5 Ways NBA 2K19 Can Give Users More Control & Increase Its Skill Gap

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  • jyoung
    Hall Of Fame
    • Dec 2006
    • 11132

    #1

    5 Ways NBA 2K19 Can Give Users More Control & Increase Its Skill Gap


    1) Add an optional controller setting for manual hand-switching while dribbling. With this option enabled, the user would keep the ball in the same hand at all times unless he performs a right joystick dribble move like a crossover or behind-the-back. The automated hand-switching animations that 2K18 added while you're just walking around with the left joystick made it much tougher to consistently chain right joystick dribble moves together. Too often in 2K18, your dribble combo would get "dropped" (to use a fighting game term) because the game forced your player to change hands mid-combo, and you'd end up performing a move that you didn't intend to do.

    2) A basketball player's preferred handedness should matter more during gameplay. A predominantly left-handed player like Julius Randle should have lower ball control, speed with ball, passing, and finishing ratings while using his right hand. Being able to dribble, pass, finish, and score equally well with both hands should be a more rare and valuable trait than it currently is in 2K18, where player handedness doesn't matter at all. FIFA and MLB The Show are two sports games that already do a decent job of differentiating athletes who are ambidextrous from those who are only skilled with their strong hand/strong foot. 2K19's emphasis on handedness could also extend to MyCareer, where one of the first choices you'd be asked to make when you create a MyPlayer would be whether you want your ratings to be equal (but lower rated) with both hands, or tilted in favor of your strong hand. A playmaker, for instance, could pick between having maximum ball control, speed with ball, and passing ratings of 95 for his dominant hand and 75 for his weak hand, or he could choose to have both hands rated at an 85. The letter L (lefty), R (righty), or A (ambidextrous) could appear underneath the dribbler's feet to let defenders know which direction their defensive stance should be blocking off.

    3) Passing is the only offensive action in 2K18 that doesn't already have left-hand/right-hand controls. But if the right joystick passing that's already in the game (activated by holding the right bumper) was altered, that problem could be solved for 2K19.

    If you imagine that your right joystick is a clock:

    6:00 = a two-hand chest pass (travels faster, straighter, and shorter than an overhead pass)
    12:00 = a two-hand overhead pass (travels slower, higher, and farther than a chest pass)
    1:30 = a right-hand lob pass
    10:30 = a left-hand lob pass
    3:00 = a right-hand zip pass (a hard and straight pass à la John Stockton)
    9:00 = a left-hand zip pass (a hard and straight pass à la John Stockton)
    4:30 = a right-hand bounce pass
    7:30 = a left-hand bounce pass

    Two-handed passes would provide the most accurate animations, but to compensate for that accuracy, they would also be the slowest to animate (and therefore, the easiest to intercept). You could "preload" your pass and turn it into a touch pass by holding the right joystick in the desired direction before the ball hits your hands. The left joystick would still be used to move your on-court target circle and select your pass recipient, just like any other form of directional passing. To make the target circle easier to see during gameplay, users should be able to adjust the circle's color and brightness.

    4) Reassign all of the on-ball defensive actions (except for jumping and boxing out) to the right joystick:

    Flick right = steal the ball when it's in the dribbler's right hand
    Flick left = steal the ball when it's in the dribbler's left hand
    Flick down = steal the ball when the dribbler is holding onto the ball with both hands
    Press or hold up on the right joystick = put your hands up and contest a shot
    Press and hold in the right joystick (R3) = set up for a charge

    These control changes would also free up the B button (currently used for charges) and the X button (currently used for steals) for other actions that could potentially add more depth to the defensive side of the game.

