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NBA 2K20 Gameplay Blog - Motion Engine Upgrade, Handles, Read & React Defense, Off-Ball, AI, Badges, Takeover & Much More

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  • jeebs9
    Fear is the Unknown
    • Oct 2008
    • 47572

    #196
    Re: NBA 2K20 Gameplay Blog - Motion Engine Upgrade, Handles, Read & React Defense, Of

    Originally posted by The 24th Letter
    Well, we kind of have a point of reference for defensive arrows/meters from previous 2K's and the competition...it has never been a case of having an unfair advantage....Personally, I stopped paying attention to them a couple months on and started going with the feel of the game..




    I get what you guys are saying, but I dont think you can compare information to those mechanics. Like I said, we still have more to learn about it, Mike hasnt elaborated...but I dont really feel it's going to have that big of an impact on gameplay even if it's what I think it is.
    I turn off a lot of this stuff from the jump. I remember when 2 didn't have all this graphic on the screen. I love playing a HUD feel screen. I wish more people played like this. If this pro version is as true as it sounds. I'll be on it all the time.
    Hands Down....Man Down - 2k9 memories
    http://www.youtube.com/watch?v=4IHP_5GUBQo

    Comment

    • BezO
      MVP
      • Jul 2004
      • 4413

      #197
      Re: NBA 2K20 Gameplay Blog - Motion Engine Upgrade, Handles, Read & React Defense, Of

      Originally posted by jeebs9
      I turn off a lot of this stuff from the jump. I remember when 2 didn't have all this graphic on the screen. I love playing a HUD feel screen. I wish more people played like this. If this pro version is as true as it sounds. I'll be on it all the time.
      I turn off everything that's turn offable. The only problem is play art. I usually practice & memorize a handful of plays before starting a season. I'd probably still turn it off, but I wish there were a super light version of play art; a quick locator flash for where I should dribble to instead of dashed lines, for example.

      But the better the offball movement gets, the less I have to rely on plays. It sounds like they're focusing on this again this year, so good for me. The better these games get, the less I want to be distracted with meters & flashing lights. With the exception of play art, all of this can be done with animations.
      Shout out to The Watcher! Where you at bruh?

      Comment

      • Kushmir
        MVP
        • Jun 2003
        • 2414

        #198
        Re: NBA 2K20 Gameplay Blog - Motion Engine Upgrade, Handles, Read & React Defense, Of

        Originally posted by BezO
        I turn off everything that's turn offable.
        I feel you regarding the clutter. I hated the shot meter initially, but i've adapted.
        NOTE: Any and ALL of my suggestions are specifically and only related to Play Now Online.

        Comment

        • EccentricMeat
          MVP
          • Aug 2011
          • 3242

          #199
          Re: NBA 2K20 Gameplay Blog - Motion Engine Upgrade, Handles, Read & React Defense, Of

          Originally posted by Da_Czar
          I like this change A-lot actually. It just means that every shot the AI shoots is no longer a perfect release. Before, if the AI perfect shot release had them shoot 50% form a certain area on the floor. Now, there is a variance to their shot release just like with a human so sometimes he has an early release and that 50% shot is only 40% for him on that particular possession.



          The AI's timing is worse on lower levels so you can make more defensive mistakes and not pay as much. As you raise the level of play they get more accurate with their release timings. It is a dope change IMO.


          As a slider guy, PLEASE tell me they un-tied Difficulty from sliders. I want to know that each difficulty ACTUALLY has specific differences from the others (and exact details as to what those differences are), and then sliders should fine-tune the gameplay from there.

          I don’t want to deal with the mystery of whether difficulty settings are just a slider preset or if they actually control things outside of sliders, and I don’t want to deal with the game always being on “Custom” difficulty after changing one slider and not knowing if that means the game is no longer having the effects of All Star or Hall of Fame difficulty.

          Basically, I want 2K to show us the exact parameters that each difficulty setting and each slider controls. It’s too much of a guessing game every single year.
          My Slider Threads
          NBA 2K25 "The Eccentric Edition" Realistic Slider Set
          The "Movement" Sliders Explained
          The "Defense" Sliders Explained

          Comment

          • jeebs9
            Fear is the Unknown
            • Oct 2008
            • 47572

            #200
            Re: NBA 2K20 Gameplay Blog - Motion Engine Upgrade, Handles, Read & React Defense, Of

            Originally posted by Kushmir
            I feel you regarding the clutter. I hated the shot meter initially, but i've adapted.
            I think we all have. I rather go back to the days of no meter for the pros. I think that should be a skill. Not some stupid meter.

