Player Movement - Lets have a serious discussion

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  • RetroDee4Three
    Pro
    • Aug 2017
    • 911

    #91
    Re: Player Movement - Lets have a serious discussion

    Originally posted by Barnsey
    I disagree with your judgement here. Teague is sagging off Wall here and playing him for the drive, he would be able to react and get in front of Wall in real life imo.
    I agree that Wall should be able to blow by guys, but only sometimes if they're played up tight against Wall, not if they're sagging.
    Turning defenders into a sieves isn't realistic imo. That's arcade
    Wall actually does this all the time with his defense sagging off of him, because going downhill off of a quick first step or hesitation players still can't stay with him. It's not arcade at all. You can see defenders playing about the same distance off of Wall as Teague is in my example, and him blowing by them.

    It also doesn't turn defenders into sieves, as Lateral Quickness was not lowered, nor were any of the defensive sliders (my base is HOF for sliders) but Wall literally does this a lot in real life. Ive had league pass the last couple years, and he goes when he wants, even when the defender is sagging off. Is he always successful? No. But does he still get by often? Yes.

    In my game highlights example, I shot 47% from the floor, and that's because the defense the CPU played off and on the ball was sound.

    The explosion on that drive exists in the NBA, especially for players like Wall.


    Last edited by RetroDee4Three; 09-21-2018, 03:58 AM.

    Comment

    • Barncore
      Formerly known as Barnsey
      • Aug 2003
      • 1337

      #92
      Re: Player Movement - Lets have a serious discussion

      Originally posted by RetroDee4Three
      Wall actually does this all the time with his defense sagging off of him, because going downhill off of a quick first step or hesitation players still can't stay with him. It's not arcade at all. You can see defenders playing about the same distance off of Wall as Teague is in my example, and him blowing by them.


      https://youtu.be/93OOzHef3LE
      You're right, that does look pretty accurate in comparison with the video

      Comment

      • RetroDee4Three
        Pro
        • Aug 2017
        • 911

        #93
        Re: Player Movement - Lets have a serious discussion

        Originally posted by Barnsey
        You're right, that does look pretty accurate in comparison with the video
        I think one of the things that is missing from 2K19 out of the box is NBA authenticity when it comes to the athlete part of the NBA. The pace, the speed, the explosion. That's what I tried to put back in the game. That's why those plays excite me.

        Either way, I like the discussion in here.

        Sent from my SM-S920L using Operation Sports mobile app
        Last edited by RetroDee4Three; 09-21-2018, 04:04 AM.

        Comment

        • Barncore
          Formerly known as Barnsey
          • Aug 2003
          • 1337

          #94
          Re: Player Movement - Lets have a serious discussion

          Quick question for RetroDee. Do you have body sensitivity at 0 for both human and cpu? Also, what are your settings for speed and acceleration without the ball?

          Comment

          • Barncore
            Formerly known as Barnsey
            • Aug 2003
            • 1337

            #95
            Re: Player Movement - Lets have a serious discussion

            Originally posted by Barnsey
            I'm liking the results i get from keeping the attributes at bay (only 1-2 pt changes) but having the Max movement sliders at 100 and the Min movement sliders at 45, and gamespeed at 52.

            I like turning the pass speed up though. But the problem with turning pass speed up to 65 and having gamespeed at 48 is that the pass animations don't match the speed of the pass and it looks unrealistic. Gamespeed is at 52 and Pass speed at 55 to me (with room to come up a couple of points)
            Ok in hindsight i gotta admit there was a lot of sliding going on with these settings relative to retro's. Stick with Retro's for now but lets be aware that boosting attribute sliders gives less advantage to top rated guys, because they stay the same while everybody who's average or bad athletically gets boosted.

            Game feels good though with Retro's adjustments. Good balance between being nice and weighty but without the stuck in mud-ness.
            I'm playing from All-Star (seems like the best and most realistic setting from what Da_Czar has said) as the base so will boost the body sensitivity a bit.

            Carry on, i'm out lol

            Comment

            • RetroDee4Three
              Pro
              • Aug 2017
              • 911

              #96
              Re: Player Movement - Lets have a serious discussion

              Originally posted by Barnsey
              Quick question for RetroDee. Do you have body sensitivity at 0 for both human and cpu? Also, what are your settings for speed and acceleration without the ball?
              I do, but in that gameplay video I have body up sensitivity at 20 for user and cpu.

              The answer to your other question is in the sliders I posted on this thread as well.

              Comment

              • Barncore
                Formerly known as Barnsey
                • Aug 2003
                • 1337

                #97
                Re: Player Movement - Lets have a serious discussion

                Originally posted by RetroDee4Three
                I do, but in that gameplay video I have body up sensitivity at 20 for user and cpu.

                The answer to your other question is in the sliders I posted on this thread as well.
                I saw it.
                It says:
                "Speed with ball/acceleration with ball: 75/50 ratio - Players in 2K19 run up and down the floor unrealistically slow, and fastbreaks are extremely underwhelming with the defaults of 70-30 ratio. This makes it so fastbreaks have more realistic speed from the ball handler, and combining the this with speed and acceleration increases for off ball players, the fastbreaks are more fun and realistic."