    All on-ball steal attempts should make the "late," "early," "good," or "excellent" timing feedback that shooters currently get pop up in the right corner of the screen. "Excellent" timing should result in a clean strip and a "stun" animation for the dribbler, to ensure that he cannot easily recover the loose ball; "good" timing should cause the dribbler to fumble (but not completely lose) the ball and pick up his dribble, creating a tie-up opportunity for the defender if the dribbler does not immediately pass or call a timeout after regaining control of the ball; "late" or "early" timing should either result in a foul or a long recovery animation for the defender, depending on whether or not the defender's hand/arm makes contact with the dribbler's limbs/body. The timing window for getting an "excellent" or "good" steal attempt should shrink/expand depending on the defender's steal rating, which should be partially determined by the defender's handedness (right-handed defenders should steal better with their strong hand). Just as shooters have a color-coded shot meter displayed next to their head, defenders should have a color-coded steal meter to help judge their steal timing.

    5) Let us equip a player's animations individually instead of being forced to use animation "packages" that contain a dozen different animations of varying effectiveness. With hook shots, for example, the "hook 2" package only has one animation that creates a good amount of separation (I'd describe it as a leaning backwards "fadeaway" hook shot), but during gameplay, that animation can't be used consistently because there are so many other ineffective hook shot animations in that "hook 2" package that might trigger instead of the effective "fadeaway" hook shot. The same problem also exists for dunk packages, layup packages, and moving jump shot packages. A dunk package might have two or three effective animations, but the presence of other, less effective animations that are automatically lumped into the same dunk package can make it frustratingly difficult to trigger one of the desired dunk animations. For NBA 2K19, let us pick and choose individual animations instead of limiting us to equipping these bloated animation packages.

    6) Watching Rajon Rondo and Ben Simmons in the playoffs this year has reminded me how of 2K still limits users to just one simplistic pass fake animation (press Y + B simultaneously) and gives users no control over which flashy pass animations they want to trigger.

    If passing was moved to the right joystick like I described in bullet point #3, then it would create an opportunity for 2K to add "pass fake combos" to the game, plus provide a way for users to specify which flashy pass animations they want to perform, instead of having no idea which pass animation is going to come out when you double tap the B button.

    Assuming that 3:00 is your ball hand, and you're holding down the right bumper to transform the right joystick from a "dribble/shot stick" to a "pass stick":

    Drag right joystick clockwise from 3:00 to 6:00 = flashy pass 1
    Drag right joystick clockwise from 3:00 to 9:00 = flashy pass 2
    Drag right joystick clockwise from 3:00 to 12:00 = flashy pass 3
    Drag right joystick clockwise from 3:00 to 3:00 = flashy pass 4

    Drag right joystick counter-clockwise from 3:00 to 12:00 = flashy pass 5
    Drag right joystick counter-clockwise from 3:00 to 9:00 = flashy pass 6
    Drag right joystick counter-clockwise from 3:00 to 6:00 = flashy pass 7
    Drag right joystick counter-clockwise from 3:00 to 3:00 = flashy pass 8

    You could put whichever flashy pass animation you want into each of these slots, so that you know exactly which animation you're going to get every time you decide to throw a flashy pass.

    7) Here are some pass fake combos that could also be mapped to the right joystick, again, assuming that your right hand is your ball hand, and the right bumper is being held down:

    Quickly tap 3:00 then tap any other direction = fake pass to the right, then perform any other pass type
    Quickly tap 4:30 then tap any other direction = fake bounce pass, then perform any other pass type
    Quickly tap 6:00 then tap any other direction = fake behind the back pass, then perform any other pass type
    Quickly tap 7:30 then tap any other direction = fake between the legs pass, then perform any other pass type
    Quickly tap 9:00 then tap any other direction = fake pass to the left, then perform any other pass type
    Quickly tap 10:30 then tap any other direction = fake behind the head pass, then perform any other pass type
    Quickly tap 12:00 then tap any other direction = fake pass straight ahead, then perform any other pass type
    Quickly tap 1:30 then tap any other direction = fake lob pass, then perform any other pass type

    These animations should work while moving with a live dribble or while standing still in a triple threat position.

    8) 2K19 should also give users access to icon flashy passes and icon alley oops while they're holding down the right bumper:

    -- Make two quick taps (tap + tap) to send one of the flashy passes from your character's animation list to the teammate whose icon you pressed.

    -- Make one quick tap and then hold down the second button press (tap + hold) to send an alley oop to the teammate whose icon you pressed.

