Ricky Rubio has a 29 inch vertical. How is this possible? You rarely see this in real life but it's common on 2K.
Maximum jumping height, and jumping speed need to change
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Re: Maximum jumping height, and jumping speed need to change
Czar's taking questions for upcoming sim nation shows where they will be discussing 2K mechanics. We should tweet him about this issue to get his thoughts.Comment
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Re: Maximum jumping height, and jumping speed need to change
Its unrealistic too when defenders are jumping the millisecond you leave your feet for the layup, the reaction times are insane.Comment
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Re: Maximum jumping height, and jumping speed need to change
The cpu defenders jump as you gather and get off the floor before you can go up for the layup. Additionally, the same thing happens on passes. Cpu is reading that controller input.Psn: Alabamarob
Xbox: Alabama Rob
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Settings I play on.
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Re: Maximum jumping height, and jumping speed need to change
If only 2K could program defenders to react to actual game movements and not controller movements.PSN / Xbox GT - BLUEnYELLOW28Comment
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Re: Maximum jumping height, and jumping speed need to change
Before we get all uppity about the animations you should realize that Kevin Love has a 70 Vertical rating.
Athleticism ratings go years and years without getting updated by 2K, so if you're wondering why Kevin Love is jumping like he's a young man, it's because his rating reflects what he had as a 20-year old in 2009.
Kevin Love's Max Vert at the Draft Combine was 35. By 2K's scale, that converts to a 70. 2K implemented Combine data not too long after Mike Stauffer took the 2K job. Clearly the implementation was flawed because all they did was plug and play, rather than follow-up with a case-by-case evaluation.
In 2016 Love did not deserve the Vertical rating earned by his teenage self. At 29-years old, he obviously doesn't deserve it now.Last edited by Real2KInsider; 01-03-2018, 07:19 AM.NBA 2K25 Roster: Real 2K Rosters - Modern Era
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Re: Maximum jumping height, and jumping speed need to change
IIRC the only effect Vertical has on Dunking is ability to "Poster" a defender. The lower the rating the more likely they are to miss the dunk attempt.The problem to me for dunking seems like there is no link between actual vertical and the dunk packages given.
The dunk rating need a to be tied together with vertical so that the dunk could scale down for players who don't have high verticals or certain low vertical players need certain dunks removed from their package.NBA 2K25 Roster: Real 2K Rosters - Modern Era
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Re: Maximum jumping height, and jumping speed need to change
Superb suggestion and explanation Rob, hopefully this will get heard of by 2k devs.Comment
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Psn: Alabamarob
Xbox: Alabama Rob
Youtube: 2k Hawks
Settings I play on.
Minutes: 12
Difficulty: HOF
Online or Offline player: Both
In a MLO: YesComment
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Re: Maximum jumping height, and jumping speed need to change
the thing is, you already dont have a lot of freedom.Yep, the suggestion is super great, but like you when, I heard Czar talk about how so many other systems would have to be changed along with the quickening of the layup animations, it made me really realize how difficult some of this stuff is to do if you want to have a game with maximum freedom and a high level of complexity.
A lot of things could be implenented, but it would require taking a certain amount of control from the User. I would be okay with that, but I know that most people wouldn't be.
you foul guys without pressing any buttons at all at times. You throw the ball behind your teammate even though you aimed the stick towards your teammate or in front of him for a lead pass.
You the catcher of the pass has an backward arm breaking animation, and they will make you stop running full speed down the court if they want the long bomb pass to be thrown away.
These are just a few non user controlled animations in 2k18.
So that cant be the reason why.
All of these things are built on logic.
If this happens, then this happens, else that happens.
If this = or greater than this, then if true do this, if false do this(or go into another formula)...
^^this is the building blocks of all programming in a nut shell. yes you have other things to worry about like memory/ram allocation, etc.
but the truth is, its doable.
You can give me more freedom and give me more realistic freedom. but doing this will open up your game to not look as realistic when people play the game that either choose not to play it realistically or people who dont know how to play basketball in real life with a high iq.
I can make any basketball game LOOK like a real nba game. Thats because I dont like to abuse exploits. and I play the games like i play or watch guys play in real life. thats my choice. so if i'm on the sticks, it will look ok if I were to record it and put it online. however, if someone else records their way of playing. the game could look silly. this is one of the main reasons 2k says if they changed this or that it could break the game. yes in its current form it would break the game but its time to break the games current form anyway.
Lets discuss Hops aka vertical. I've been saying what you're saying for 10+ years.
Real life vert. there are 2 types of guys with hops.
#1- this guy has a 48 inch vertical, and he jumps super fast. meaning he can reach the maximum 48 inches in a very small amt of time.
#2- this guy has a 48 inch vertical. he and jumpers kinda slow. but he can get up.
Truth there is probably a #3. 48 inch vert with a semi fast jumping ability.
The way you make a game still playable and make sure guys still use the very tall/long slow footed slow hops having Yao ming types. is you make that Length really really matter.
If your length really matters. even if you have super hops i can still block you a lot since my length really matters assuming I time it right.
So someone will say fine, I'll just pick Deandre jordan, he's tall and has super quick hops. Ok. but you also have to place in the game the reality of weight and post play.
If you have a post player or even a guy driving that knows how to throw their weight around in the paint. Even DJ will have a problem blocking the shot without getting a foul.
for example.
You would think Zbo as big and slow as he is off the ground would always get his shot beat. but thats not true. why not? because Zbo is so big and strong and knows how to use his footwork. he can make a move and put his weight on you/jump right into your chest where you can't really jump straight up using your hops without getting whistled for a foul. This is how Bynum with his two bad knees use to school the much more athletic Deandre jordan.
This is how you create more realistic then start thinking about the problems and eliminating them by way of more realism.
Last edited by splashmountain; 02-20-2018, 07:03 PM.Comment
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Re: Maximum jumping height, and jumping speed need to change
I think the best way to simulate a vertical in 2K is to essentially follow this article: https://www.active.com/basketball/ar...al-leap?page=1
So, if i understand correctly, take the existing strength rating, add in a "jumping speed" rating, and then have a shown "vertical rating" that is calculated from the formula (Strength x Jumping Speed)/the players weight to give you a players actual vertical. I think this would work pretty well, because if you took a player with a 99 in both strength and jump speed, and was 200 lbs, that would come out to 49.005, or just 49.
Of course, this is just me brainstorming as I typed this as I thought of it.PSN / Xbox GT - BLUEnYELLOW28Comment

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