                So everything else other than speed/acceleration with ball is 70/30? Just asking to make sure

                Comment

                • RetroDee4Three
                  Pro
                  • Aug 2017
                  • 911

                  #98
                  Re: Player Movement - Lets have a serious discussion

                  Originally posted by Barnsey
                  Ok in hindsight i gotta admit there was a lot of sliding going on with these settings relative to retro's. Stick with Retro's for now but lets be aware that boosting attribute sliders gives less advantage to top rated guys, because they stay the same while everybody who's average or bad athletically gets boosted.

                  Game feels good though with Retro's adjustments. Good balance between being nice and weighty but without the stuck in mud-ness.
                  I'm playing from All-Star (seems like the best and most realistic setting from what Da_Czar has said) as the base so will boost the body sensitivity a bit.

                  Carry on, i'm out lol

                  Thanks for your thoughts.

                  A significant difference still exists with stars and regular players. For example, I wasn't nearly as successful with Austin Rivers as I was with John Wall, and John Wall played entirely dfferent than Bradley Beal on the floor (both players played to strengths). Satoransky wasn't even close to as explosive as Wall.

                  That goes for the bigs as well. In fact, I'd say with these sliders, the stars now feel like they have the explosion they should, as opposed to out of the box where they feel like they are stuck in mud a lot.

                  Comment

                  • RetroDee4Three
                    Pro
                    • Aug 2017
                    • 911

                    #99
                    Re: Player Movement - Lets have a serious discussion

                    Originally posted by Barnsey
                    I saw it.
                    It says:
                    "Speed with ball/acceleration with ball: 75/50 ratio - Players in 2K19 run up and down the floor unrealistically slow, and fastbreaks are extremely underwhelming with the defaults of 70-30 ratio. This makes it so fastbreaks have more realistic speed from the ball handler, and combining the this with speed and acceleration increases for off ball players, the fastbreaks are more fun and realistic."

                    So everything else other than speed/acceleration with ball is 70/30? Just asking to make sure
                    All of the "70/30" splits in the sliders in that section I changed to "75/50". I don't have the game in front of me right now (it's 4:37 AM here), so I can't give you the exact names of the titles in that section.

                    Comment

                    • goma76
                      Rookie
                      • Apr 2017
                      • 310

                      #100
                      Re: Player Movement - Lets have a serious discussion

                      Dear Dee4Three I played with your slider and these are my impression
                      I agree with Barnsey, to much fast and esagerate quickness, it looks like 2k18 where you blowed up the defender every action.
                      In my opinion, the way you take for modified slider it's quite right but you should reduce the speed a little bit. Also passing seems to be overspeed.
                      Increasing also body sensitivity (25) for better simulation
                      To recape my tought, this combination is comparable with a real gameplay from Youtube with 1.5x speed applied.

                      Comment

                      • RetroDee4Three
                        Pro
                        • Aug 2017
                        • 911

                        #101
                        Re: Player Movement - Lets have a serious discussion

                        Originally posted by goma76
                        Dear Dee4Three I played with your slider and these are my impression
                        I agree with Barnsey, to much fast and esagerate quickness, it looks like 2k18 where you blowed up the defender every action.
                        In my opinion, the way you take for modified slider it's quite right but you should reduce the speed a little bit. Also passing seems to be overspeed.
                        Increasing also body sensitivity (25) for better simulation
                        To recape my tought, this combination is comparable with a real gameplay from Youtube with 1.5x speed applied.
                        Thanks for the breakdown.

                        I already stated that I think body up sensitivity should be up a little, around 25-30. We agree about that.

                        The game speed itself was actually lowered to 48, and I highly disagree about it being like 2K18. On 2K18, you could blow by anybody, with anybody, at any time you wanted, just by pushing forward on the joystick. Even on HOF, or defense sliders jacked up to 100, you could still do it. Melo on you? Kawhi on you? Didn't matter, just push the joystick forward, and you could run by.

                        These sliders produce nothing like that, you have more instances of getting by than the default sliders the game gives you, but it's nowhere near all the time, and it all depends on who you are using. For example, in my gameplay highlights I posted, the first highlight shows Teague completely shutting me off. However, I have instances where I also get a first step on him. I couldn't get by my guy hardly at all with Satoransky, but I could a few times with Austin Rivers. Beals first step isn't as quick as Walls, so I wasn't able to blow my guy, I had to use Beal like Beal, and get good looks from the outside.

                        This games help defense also blows away 2K18s, as help would seldom come (even with help defense tuned up to 100 in sliders). So instances where I got by Teague with Wall, I was met at the rim by defenders.

                        So I completely disagree about it feeling like 2K18, it feels nothing like that with these sliders. But I appreciate your feedback. One thing I will state: with Mrwrestling3s and my other sliders we are testing, he suggested on ball defense at 40 (which is in my gameplay video above). I'd recommend putting that back up to 50, or at the highest 55.