            Sent from my Pixel XL using Tapatalk
            Hands Down....Man Down - 2k9 memories
            http://www.youtube.com/watch?v=4IHP_5GUBQo

            Comment

            • Kid OS
              Pro
              • Sep 2016
              • 829

              #201
              Re: NBA 2K20 Gameplay Blog - Motion Engine Upgrade, Handles, Read & React Defense, Of

              Originally posted by VDusen04
              Seems like 2K's been going back and forth over the years with the jab step. Felt useless in 2K17, explosive and realistic in 2K18, then back to being generally useless in 2K19 (at least as it pertains to how a jab would be used in real life). Using a jab as a means of shifting the defender's weight a bit is kind of crucial to how I play (in real life and in 2K) so I'm hoping for a return to form to some degree.
              Nice to meet you Mr. Anthony!

              Comment

              • Kid OS
                Pro
                • Sep 2016
                • 829

                #202
                Re: NBA 2K20 Gameplay Blog - Motion Engine Upgrade, Handles, Read & React Defense, Of

                I hope they fixed the pass trajectories and logic of user passes. I swear 95% of my turnovers come from my guy throwing a chest pass directly to the defender between me and the guy I'm passing it to. There's 0 awareness. I want the passer to make a pass that avoids that guy in the middle. Right now, doing icon passes just leads to silly turnovers.

                Comment

                • UnbelievablyRAW
                  MVP
                  • Sep 2011
                  • 1245

                  #203
                  Re: NBA 2K20 Gameplay Blog - Motion Engine Upgrade, Handles, Read & React Defense, Of

                  Originally posted by UnbelievablyRAW
                  All I want to see highlighted when they talk defense next:

                  • A paragraph on fixing pick and roll coverage and how the AI reads and reacts. Calling a PnR has turned the CPU defense into shambles for years now because they don’t rotate properly, or hedge properly, or deny passes properly

                  • PROPER hedging off of offensive players to play help defense. The AI literally leaves their primary guy open to help guard someone else instead of hedging off their guy to force a pick up while also being in range to recover to their guy in case of a pass.
                  Jimmy Butler ladies and gents

                  <div style="width:100%;height:0px;position:relative;pad ding-bottom:56.250%;"><iframe src="https://streamable.com/s/apm9b/fckzzp" frameborder="0" width="100%" height="100%" allowfullscreen style="width:100%;height:100%;position:absolute;le ft:0px;top:0px;overflow:hidden;"></iframe></div>

                  Comment

                  • WarMMA
                    MVP
                    • Apr 2016
                    • 4612

                    #204
                    Re: NBA 2K20 Gameplay Blog - Motion Engine Upgrade, Handles, Read &amp; React Defense, Of

                    Originally posted by jeebs9
                    I think we all have. I rather go back to the days of no meter for the pros. I think that should be a skill. Not some stupid meter.

                    Sent from my Pixel XL using Tapatalk
                    This. I've never been a fan of the shot meter and i've been playing with it off ever since.

                    Comment

                    • BluFu
                      MVP
                      • May 2012
                      • 3596

                      #205
                      Re: NBA 2K20 Gameplay Blog - Motion Engine Upgrade, Handles, Read &amp;amp; React Defense, Of

                      Originally posted by gabri3l3
                      I haven't heard anything about the biggest flaw that plagued 2k19 gameplay wise which is the lack of fouls. I want to see more fouls, more variety of fouls and especially fouls on jumpshots which are happening at a high rate nowadays in the nba

                      Inviato dal mio SM-A510F utilizzando Tapatalk
                      Charges/blocking fouls need to be a point of emphasis as well. Before 2K18, you could draw a charge just by playing good positional but that hasn't been possible since then with the new motion engine. In general, all types of collisions have regressed because of it and this directly affects the fouls.

                      Comment

                      • awg811
                        Pro
                        • Jul 2009
                        • 768

                        #206
                        Re: NBA 2K20 Gameplay Blog - Motion Engine Upgrade, Handles, Read &amp; React Defense, Of

                        Originally posted by awg811
                        One thing that I’ve noticed is that they haven’t once mentioned archetypes.
                        Instead they are using the words play style and position.
                        This leads me to believe, and I hope, that instead of selecting an archetype, your archetype will be determined by what attributes you upgrade and your position.
                        This is something that I believe I’ve asked for in multiple threads.
                        How I picture it or would like it to be...
                        Select your position, height, weight, and arm length. Then start placing your attributes where you want them. Once you get your attributes high enough you start unlocking badges. The higher you go the higher the badge within the limits of your selected positon, height, and weight.
                        This would allow us to create exactly what we want, get the badges that we want, and determine our archetype from the attributes and badges that we decided to get.
                        This would allow for a greater diversity in player builds and archetypes. If two players wanted to make a shot creator they could still both be very different even though they are the same archetype.
                        If I guessed right I hope I get 100 likes. [emoji23]


                        Sent from my iPhone using Operation Sports


                        If this video and the news in it is real, it seems that I was correct and I’m happy about that.

