Player Movement - Lets have a serious discussion

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  • BezO
    MVP
    • Jul 2004
    • 4414

    #136
    Re: Player Movement - Lets have a serious discussion

    Yeah, the foot planting is horrible! From what I see in vids, it's one area where EA out-classed 2K, by quite a wide margin too.

    I didn't see much mentioned regarding foot planting after a quick scan of the thread. Do any of the adjustments address this issue with any significance?
    Shout out to The Watcher! Where you at bruh?

    Comment

    • RetroDee4Three
      Pro
      • Aug 2017
      • 911

      #137
      Re: Player Movement - Lets have a serious discussion

      Originally posted by BezO
      Yeah, the foot planting is horrible! From what I see in vids, it's one area where EA out-classed 2K, by quite a wide margin too.

      I didn't see much mentioned regarding foot planting after a quick scan of the thread. Do any of the adjustments address this issue with any significance?


      I can't remove the skating/floating/gliding, it's part of the game engine itself (Motion system). However, my sliders do give you more control as a user, and the pace feels more realistic, which makes the skating not look or feel AS bad. It seems with these sliders the speed/acceleration breaks less as well.


      We are continuing the conversation over in the sliders section if you want to join in over there.


      But yes, Live has better overall foot planting, which gives the user better control with the default settings (Like when you are first load up the game).

      Comment

      • ILLSmak
        MVP
        • Sep 2008
        • 2397

        #138
        Re: Player Movement - Lets have a serious discussion

        I'll keep talking about 19 even tho I didn't buy it. Ha.



        What I wanted to say is re: sliders, my favorite not slide sliders were lowering speed and acceleration. Especially accell. It makes things move at a much more measured pace, fewer bursts of speed that seem unrealistic, people not sliding on the catch. I played w sliders a lot to make a good cpu v cpu set. Unfortunately, I found I had to accept sliding because when you tune the speed down to where it moves right... Like 42 accell, the computer has a hell of a time running plays. I also turn a lot of the physicality and on ball d down, but guys slogging around off ball in order to get open is where the game looks bad with lowered speed sliders. The ball handler and the person catching the ball looks real, to me.



        That's really the sliding issue imo, the players move too fast. They accelerate too fast. Maybe that's what foot planting is code for. They have side to side weight so it's not like they are totally floaty, but I'm surprised people suggest tuning speed up to fix sliding.



        I also put body up at like 15, on ball d low too. Lowered contest impact and shot success across the board. Raised str late (this was like just when the new games were coming out), really liked the feel with like 60 str.



        Like I said the one game speed problem is, assuming cpu v cpu but it also makes sense to assume v user, if you slow them down too much they will only be able to run one play each time. 2k isn't really designed for that.





        -Smak
        Last edited by ILLSmak; 09-24-2018, 05:21 PM.

        Comment

        • RetroDee4Three
          Pro
          • Aug 2017
          • 911

          #139
          Re: Player Movement - Lets have a serious discussion

          Originally posted by ILLSmak
          I'll keep talking about 19 even tho I didn't buy it. Ha.



          What I wanted to say is re: sliders, my favorite not slide sliders were lowering speed and acceleration. Especially accell. It makes things move at a much more measured pace, fewer bursts of speed that seem unrealistic, people not sliding on the catch. I played w sliders a lot to make a good cpu v cpu set. Unfortunately, I found I had to accept sliding because when you tune the speed down to where it moves right... Like 42 accell, the computer has a hell of a time running plays. I also turn a lot of the physicality and on ball d down, but guys slogging around off ball in order to get open is where the game looks bad with lowered speed sliders. The ball handler and the person catching the ball looks real, to me.



          That's really the sliding issue imo, the players move too fast. They accelerate too fast. Maybe that's what foot planting is code for. They have side to side weight so it's not like they are totally floaty, but I'm surprised people suggest tuning speed up to fix sliding.



          I also put body up at like 15, on ball d low too. Lowered contest impact and shot success across the board. Raised str late (this was like just when the new games were coming out), really liked the feel with like 60 str.



          Like I said the one game speed problem is, assuming cpu v cpu but it also makes sense to assume v user, if you slow them down too much they will only be able to run one play each time. 2k isn't really designed for that.





          -Smak

          Completely disagree with you, but we can differ here. The pace/flow out of the box is sluggish, and because of this the sliding is more noticeable by view and on the sticks. I don't notice it nearly as much when the action is picked up.

          It doesn't matter how 2K is "designed", it's marketed as a Simulation of the NBA. So people can say "ots designed to have longer animations" or "its designed to be this certain pace", but what we are striving for is that NBA authenticity, and pace/flow, accelerarion off the dribble/catch n go, etc are all part of an authentic NBA experience. These are some of the best athletes in the world, and out of the box they certainly don't feel that way.

          The sliding comes from the new motion system implementation, which was inputted in 2K18. A significant increase in sliding (pack of foot planting) and floating occurred when they switched over the new motion system. Before the January 2017 patch for 2K17, the players were weighted properly (not heavy) and the foot planting was sound, I have video evidence of this (and I still use that .exe before that patch, as I play on PC and backed that .exe up. I am a steam user, but it's know that you can backup the .exe in order to get the pre patch gameplay.

          I said this on the slider thread I created in the other section. The complaints I heard the most about the game was how it was sluggish, the speed/acceleration breaks, clunky change of direction, little differentiation between players, hitting invisible walls, getting sucked into other players etc. Those are all actual issues with the game, I agree with them, that's what these sliders are designed to target.

          Putting the actual excitement of the NBA into NBA 2K19 is in my opinion what needed to happen. Also, the user needed to feel like they had more control over the action, and these sliders are designed to loosen the game up, and they do.

