#SIMNATION Developer Feedback Project

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  • Kushmir
    MVP
    • Jun 2003
    • 2414

    #61
    Re: #SIMNATION Developer Feedback Project

    Originally posted by TMagic
    I'm actually surprised that charges haven't been properly incorporated into the game yet. I think making that a viable option defensively would add a welcomed element to the game both online and offline.

    Sent from my Pixel 2 using Operation Sports mobile app
    Charges have to be organic and not always require user input tho....we shouldn't just see them by pressing circle. If the defender beats an offensive player to the spot and they're forcing the issue with turbo we need to see offensive fouls--especially by good defensive players. 2K17 had a good mechanic where you couldn't just turbo into guys.

    <iframe width="560" height="315" src="https://www.youtube.com/embed/l7pNp8rBYvg" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>

    <iframe width="560" height="315" src="https://www.youtube.com/embed/jaBqz_48q-I" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>

    <iframe width="560" height="315" src="https://www.youtube.com/embed/IiDeS9iw2NI" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>

    <iframe width="560" height="315" src="https://www.youtube.com/embed/nYdSetTdMfE" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>

    Here are a few others:

    <iframe width="560" height="315" src="https://www.youtube.com/embed/Nt4e0F6tcZ4" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>

    <iframe width="560" height="315" src="https://www.youtube.com/embed/GaUT8_Ae-vY" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>

    <iframe width="560" height="315" src="https://www.youtube.com/embed/jQmwSOiKfkw" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>

    <iframe width="560" height="315" src="https://www.youtube.com/embed/IyP-9H8q4ak" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>

    <iframe width="560" height="315" src="https://www.youtube.com/embed/NP5i-C5eiC4" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>

    Here's how far the game will go NOT to call offensive fouls this year. I had to depend on loose balls and bad passes to get a turnover.

    <iframe width="560" height="315" src="https://www.youtube.com/embed/SKhajB5vF4A" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>

    <iframe width="560" height="315" src="https://www.youtube.com/embed/TbumEqeplZg" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
    Last edited by Kushmir; 08-07-2019, 05:47 AM.
    NOTE: Any and ALL of my suggestions are specifically and only related to Play Now Online.

    Comment

    • Kushmir
      MVP
      • Jun 2003
      • 2414

      #62
      Re: #SIMNATION Developer Feedback Project

      I can't stress enough however, how badly long passes break the game and how blocking fouls need to make their return.

      Defenses simply can't deal with the offense having the ability to get the ball from inbound to scoring position in a blink of an eye--it literally breaks the game. Defenders have to face the ball (like they do in reality) when they're getting back and most of all: REACT to it. Watch any NBA game--you can't even get the ball to quarter-court with NBA defenders lurking. That these passes get completed is an affront to gameplay.

      <iframe width="560" height="315" src="https://www.youtube.com/embed/uu59IHpPSZM" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>

      <iframe width="560" height="315" src="https://www.youtube.com/embed/nnbZPoi5QZQ" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>

      The blocking foul was a great mechanic we saw in 2K17 and since has disappeared. It was a great mechanic for showing why perimeter mismatches were bad without 24/7 blow-bys. Sometimes it also represented when a defender was late and also added to the lack of foul calls we see overall. It really needs to make its return.

      <iframe width="560" height="315" src="https://www.youtube.com/embed/wvf1uR4NDs4" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
      Last edited by Kushmir; 11-30-2018, 08:10 AM.
      NOTE: Any and ALL of my suggestions are specifically and only related to Play Now Online.

      Comment

      • Barncore
        Formerly known as Barnsey
        • Aug 2003
        • 1337

        #63
        Re: #SIMNATION Developer Feedback Project

        I would like to see life-like lighting in the game next year, in terms of arena atmosphere. To me that is killing immersion. Players currently look flat, visually. Where's the shine? There's a little bit, but for the most part a player's arm is the same colour all over, especially for lighter skin players. There needs to be more light and shade to create depth.

