NBA 2K18 Offensive Tendencies, AI Execution & Motion Blog From Da_Czar

Collapse

Recommended Videos

Collapse
X
 
  • Time
  • Show
Clear All
new posts
  • CX1329
    MVP
    • Jan 2005
    • 1301

    #91
    Re: NBA 2K18 Offensive Tendencies, AI Execution & Motion Blog From Da_Czar

    It seems like players will finally run into position during plays instead of just casually jogging! I can't stress enough how happy I am that this legacy issue has been fixed.

    Also, I loved reading about Flow Tech. It was so easy to shut down some plays in 2K17 because of how predictable they were, and the AI couldn't score against me from them unless my defender got caught in a long screen animation and couldn't close out in time. Well, it appears that will no longer be the case, and gone are the days of predictable AI.

    Comment

    • Rip4ever
      Pro
      • Jun 2006
      • 679

      #92
      Re: NBA 2K18 Offensive Tendencies, AI Execution & Motion Blog From Da_Czar

      Originally posted by Da_Czar
      One thing that I wanted to include in the blog but it just slipped my mind was another new tendency called play-discipline.

      Depending on the tempo setting each AI team has a time range where they stop just moving the ball and the begin to look for a shot. A player with a low play discipline tendency will disregard the coaches tempo desires and look to score when they have the ball.

      Neat little addition that I think we can expand upon in the future.
      Awesome, so we can count on Nick Young and JR Smith to be more like their shot chucking selves.

      Comment

      • youvalss
        ******
        • Feb 2007
        • 16600

        #93
        Re: NBA 2K18 Offensive Tendencies, AI Execution & Motion Blog From Da_Czar

        Originally posted by Smirkin Dirk
        And the pull up animation was buttery smooth. I was sick of being slid/dragged forward 4 foot so an open 3 became a contested 2. That looks gone...maybe, based off that clip.
        True. The Shot Stick has become more and more the Animation Stick - you pull the stick and you can't be sure how fast your player would take a shot. It might just go back to being the Shot Stick, at last, this year.
        My Specs:

        ZX Spectrum
        CPU: Z80 @ 3.5 MHz
        GPU: Monochrome display
        RAM: 48 KB
        OS: Sinclair BASIC

        Comment

        • eko718
          MVP
          • Sep 2005
          • 2257

          #94
          Re: NBA 2K18 Offensive Tendencies, AI Execution & Motion Blog From Da_Czar

          Czar, got a question. Is flow tech also tendency and ratings based? Or is it driven by the play type and all counter options are available to all players regardless of ratings?

          Comment

          • MarkWilliam
            72-10
            • Oct 2012
            • 2325

            #95
            Re: NBA 2K18 Offensive Tendencies, AI Execution & Motion Blog From Da_Czar

            Originally posted by NINJAK2
            All this information....Can't process it fast enough...System Overload


            10/10 for this GIF. I literally laughed out loud.

            I will have some substance posts.....its just that.....I'm still....just.... umm.... (see above).

            Comment

            • Da_Czar
              NBA 2K Gameplay Producer, Offensive AI System - SIM NATION
              • Jul 2002
              • 5408

              #96
              Re: NBA 2K18 Offensive Tendencies, AI Execution & Motion Blog From Da_Czar

              Originally posted by UnbelievablyRAW
              Will this fix the CPU making players cut to the basket even though they are great shooters that are wide open? I just lost a game because wide open Paul George cut to a crowded paint when he was open from 3 in the corner and by the time the pass got to him it got tipped.

              The AI needs to recognize who they are (e.g. someone like Redick knows he's a 45% 3pt shooter) and also the context of the floor. The above scenario happens far to often, of the AI blindly cutting to the paint when they are open in the perimeter, ignoring the fact that there are 3-4 teammates and opposing players standing in the paint already clogging it. It makes floor spacing so difficult when trying to pass as a ball handler


              If the spot-up shot 3 tendency is high enough the player will not cut. If it is low he will. If it is in the middle he is 50-50


              Sent from my iPad using Operation Sports
              Catch me on that #SimNation #SimHangOut Friday's @ 10:00 pm est https://www.youtube.com/playlist?lis...N7yxMiElOpMl_B

              Comment

              • Da_Czar
                NBA 2K Gameplay Producer, Offensive AI System - SIM NATION
                • Jul 2002
                • 5408

                #97
                Re: NBA 2K18 Offensive Tendencies, AI Execution & Motion Blog From Da_Czar

                Originally posted by Goffs
                Anything different in the post up game? Do the bigs have their own sets of tendencies? Face up, back down, Shaq move outta the way tendency?