    9) Eliminate the animation delay that happens with skip passes

    Holding down the pass button to throw a skip pass is one of the best ideas that 2K18 introduced. But its execution was marred by having a noticeable delay between the moment you press & hold the pass button and the moment that your pass animation finally begins. In 2K18, that second-long delay is often the difference between a teammate potentially being able to catch a pass before a closeout can reach him or (what usually happens) catching a pass that arrives too late, with the defender already in range to contest the shot into a sure miss. That input delay needs to disappear for 2K19.

    10) Apply the skip pass system to all right joystick passes

    Again, I really like the tap/hold system that 2K18 introduced as a way to differentiate between a close-range pass and a cross-court pass. So let's have 2K19 apply this same targeting system to these new right joystick passes, since they're going to have to be aimed with the left joystick, and you'll need a way to tell the game whether you want to pass to a nearby/far away teammate.

    So for the two-input pass fake combos that I listed above, if the second command is tapped then released, it becomes a close-range pass, and if the second command is pressed then held down, it becomes a cross-court pass.

    And for the flashy pass right joystick drag motions, if you release the joystick back to neutral after completing the motion, it would become a close-range pass, but if you kept the joystick held down at the end point of your drag motion, then you'd get a cross-court pass.
    Last edited by jyoung; 05-21-2018, 05:10 PM.
  • Zack317
    Pro
    • Sep 2017
    • 640

    #2
    Re: 5 Ways NBA 2K19 Can Give Users More Control & Increase Its Skill Gap

    Man, idk. While all that would be very authentic, itd be ALOT for just a video game. Especially the right/left hand additions

    Sent from my SAMSUNG-SM-G920A using Tapatalk

    Comment

    • OrlandoTill
      Rookie
      • Sep 2016
      • 169

      #3
      Re: 5 Ways NBA 2K19 Can Give Users More Control & Increase Its Skill Gap

      Manual Defensive Shading

      It was there in last gen(NBA 2K14) and still continues to be left there in subsequent last gen titles.

      Make that factor into the blow-bys instead of the 2K16 Wall or the 1 size fits all animation people have now.

      Make layup timing and shot direction(not sure if shot direction is in the game now) more apparent if they are in the game.

      2K17 was more transparent in this aspect.

      Now things that are more my own personal preference

      Harder penalties on rebounding
      Too many people attack the glass on a rebound before it hits the rim. Call more interferences.

      I think we need to find a way on differentiating taking pull-ups against initiating the dunk animation. Maybe map the right stick without turbo for pull ups and turbo and right stick for the layup/dunk animations. Possibly put dribbling back to left stick(when initiating the left trigger).
      76 6"6" 180lbs Sharpshooting Playmaking SF
      73 6"7" 230lbs Pure Glass Cleaner PF

      https://www.twitch.tv/orlandotill

      Protesting PNO
      MTU

      PSN: OrlandoTill

      Comment

      • olajuwon34
        Pro
        • Aug 2017
        • 681

        #4
        Re: 5 Ways NBA 2K19 Can Give Users More Control & Increase Its Skill Gap

        Id like to see the animation idea in these games, to many times your not sure what your about to pull off, and when playing online the delay and lag make it hard for the user if they make a mistake from activating an animation of any sorts that they didnt want to, control should be one of they're priorities in the future.

        Comment

        • jyoung
          Hall Of Fame
          • Dec 2006
          • 11132

          #5
          Re: 5 Ways NBA 2K19 Can Give Users More Control & Increase Its Skill Gap

          Originally posted by Zack317
          Man, idk. While all that would be very authentic, itd be ALOT for just a video game. Especially the right/left hand additions
          The current control schemes that are already in the game (automated hand switching, X to steal, B to set charges, etc.) could still exist alongside these more advanced alternatives. These options would just give more control and gameplay depth to users who want those things.

          Other sports games like EA NHL, FIFA, MLB the Show, Pro Yakyuu Spirits, Pro Evolution Soccer, et al. offer multiple layers to their controls that can be turned on/off by going into the options menu. These proposals I've made would work in a similar fashion.