        I'd like to see some stylistic camera stuff too to make it look more like an actual broadcast. I'm talking camera grains, focus depth blur, lens flares? I don't know the terminology but it needs to look more like an actual broadcast in terms of lighting and camera effects.

        Comment

        • Kushmir
          MVP
          • Jun 2003
          • 2414

          #64
          Re: #SIMNATION Developer Feedback Project

          Watch any NBA game...defenders get back facing the ball. That offenses can go the length of the court like this and defenders aren't aware of the ball until its in the hands of scorers? CAN'T HAPPEN. This is a great shot for Tatum--and cheesers won't just wait until end-of-qtrs for this kind of thing...they'll recreate instances like this over and over all game long--because they CAN.

          <iframe width="560" height="315" src="https://www.youtube.com/embed/amViP1y3D7c" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
          NOTE: Any and ALL of my suggestions are specifically and only related to Play Now Online.

          Comment

          • Kushmir
            MVP
            • Jun 2003
            • 2414

            #65
            Re: #SIMNATION Developer Feedback Project

            Eliminate the Single Outcomes....cheesers live for this stuff. They find an instance with one outcome (sideline cheese in 2K17) and exploit the mechanic because it doesn't have any variety and they know exactly how the interaction will end.

            With passing lane steals being so easy this year the Double Team has become the favorite exploit of cheesers because now they have a force multiplier. Since they know the ball-handler will have to pass to avoid the single outcome (a held ball situation) they spam steal and get passing lane steals at will.

            <iframe width="560" height="315" src="https://www.youtube.com/embed/coaZF9wpUvQ" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>

            With the history of the DT this is head-scratching....its been an exploit since 2K6 when cheesers would double all your players to force held ball situations. For years we've said it has to have a 50% foul outcome and cause players to fatigue twice as fast--maybe this is the year it finally happens.

            To add insult to injury, the DT has a bad pass outcome so that even when you find the open man--it results in a turnover. Nothing could be more ridiculous. Since all the outcomes heavily favor the defense you can see why its been a favorite of cheesers for some time.

            <iframe width="560" height="315" src="https://www.youtube.com/embed/9BuNoY9MNyM" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>

            Drive to the Key - I haven't seen this since 2K17 so I thought it was no more but I was wrong. This single outcome when combined with a post-up allows you to basically walk your defender into the paint. The worst part? It disregards size and strength altogether. You can imagine the havoc it could wreak if combined with a good finisher who has a high draw foul rating. Here it is in action:

            <iframe width="560" height="315" src="https://www.youtube.com/embed/PeHjt6yF-fE" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>

            This interaction needs a 50% charge outcome--we badly need to see more offensive fouls and I can't think of a better way to balance this so its no longer an exploit.
            Last edited by Kushmir; 11-05-2018, 10:27 PM.
            NOTE: Any and ALL of my suggestions are specifically and only related to Play Now Online.

            Comment

            • ataman5
              MVP
              • Jun 2007
              • 2620

              #66
              Re: #SIMNATION Developer Feedback Project

              ^^ I've seen more fouls called on DT Kush, i don't know i play on MLO HOF and believe me it was close fifty fifty calls and jump ball etc.

              Comment

              • Kushmir
                MVP
                • Jun 2003
                • 2414

                #67
                Re: #SIMNATION Developer Feedback Project

                Originally posted by ataman5
                ^^ I've seen more fouls called on DT Kush, i don't know i play on MLO HOF and believe me it was close fifty fifty calls and jump ball etc.
                I wish that was true about PNO....i've only seen it called when I opted to "Play a Friend" and even then it was rare. My favorite part is where Lebron jumps 15ft in the air for the deflection.
                NOTE: Any and ALL of my suggestions are specifically and only related to Play Now Online.