          Also, all of that sliding/floating you see in the videos I posted on the first thread is with default game speed, and default sliders. The sliding/floating is happening on a ton with slow movement/not much movement at all.

          I appreciate your well thought out post here. So thank you for that.
          Last edited by RetroDee4Three; 09-24-2018, 08:01 PM.

          Comment

          • joepatowski
            Rookie
            • Aug 2017
            • 249

            #140
            Re: Player Movement - Lets have a serious discussion

            Originally posted by RetroDee4Three
            Completely disagree with you, but we can differ here. The pace/flow out of the box is sluggish, and because of this the sliding is more noticeable by view and on the sticks. I don't notice it nearly as much when the action is picked up.

            It doesn't matter how 2K is "designed", it's marketed as a Simulation of the NBA. So people can say "ots designed to have longer animations" or "its designed to be this certain pace", but what we are striving for is that NBA authenticity, and pace/flow, accelerarion off the dribble/catch n go, etc are all part of an authentic NBA experience. These are some of the best athletes in the world, and out of the box they certainly don't feel that way.

            The sliding comes from the new motion system implementation, which was inputted in 2K18. A significant increase in sliding (pack of foot planting) and floating occurred when they switched over the new motion system. Before the January 2017 patch for 2K17, the players were weighted properly (not heavy) and the foot planting was sound, I have video evidence of this (and I still use that .exe before that patch, as I play on PC and backed that .exe up. I am a steam user, but it's know that you can backup the .exe in order to get the pre patch gameplay.

            I said this on the slider thread I created in the other section. The complaints I heard the most about the game was how it was sluggish, the speed/acceleration breaks, clunky change of direction, little differentiation between players, hitting invisible walls, getting sucked into other players etc. Those are all actual issues with the game, I agree with them, that's what these sliders are designed to target.

            Putting the actual excitement of the NBA into NBA 2K19 is in my opinion what needed to happen. Also, the user needed to feel like they had more control over the action, and these sliders are designed to loosen the game up, and they do.

            Also, all of that sliding/floating you see in the videos I posted on the first thread is with default game speed, and default sliders. The sliding/floating is happening on a ton with slow movement/not much movement at all.

            I appreciate your well thought out post here. So thank you for that.

            Hey man, sent you a PM about your sliders.

            Comment

            • RetroDee4Three
              Pro
              • Aug 2017
              • 911

              #141
              Re: Player Movement - Lets have a serious discussion

              Originally posted by joepatowski
              Hey man, sent you a PM about your sliders.
              Just read it.

              The sliders are listed on the first post in the slider section.

              https://forums.operationsports.com/f...t-sliders.html

              And yes, the sliders are awesome for user vs user. My brother and I use them all the time head to head. If you are going to play against a human though, I recommend using HOF as a base (with my slider tweaks) and user timing for shooting type. I always use User Timing as it is (with the shot meter off, like on my videos), but you should use it especially in a competitive H2H game.

              You could also try the sim slider Mrwrestling3 and I discussed (they are on the first post of that thread as well)

              Enjoy, let me know if you have any questions.

              Comment

              • GisherJohn24
                MVP
                • Aug 2008
                • 4581

                #142
                Re: Player Movement - Lets have a serious discussion

                CAn someone chime in, did we just not notice the floating/sliding in the Prelude, unless there wasn't any? I would have noticed It (I think). But I don't remmeber this sliding in the Prelude at all....

                Comment

                • RetroDee4Three
                  Pro
                  • Aug 2017
                  • 911

                  #143
                  Re: Player Movement - Lets have a serious discussion

                  Originally posted by GisherJohn24
                  CAn someone chime in, did we just not notice the floating/sliding in the Prelude, unless there wasn't any? I would have noticed It (I think). But I don't remmeber this sliding in the Prelude at all....


                  It wasn't as noticeable in the prelude. And, that is similar to what happened with 2K18, where the defensive exploits were not as noticeable in the prelude. The blow by exploit/issue didn't seem as bad, neither did help defense.


                  I made this video review of the prelude for 2K18 after spending time with it. As you noticed, overall I had a decent experience. When the official game was released, it felt a lot different, and exploits were everywhere.







                  I couldn't play 2K18 without wanting to chuck the controller (Once the actual game was released). So it's crazy listening to how I reviewed the 2KU gameplay here.
                  Last edited by RetroDee4Three; 09-26-2018, 12:00 PM.

                  Comment

                  • GisherJohn24
                    MVP
                    • Aug 2008
                    • 4581

                    #144
                    Re: Player Movement - Lets have a serious discussion

                    Originally posted by RetroDee4Three
                    It wasn't as noticeable in the prelude. And, that is similar to what happened with 2K18, where the defensive exploits were not as noticeable in the prelude. The blow by exploit/issue didn't seem as bad, neither did help defense.


                    I made this video review of the prelude for 2K18 after spending time with it. As you noticed, overall I had a decent experience. When the official game was released, it felt a lot different, and exploits were everywhere.







                    I couldn't play 2K18 without wanting to chuck the controller (Once the actual game was released). So it's crazy listening to how I reviewed the 2KU gameplay here.
                    I hope 2k addresses the issues and give us an explanation how we go forward other ways and go backwards this far in foot planting that has been great even on the old consoles. Has CZar discussed it on his channel?

                    Comment

                    • RetroDee4Three
                      Pro
                      • Aug 2017
                      • 911

                      #145
                      Re: Player Movement - Lets have a serious discussion

                      Originally posted by GisherJohn24
                      I hope 2k addresses the issues and give us an explanation how we go forward other ways and go backwards this far in foot planting that has been great even on the old consoles. Has CZar discussed it on his channel?


                      I have not seen it addressed yet.

                      Comment

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