          Originally posted by OrlandoTill
          I think we need to find a way on differentiating taking pull-ups against initiating the dunk animation. Maybe map the right stick without turbo for pull ups and turbo and right stick for the layup/dunk animations.
          This has been a big problem for me in 2K18 whenever I'm trying to utilize a player who has a good moving mid-range jump shot. The range for activating layup animations extends too far out from the basket, and the range for activating moving jump shot animations does not push close enough to the basket. In 2K18, your player basically has to be at or above the free throw line to get a moving jump shot animation. Anything closer than that usually results in a lengthy, easily blocked layup animation with an overlong run-up. I've actually lost multiple games this year because a potential buzzer beating mid-range jump shot got turned into a layup/dunk animation instead. I like your solution of making the turbo button the way to differentiate between a jumper command and a dunk command.
          Last edited by jyoung; 02-23-2018, 06:55 PM.

          Comment

          • Keith01
            Banned
            • Aug 2017
            • 748

            #6
            Re: 5 Ways NBA 2K19 Can Give Users More Control & Increase Its Skill Gap

            Virtual reality and mocap our own moves

            Comment

            • itsmb8
              MVP
              • May 2011
              • 3361

              #7
              Re: 5 Ways NBA 2K19 Can Give Users More Control & Increase Its Skill Gap

              Love these ideas, more control as an option should always be accepted IMO.

              And for moving mid range shots, it should be (if it isnt already) that holding the left stick towards the rim should equal a layup, releasing the left stick should be a basic pullup, and holding the left stick backwards, left, or right should initiate a moving jumper in that direction.
              PSN / Xbox GT - BLUEnYELLOW28

              Comment

              • zrohman
                Pro
                • Nov 2013
                • 834

                #8
                Re: 5 Ways NBA 2K19 Can Give Users More Control & Increase Its Skill Gap

                So basically, you want very skilled players who don't play 24/7 to be obsolete, so only players who have no life can compete with others? That's what it sounds like. 2k already has so much involved, much more than most sports games. I think this is too much

                Comment

                • Jesus_Swagglesworth
                  Pro
                  • Dec 2015
                  • 602

                  #9
                  Re: 5 Ways NBA 2K19 Can Give Users More Control & Increase Its Skill Gap

                  The stick passing thing is gonna be tough. Reduce the possible inputs to 4 imo. Not even pro fighting game players want to deal with that many inputs on normal stick controllers lol


                  Also give small explosive bigs a special super high jump/rebound button that takes longer to recover than the little hops the 7’3 giants make. It’ll give the small rebounders a realistic chance on the boards.

                  Comment

                  • splashmountain
                    Pro
                    • Aug 2016
                    • 809

                    #10
                    Re: 5 Ways NBA 2K19 Can Give Users More Control & Increase Its Skill Gap

                    Originally posted by jyoung

                    1) Add an optional controller setting for manual hand-switching while dribbling. With this option enabled, the user would keep the ball in the same hand at all times unless he performs a right joystick dribble move like a crossover or behind-the-back. The automated hand-switching animations that 2K18 added while you're just walking around with the left joystick made it much tougher to consistently chain right joystick dribble moves together. Too often in 2K18, your dribble combo would get "dropped" (to use a fighting game term) because the game forced your player to change hands mid-combo, and you'd end up performing a move that you didn't intend to do.

                    2) A basketball player's preferred handedness should matter more during gameplay. A predominantly left-handed player like Julius Randle should have lower ball control, speed with ball, passing, and finishing ratings while using his right hand. Being able to dribble, pass, finish, and score equally well with both hands should be a more rare and valuable trait than it currently is in 2K18, where player handedness doesn't matter at all. FIFA and MLB The Show are two sports games that already do a decent job of differentiating athletes who are ambidextrous from those who are only skilled with their strong hand/strong foot. 2K19's emphasis on handedness could also extend to MyCareer, where one of the first choices you'd be asked to make when you create a MyPlayer would be whether you want your ratings to be equal (but lower rated) with both hands, or tilted in favor of your strong hand. A playmaker, for instance, could pick between having maximum ball control, speed with ball, and passing ratings of 95 for his dominant hand and 75 for his weak hand, or he could choose to have both hands rated at an 85. The letter L (lefty), R (righty), or A (ambidextrous) could appear underneath the dribbler's feet to let defenders know which direction their defensive stance should be blocking off.