                Comment

                • ataman5
                  MVP
                  • Jun 2007
                  • 2620

                  #68
                  Re: #SIMNATION Developer Feedback Project

                  Originally posted by Kushmir
                  I wish that was true about PNO....i've only seen it called when I opted to "Play a Friend" and even then it was rare. My favorite part is where Lebron jumps 15ft in the air for the deflection.
                  I'm a guy who owns 3 different isps in the same home i live(lol i know) and pretty crazy about internet connection and so on and i just have too much experience about all these different connections. I may not be able to really explain what i say here but; a lot of stuff in terms of gameplay and how the movement happens on the floor, regular movements (left stick to a to b or simple movements) i'm talking both user and cpu controlled IS BADLY BADLY affected by the both players isp and the 2k netcode. They don't do a stress test i guess, you play PNO and you prolly don't know who and where you play against and with what isp against and all that really really matter in terms of all movement and outcomes to that and the gameplay changes. At least that's what i can see and realize after a good amount of years with current gen consoles. Old gen wasn't like this.

                  I may sound crazy yet i just can't explain enough of this with words, 2k's netcoding along with consoles servers badly affects NBA 2K and the same can be said about Fifa as i play that too.

                  In MLO you get to play against a user in post season 4-5 games in a row and there i can see about this DT issue per se. And some games i see what i see, fouls etc. to DT and in some games i can't even notice if DT has arrived and the animation has started and it's a loss case on my end and i fairly believe sometime the opponent feels the same on his part and sometimes not.

                  One of my isp is giving me a headache about rubberbanding which is the worst case of all i hope noone ever experience that online but overall within 3 of my isps all play a different kinf of the same game, believe that is how it is.

                  The reason i tell this whole story is because 2K never really stress test in world wide situation on their servers, the last thing i learnt from MLO thread was that they test MLO in the same room with the same isp setup etc, lol. They are so isolated to test these issues out, i hope they evolve and improve on that so that we'll have a better experience and same experiences in terms of gameplay.

                  That's why they don't sometimes understand the problem which they never experienced on their end,too. I give them to that.

                  And also this whole story is a world wide online gaming problem so. Thanks if you happen to read all these. Not really related to topic but still on topic.
                  Last edited by ataman5; 11-06-2018, 07:10 AM.

                  Comment

                  • Kushmir
                    MVP
                    • Jun 2003
                    • 2414

                    #69
                    Re: #SIMNATION Developer Feedback Project

                    More reason to make some drastic changes to the steal outcomes. In this instance i'm passing the ball to Embiid and the ball sails clear over his head to Dario--its like the game is choosing the target most likely to cause a turnover. We can't make defense better by making offense inept.

                    <iframe width="560" height="315" src="https://www.youtube.com/embed/eawm-u9iwQs" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>

                    Steals should be the more rare outcome anyway, especially since passing is still "off" sometimes regarding where we want the ball to go. Deflections out of bounds should be the most frequent outcome especially with guys that have low steal ratings. This makes the game less sloppy, provides better balance but still benefits the defense...and we see variety based on the defender. A few deflections:

                    <iframe width="560" height="315" src="https://www.youtube.com/embed/96OvPWmPsI0" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>

                    <iframe width="560" height="315" src="https://www.youtube.com/embed/drD_meVmYbM" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>

                    <iframe width="560" height="315" src="https://www.youtube.com/embed/dVoRypjXAUM" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>

                    This happened today...and even though a turnover would have been great, this missed steal that ended up being a deflection out of bounds was much more appropriate--Amir's steal rating is 53. Next time I need him to deflect it the regular way and not give them a new shot clock tho lol.

                    <iframe width="560" height="315" src="https://www.youtube.com/embed/u8QQs43mDQQ" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
                    Last edited by Kushmir; 01-24-2019, 10:29 AM.
                    NOTE: Any and ALL of my suggestions are specifically and only related to Play Now Online.