                Sent from my SM-G930T using Tapatalk


                Ha. Nothing tendency wise but Zach really beefed up the post game this year.


                Sent from my iPad using Operation Sports
                Catch me on that #SimNation #SimHangOut Friday's @ 10:00 pm est https://www.youtube.com/playlist?lis...N7yxMiElOpMl_B

                Comment

                • renome
                  Rookie
                  • Nov 2014
                  • 406

                  #98
                  Damn.. that was overwhelming in the best way.. still processing hehe

                  Comment

                  • syncinatti
                    Rookie
                    • Sep 2009
                    • 75

                    #99

                    We also reduced a value in code that had the AI attempting to reduce long 2 point shots by stepping back to shoot a three. This caused users to become frustrated with the AI stepping back when wide open, and then being too well defended to get a shot off in time.


                    THIS !!!!!!!

                    Comment

                    • Da_Czar
                      NBA 2K Gameplay Producer, Offensive AI System - SIM NATION
                      • Jul 2002
                      • 5408

                      #100
                      Re: NBA 2K18 Offensive Tendencies, AI Execution & Motion Blog From Da_Czar

                      Originally posted by GuwopGeezus
                      Will flow tech work in MyLeague/MyGM and MyCareer once you advance to future years?


                      Yes. Flow tech is not something that get's turned off as it were. The classic teams plays dont have it but if you are using current team plays in your My whatever mode it will be on.

                      As I said some actions have a lot of counters and some have none. It depends on the speed of the other actions. If we can get you open with the default actions were not going to stack a bunch of useless stuff on just so it is there.

                      The general motion has improved enough that it is not as easy to see everything coming.


                      Sent from my iPad using Operation Sports
                      Catch me on that #SimNation #SimHangOut Friday's @ 10:00 pm est https://www.youtube.com/playlist?lis...N7yxMiElOpMl_B

                      Comment

                      • antdoggydogg
                        Rookie
                        • Sep 2011
                        • 610

                        #101
                        Re: NBA 2K18 Offensive Tendencies, AI Execution & Motion Blog From Da_Czar

                        Wow. The different in the new motion system is incredible. They look alive, and they aren't standing around waiting for their next instruction for that particular play anymore.

                        Comment

                        • antdoggydogg
                          Rookie
                          • Sep 2011
                          • 610

                          #102
                          Re: NBA 2K18 Offensive Tendencies, AI Execution & Motion Blog From Da_Czar

                          Czar, quick question that I hope you can elaborate on. When it comes to the Pace that teams play at during games, what dictates that? Is it based off the Coach's offensive system? Is each franchise hard coded to play at a certain pace based off last year or something else?

                          Great work on the game!

                          Comment

                          • GuwopGeezus
                            Rookie
                            • Nov 2014
                            • 117

                            #103
                            Thanks Czar! I was just confused by the wording that flow tech "will only work on current teams". This is great news tho. Thanks for all of your work.

                            Comment

                            • Impetuous65
                              MVP
                              • Feb 2015
                              • 1451

                              #104
                              Re: NBA 2K18 Offensive Tendencies, AI Execution & Motion Blog From Da_Czar

                              delete Msg
                              Last edited by Impetuous65; 09-29-2017, 12:05 PM.

                              Comment

                              • harryl
                                MVP
                                • Apr 2015
                                • 2663

                                #105
                                Re: NBA 2K18 Offensive Tendencies, AI Execution & Motion Blog From Da_Czar

                                Originally posted by Da_Czar
                                When you get to menu's and those decisions I really have very to do with how they look and what is included. So I don't have any good answers for you. My main concern was getting it back to buttons since so many of you disliked the Rstick for subs.


                                Sent from my iPad using Operation Sports
                                Thanks for taking the time to reply, anyhow.

                                The issue of Stamina indicators in subbing menus is odd and discordant: no indication in the in-game menu, color gradient approximation in timeout menu, and precise number in pause menu.

                                Unless 2K has some philosophic reason for the variation, it would be best for players for this to be uniform and precise: numeric display of Stamina in all menus.

                                Also, and I know this is not possible at this point, but for the in-game sub menu, there's a problem that one cannot sub out a player on the floor for someone else on the floor. Only guys on the bench.

                                I think it's not possible, without calling timeout, to do something like shift C to PF and vice-versa. Have to stop the game and burn a timeout.
                                Last edited by harryl; 08-30-2017, 10:58 PM.

                                Comment

                                Working...