                    3) Passing is the only offensive action in 2K18 that doesn't already have left-hand/right-hand controls. But if the right joystick passing that's already in the game (activated by holding the right bumper) was altered, that problem could be solved for 2K19.

                    If you imagine that your right joystick is a clock:

                    6:00 = a two-hand chest pass (travels faster, straighter, and shorter than an overhead pass)
                    12:00 = a two-hand overhead pass (travels slower, higher, and farther than a chest pass)
                    1:30 = a right-hand lob pass
                    10:30 = a left-hand lob pass
                    3:00 = a right-hand zip pass (a hard and straight pass à la John Stockton)
                    9:00 = a left-hand zip pass (a hard and straight pass à la John Stockton)
                    4:30 = a right-hand bounce pass
                    7:30 = a left-hand bounce pass

                    Two-handed passes would provide the most accurate animations, but to compensate for that accuracy, they would also be the slowest to animate (and therefore, the easiest to intercept). You could "preload" your pass and turn it into a touch pass by holding the right joystick in the desired direction before the ball hits your hands. The left joystick would still be used to move your on-court target circle and select your pass recipient, just like any other form of directional passing. To make the target circle easier to see during gameplay, users should be able to adjust the circle's color and brightness.

                    4) Reassign all of the on-ball defensive actions (except for jumping and boxing out) to the right joystick:

                    Flick right = steal the ball when it's in the dribbler's right hand
                    Flick left = steal the ball when it's in the dribbler's left hand
                    Flick down = steal the ball when the dribbler is holding onto the ball with both hands
                    Press or hold up on the right joystick = put your hands up and contest a shot
                    Press and hold in the right joystick (R3) = set up for a charge

                    These control changes would also free up the B button (currently used for charges) and the X button (currently used for steals) for other actions that could potentially add more depth to the defensive side of the game.

                    All on-ball steal attempts should make the "late," "early," "good," or "excellent" timing feedback that shooters currently get pop up in the right corner of the screen. "Excellent" timing should result in a clean strip and a "stun" animation for the dribbler, to ensure that he cannot easily recover the loose ball; "good" timing should cause the dribbler to fumble (but not completely lose) the ball and pick up his dribble, creating a tie-up opportunity for the defender if the dribbler does not immediately pass or call a timeout after regaining control of the ball; "late" or "early" timing should either result in a foul or a long recovery animation for the defender, depending on whether or not the defender's hand/arm makes contact with the dribbler's limbs/body. The timing window for getting an "excellent" or "good" steal attempt should shrink/expand depending on the defender's steal rating, which should be partially determined by the defender's handedness (right-handed defenders should steal better with their strong hand). Just as shooters have a color-coded shot meter displayed next to their head, defenders should have a color-coded steal meter to help judge their steal timing.

                    5) Let us equip a player's animations individually instead of being forced to use animation "packages" that contain a dozen different animations of varying effectiveness. With hook shots, for example, the "hook 2" package only has one animation that creates a good amount of separation (I'd describe it as a leaning backwards "fadeaway" hook shot), but during gameplay, that animation can't be used consistently because there are so many other ineffective hook shot animations in that "hook 2" package that might trigger instead of the effective "fadeaway" hook shot. The same problem also exists for dunk packages, layup packages, and moving jump shot packages. A dunk package might have two or three effective animations, but the presence of other, less effective animations that are automatically lumped into the same dunk package can make it frustratingly difficult to trigger one of the desired dunk animations. For NBA 2K19, let us pick and choose individual animations instead of limiting us to equipping these bloated animation packages.
                    I agree with everything you said EXCEPT FOR having STUN animations in the game when someone reaches at the perfect time for a steal. There is no such thing as being stunned in real life when it comes to basketball. No one just stops like HUHHHHH.