                    Comment

                    • Coach2K
                      Hall of Fame
                      • Mar 2012
                      • 1702

                      #70
                      Re: #SIMNATION Developer Feedback Project

                      1. Free throw practice area.
                      2. Put in a fouls to give indicator.
                      3. Ability to assign different plays to specific players and not by play type. In other words, a custom playbook per player.
                      4. Ability to organize plays in the order you prefer to call them in regardless of play type.
                      5. Have spot up players actually spot up for three in transition instead of going inside the line.
                      6. Eliminate unnecessary reaching just because two defenders get near an offensive player.
                      7. Fix animations that slow down paint shots when wide open instead of triggering animations that allow the defense to recover.
                      8. Fix the inability to play an online myleague game.
                      Last edited by Coach2K; 11-06-2018, 02:43 PM.
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                      Comment

                      • splashmountain
                        Pro
                        • Aug 2016
                        • 809

                        #71
                        Re: #SIMNATION Developer Feedback Project

                        Originally posted by Kushmir
                        More reason to make some drastic changes to the steal outcomes. In this instance i'm passing the ball to Embiid and the ball sails clear over his head to Dario--its like the game is choosing the target most likely to cause a turnover.
                        Yes, the game is choosing the target because in this SCENE 2k has decided(over produced) that you are going to turn this ball over if you make a pass. pure and simple. its already setup that way. you are in less control on 2k19 than you have ever been in any version. which is insane since they have given us more control over the past 7 or so years.

                        Just be serious about it. why on earth would 2k put a situation in their game where they said stick kills will be necessary, then end up making situations where user controlled players will automatically steal passes from the other team when the pass is passed near them? WHy would they ever do that?

                        They admitted to it during the first or 2nd patch, that they toned this down a bit. my question is why was it in the game in the first place???

                        It's because they want to control the game play to look more realistic.

                        Comment

                        • Barncore
                          Formerly known as Barnsey
                          • Aug 2003
                          • 1337

                          #72
                          Re: #SIMNATION Developer Feedback Project

                          It'd be cool to have a new attribute that dictates the speed of which a player goes from the catch to the shoot or the catch to the pass. I used to think that's what "hands" did, but apparently that's more to do with intercepting passes and/or catch success.

                          It would create a noticeable difference between polished players and raw players, skill wise. And would affect offensive flow.
                          Super polished players would go catch-BOOM. And super raw players would go more of a catch-gather-pass motion. It would also be good to be able to pass sooner after catching the ball than currently possible so that you can create crisper ball movement sequences. Right now it's a little slow for my liking.

                          Maybe you could call it "hands", and rename the current Hands to "catch".

                          Or you could call it "polish".
                          Last edited by Barncore; 11-07-2018, 01:45 AM.

                          Comment

                          • Smirkin Dirk
                            All Star
                            • Oct 2008
                            • 5180

                            #73
                            Re: #SIMNATION Developer Feedback Project

                            Originally posted by Barncore
                            It'd be cool to have a new attribute that dictates the speed of which a player goes from the catch to the shoot or the catch to the pass. I used to think that's what "hands" did, but apparently that's more to do with intercepting passes and/or catch success.

                            It would create a noticeable difference between polished players and raw players, skill wise. And would affect offensive flow.
                            Super polished players would go catch-BOOM. And super raw players would go more of a catch-gather-pass motion. It would also be good to be able to pass sooner after catching the ball than currently possible so that you can create crisper ball movement sequences. Right now it's a little slow for my liking.

                            Maybe you could call it "hands", and rename the current Hands to "catch".

                            Or you could call it "polish".
                            Czar said that the shot IQ attribute dictates how fast they realise they should shoot.
                            2022 'Plug and play' sim roster (XBX)

                            Comment

                            • ataman5
                              MVP
                              • Jun 2007
                              • 2620

                              #74
                              Re: #SIMNATION Developer Feedback Project

                              I know it's late but i would have liked to see practice post-up game back. It was also more like 1vs1 practice,too.

                              PS: I know that there is blacktop that we can do more like the same practice.
                              Last edited by ataman5; 11-07-2018, 08:07 AM.

                              Comment

                              • Barncore
                                Formerly known as Barnsey
                                • Aug 2003
                                • 1337

                                #75
                                Re: #SIMNATION Developer Feedback Project

                                Originally posted by Smirkin Dirk
                                Czar said that the shot IQ attribute dictates how fast they realise they should shoot.
                                That's fine, but it really only applies to the CPU. A User wouldn't notice whether the player he's using has a high or a low rating for Shot IQ. I'm talking about an attribute that defines the speed/sequence of the actual animation between catch and shoot/pass.

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