seriously are a godsend for us. Thank you. We appreciate how quickly you respond to our feedback, really shows your passion for the game and your fan base.

                            Thanks again!

                            Sent from my SM-N910V using Tapatalk

                            Comment

                            • Nukleopatra
                              Banned
                              • Oct 2009
                              • 381

                              #224
                              Re: Post patch sliders and shooting %

                              Originally posted by Beluba
                              The main change was re-defining what the game considers open vs. covered vs. crowded. Sometimes when users think they play pretty good defense against a shooter, the game actually thinks he's wide open. So this tweak will basically knock down covered jump shot %'s across the board.

                              I also flattened out the RS Aiming bonuses and penalties. Perfect Aim was giving too big of a boost if you were good, and too big of a penalty if you didn't use the feature.

                              The Limitless Range Badge was nerfed a little bit. Still a useful badge but people were cheesing it more than we anticipated.

                              Offensive Awareness was reduced for CPU on the higher levels while Defensive Awareness was increased for User teammates.

                              Offensive Consistency was reduced for CPU to match the User on Superstar and HoF. Defensive Consistency was increased slightly for both CPU and User.

                              Last thing, OG made a change to fix the excessive perimeter double teaming.
                              Sounds promising.

                              Comment

                              • themoneyteam1212
                                Pro
                                • Aug 2014
                                • 526

                                #225
                                Re: Post patch sliders and shooting %

                                was anything said about the Roger Clemens fastball passes being fixed in this update?

                                Comment

                                Working...