                        Also, THIS is 2K18 defense on HOF default. My sliders in 2K19 are nothing compared to this (the scoreboard is a mod)


                        Last edited by RetroDee4Three; 09-21-2018, 05:15 AM.

                        Comment

                        • goma76
                          Rookie
                          • Apr 2017
                          • 310

                          #102
                          Re: Player Movement - Lets have a serious discussion

                          Originally posted by RetroDee4Three
                          Thanks for the breakdown.

                          I already stated that I think body up sensitivity should be up a little, around 25-30. We agree about that.

                          The game speed itself was actually lowered to 48, and I highly disagree about it being like 2K18. On 2K18, you could blow by anybody, with anybody, at any time you wanted, just by pushing forward on the joystick. Even on HOF, or defense sliders jacked up to 100, you could still do it. Melo on you? Kawhi on you? Didn't matter, just push the joystick forward, and you could run by.

                          These sliders produce nothing like that, you have more instances of getting by than the default sliders the game gives you, but it's nowhere near all the time, and it all depends on who you are using. For example, in my gameplay highlights I posted, the first highlight shows Teague completely shutting me off. However, I have instances where I also get a first step on him. I couldn't get by my guy hardly at all with Satoransky, but I could a few times with Austin Rivers. Beals first step isn't as quick as Walls, so I wasn't able to blow my guy, I had to use Beal like Beal, and get good looks from the outside.

                          This games help defense also blows away 2K18s, as help would seldom come (even with help defense tuned up to 100 in sliders). So instances where I got by Teague with Wall, I was met at the rim by defenders.

                          So I completely disagree about it feeling like 2K18, it feels nothing like that with these sliders. But I appreciate your feedback. One thing I will state: with Mrwrestling3s and my other sliders we are testing, he suggested on ball defense at 40 (which is in my gameplay video above). I'd recommend putting that back up to 50, or at the highest 55.

                          Also, THIS is 2K18 defense on HOF default. My sliders in 2K19 are nothing compared to this (the scoreboard is a mod)


                          https://youtu.be/ytwn0kBkpkU
                          Thank you for your answer, and probably, my comment about 2K18 was a little bit exaggerated. You posted only highlights and surely you cannot blowout every time the defender also with John Wall.
                          Step by step we should able to refine the gameplay in the most realistic way.

                          Comment

                          • Barncore
                            Formerly known as Barnsey
                            • Aug 2003
                            • 1337

                            #103
                            Re: Player Movement - Lets have a serious discussion

                            Originally posted by goma76
                            Dear Dee4Three I played with your slider and these are my impression
                            I agree with Barnsey, to much fast and esagerate quickness, it looks like 2k18 where you blowed up the defender every action.
                            In my opinion, the way you take for modified slider it's quite right but you should reduce the speed a little bit. Also passing seems to be overspeed.
                            Increasing also body sensitivity (25) for better simulation
                            To recape my tought, this combination is comparable with a real gameplay from Youtube with 1.5x speed applied.
                            The pass speed is the only thing that i think is too fast (easy to solve, just pull it down to 60), but everything else is on point as far as player movement imo.
                            Originally posted by goma76
                            Thank you for your answer, and probably, my comment about 2K18 was a little bit exaggerated. You posted only highlights and surely you cannot blowout every time the defender also with John Wall.
                            Step by step we should able to refine the gameplay in the most realistic way.
                            Try the sliders and play with them yourself and you'll be happy. Even load up an NBA game and compare to get perspective.

                            Comment

                            • RetroDee4Three
                              Pro
                              • Aug 2017
                              • 911

                              #104
                              Re: Player Movement - Lets have a serious discussion

                              Originally posted by GisherJohn24
                              Patchable ?

                              Sent from my SM-G955U using Tapatalk
                              Sorry, just saw this. Patchable.... possibly. I just know it can't be fixed with sliders.

                              The skating/floating is a game engine issue, so unfortunately it wouldn't be an easy thing to just patch up. What I am trying to do is "control the controllable" in order to give myself and others (if they agree with my critiques) the best basketball gaming experience possible with the product we were given.

                              I have never been one to wait on patches, because that's a dangerous game. Instead of wasting time "hoping", why not spend that time "doing", trying to make the experience better yourself, which is the beauty of having sliders. In 2K18 I couldn't fix the blow by issue/broken defense, even with sliders. This year those issues don't exist, and the skating/floating is the lesser of two evils, because atleast the game isn't exploitable, and we can work on the player movement a bit to make it more enjoyable.

                              Comment

                              • mrtv4
                                Rookie
                                • Oct 2017
                                • 33

                                #105
                                Re: Player Movement - Lets have a serious discussion

                                Originally posted by RetroDee4Three
                                I do, but in that gameplay video I have body up sensitivity at 20 for user and cpu.

                                The answer to your other question is in the sliders I posted on this thread as well.

                                are you on ps4. how can i access your sliders i want to try them out

                                Comment

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