                    TO make for more realistic experience you have to stop using animations that are more like fighting games and use animations that are more like the real game of basketball.

                    Lets take your steals example.

                    In real life, if someone has the ball and is dribbling in place before they make a move and you the defender times your reach perfectly. Does a person have a stun animation in real life? NO. You poke the ball loose and they react and try to get it.

                    The problem with 2k is that the ball is not LIVE in those scenarios where it means anyone has a chance to get it based on proximity to the ball, quickness... height, length. I a little pg pokes the ball loose from a 7'2 center. odds are the PG will have just as equally a chance to get that ball as the big guy due to his quickness and reaction time. but if john wall pokes the ball out of westbrooks hand. odds are west is going to retrieve that ball.

                    But here's the deal. west will have to go backwards to go get that ball. this is time wasted on the shot clock. if you keep timing that steal and poking the ball loose and making westbrook chase after it. his team will run low or out of their 24 second shot clock. thats a violation or you rush them into a bad offense. This is what i use to do to people in real life. I would not always try for a full on steal because to do that you will have to poke the ball loose and put your body in their so the offensive guy can't get the ball without going thru your body for a loose ball foul. but doing this is also dangerous because if the guy knows you're about to steal and he moves it.. Your toast. completely out of position. super high risk high reward. poking the ball loose is lower risk, lower reward but it does take time off the clock and it frustrates the hell out of people.

                    again. no stun animations. only contact animations.

                    like i said above. you can lunge steal(animation) if you time it perfectly based on where the player is dribbling and if they dont move it quick enough out of your way. you will lung at it and poke it loose but now you have a higher chance of getting near the ball to pick it up than the offensive guy does based on where you are and where the ball is. now the offensive guy can turn his body and try to get it back as well. but if he tries to run thru you. that is a foul that needs to be called. No stun animation needed.

                    The closest thing to a stun animation that should happen is when an offensive player is dribbling full speed in a direction. and you pick his pocket going the opposite direction. his momentum should take him in the direction he was going towards just like if he would've held onto that dribble. thats more than enough time for you the defender to get that LIVE ball and run down court and score without that guy catching up to you every time. now some times that guy will be able to catch you and foul you(breakaway foul/tech) or good foul if other guys are in front. and very rarely will he be able to catchup block you from behind lebron style. that chase down is way over powered right now.

                    Comment

                    • splashmountain
                      Pro
                      • Aug 2016
                      • 809

                      #11
                      Re: 5 Ways NBA 2K19 Can Give Users More Control & Increase Its Skill Gap

                      Originally posted by OrlandoTill
                      Manual Defensive Shading

                      It was there in last gen(NBA 2K14) and still continues to be left there in subsequent last gen titles.

                      Make that factor into the blow-bys instead of the 2K16 Wall or the 1 size fits all animation people have now.

                      Make layup timing and shot direction(not sure if shot direction is in the game now) more apparent if they are in the game.

                      2K17 was more transparent in this aspect.

                      Now things that are more my own personal preference

                      Harder penalties on rebounding
                      Too many people attack the glass on a rebound before it hits the rim. Call more interferences.

                      I think we need to find a way on differentiating taking pull-ups against initiating the dunk animation. Maybe map the right stick without turbo for pull ups and turbo and right stick for the layup/dunk animations. Possibly put dribbling back to left stick(when initiating the left trigger).
                      do not map any dribbling to the left stick. thats the problem now with dribbling. there's one thing nba live has had right when they created that nba elite 11. it was the hand being the right stick and the feet being the left. no hand things on the left at all. any and every cross over or dribble move is handled by the right stick. having two sticks controlling dribbling creates a serious problem with properly chaining together what you want to chain together quickly.

                      Comment

                      • jyoung
                        Hall Of Fame
                        • Dec 2006
                        • 11132

                        #12
                        Re: 5 Ways NBA 2K19 Can Give Users More Control & Increase Its Skill Gap

                        I just added 5 more features to the original post, fleshing out the right joystick passing system that was originally proposed in bullet point #3.