                        However, if it is real, you might want to watch it quickly because 2k may have it taken down.


                        Sent from my iPhone using Operation Sports

                        Comment

                        • TheFinalEvent97
                          MVP
                          • Jul 2016
                          • 1519

                          #207
                          Re: NBA 2K20 Gameplay Blog - Motion Engine Upgrade, Handles, Read &amp; React Defense, Of

                          Originally posted by awg811
                          If this video and the news in it is real, it seems that I was correct and I’m happy about that.

                          However, if it is real, you might want to watch it quickly because 2k may have it taken down.


                          Sent from my iPhone using Operation Sports
                          If this is true i think it should work like this

                          Pure Build has 1 or 2 skill bars maxed out, all others must be below a certain point
                          Dual Build has 1 or 2 skill bars not quite maxed, a further 1 or 2 a bit more than the other skills on the Pure
                          Minimum number of bars for each skill (2-3) so Min/Maxing is more difficult

                          Comment

                          • jfsolo
                            Live Action, please?
                            • May 2003
                            • 12965

                            #208
                            Re: NBA 2K20 Gameplay Blog - Motion Engine Upgrade, Handles, Read &amp; React Defense, Of

                            Originally posted by BluFu
                            Charges/blocking fouls need to be a point of emphasis as well. Before 2K18, you could draw a charge just by playing good positional but that hasn't been possible since then with the new motion engine. In general, all types of collisions have regressed because of it and this directly affects the fouls.
                            Is it just because of the new motion engine or has it been tuned out of the game because of the "fun factor" element of not wanting to have the game slowed down to much because of fouls. Without the C/B calls, more loose ball foul calls, and more foul calls on jump shots, there is a cap on the level of authenticity the game can have.

                            I think that online is forever doom in that regard, because of the desire for fast play and most of the game being decided by exciting User outcomes, but maybe offline can at least get the option to tune the game to produce a realist number of these calls.
                            Jordan Mychal Lemos
                            @crypticjordan

                            Do this today: Instead of $%*#!@& on a game you're not going to play or movie you're not going to watch, say something good about a piece of media you're excited about.

                            Do the same thing tomorrow. And the next. Now do it forever.

                            Comment

                            • MarkWilliam
                              72-10
                              • Oct 2012
                              • 2325

                              #209
                              Re: NBA 2K20 Gameplay Blog - Motion Engine Upgrade, Handles, Read &amp; React Defense, Of

                              There are a lot more charging fouls in an NBA game than you'll experience in NBA 2K (12 minute qtrs) - offline.

                              But I am weary of just asking for more fouls with fear of the old band aid fix. For some silly reason, in 2K19, my AI teammates had this seriously dumb habit of reaching in for steals.

                              It was possibly some dumb attempt to "crank up the defense" but just irritated me. I mean reach in fouls at the end of shot clocks whilst in the penalty. ZERO awareness by my AI teammates. And completely out of my control.

                              Hopefully this sort of thing is mopped up in 2K20. Reading blogs about improved stealing and defense and just seeing that it meant increased frequency of AI reach ins..... disappointing.

                              Comment

                              • gabri3l3
                                Pro
                                • Mar 2009
                                • 582

                                #210
                                Re: NBA 2K20 Gameplay Blog - Motion Engine Upgrade, Handles, Read &amp; React Defense, Of

                                Originally posted by MarkWilliam
                                There are a lot more charging fouls in an NBA game than you'll experience in NBA 2K (12 minute qtrs) - offline.

                                But I am weary of just asking for more fouls with fear of the old band aid fix. For some silly reason, in 2K19, my AI teammates had this seriously dumb habit of reaching in for steals.

                                It was possibly some dumb attempt to "crank up the defense" but just irritated me. I mean reach in fouls at the end of shot clocks whilst in the penalty. ZERO awareness by my AI teammates. And completely out of my control.

                                Hopefully this sort of thing is mopped up in 2K20. Reading blogs about improved stealing and defense and just seeing that it meant increased frequency of AI reach ins..... disappointing.
                                I'm all for it actually, I want more of them. You see guys committing dumb fouls at the end of the shot clock all the time in the NBA
                                -XBOX LIVE: gz18

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