                        By giving users more control over pass types & pass animations, NBA 2K19 could make tricky passers like Magic Johnson, Jason Williams, Rajon Rondo, Ben Simmons, et al. more of an offensive threat while using fake/flashy passes to deceive the defense.

                        Comment

                        • jyoung
                          Hall Of Fame
                          • Dec 2006
                          • 11132

                          #13
                          Re: 5 Ways NBA 2K19 Can Give Users More Control & Increase Its Skill Gap

                          The stick passing thing is gonna be tough. Reduce the possible inputs to 4 imo. Not even pro fighting game players want to deal with that many inputs on normal stick controllers lol
                          Have you played either of the two OlliOlli games or any of the games in the Skate trilogy?

                          Those games required lots of precise flicks and drag motion on the right joystick, and I never had much of an issue performing my moves in those titles.

                          Plus the stick motions I suggested for 2K19 are much simpler than what you'll encounter in those skateboarding games.

                          Originally posted by splashmountain
                          I agree with everything you said EXCEPT FOR having STUN animations in the game when someone reaches at the perfect time for a steal. There is no such thing as being stunned in real life when it comes to basketball. No one just stops like HUHHHHH.

                          TO make for more realistic experience you have to stop using animations that are more like fighting games and use animations that are more like the real game of basketball.
                          In every NBA 2K game I've ever played, the offensive player is -- 90% of the time -- the first person to get to a loose ball, even if he's the player who originally lost the ball. That is why I believe the game needs some sort of brief stun animation after you get stripped/blocked to keep the guy who lost the ball from getting it back so easily.

                          Ideally, you shouldn't need stun animations; the simple fact that the defensive player is running forward in the direction he's already facing while the offensive player has to turn around 180 degrees and then start running should be enough to give the defensive player a natural advantage in the chase for a loose ball. But 2K's locomotion system just isn't that realistic yet, so that's why I'd be fine with having stun animations in the game after strips/blocks until the locomotion is realistic enough to where the loose balls just naturally start going to the player whose body is better-positioned to react to the ball prior to it coming loose.

                          This defensive play right here is a perfect example of what I'm talking about:

                          http://xboxdvr.com/gamer/jyoungad/gi...ficultkingbird

                          I time my steal perfectly, but the offensive player is so quick to break out of his "I got stripped" animation that he somehow gets to the loose ball before me.
                          Last edited by jyoung; 05-21-2018, 06:24 PM.

                          Comment

                          • RallerenAFC
                            Rookie
                            • Apr 2017
                            • 39

                            #14
                            Re: 5 Ways NBA 2K19 Can Give Users More Control & Increase Its Skill Gap

                            I just want to say that I think you have come up with some excellent ideas. Whether or not there is too many options to choose from for right stick passes can be discussed. I think it would work out fine as it's very rare that you use the lob pass and same with the bounce pass (because this quite often gets intercepted lol) so in the end it will be just like getting used to dunking with the right stick. Which I find very simple, easy and absolutely love it because of the control I have over my dunks.

                            Regarding your defensive assignments for the right stick again I think it's some great ideas. A thing I would like to add is you should be able to intercept passes with the right stick. For example if you are standing in the passing lane of the ball and have a feeling that a pass soon will come your way then you can hold the right stick up (like when you contest a shot and have your hands up) to intercept the pass. Because as of right now I think it's way too hard to intercept passes with the square button as you have to time it absolutely perfect for it to be a steal. However for this not to be too overpowered you can add that while you are doing this your player's movement will be slower than it normally would be.

                            Comment

                            • PippenFan
                              Rookie
                              • Jun 2017
                              • 596

                              #15
                              Re: 5 Ways NBA 2K19 Can Give Users More Control & Increase Its Skill Gap

                              We need complete control over decision making in All Star Team Up, Pro-Am and regular My Park games. Giving us the ability to request a defensive switch when you or one of your teammates is having trouble guarding somebody.

                              PG swapping with SGs
                              SG-SF
                              SF-PF
                              PF-C

                              Also some players being able to guard multiple (Lebron, Magic, Simmons, etc)

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