NBA 2K20 Gameplay Blog - Motion Engine Upgrade, Handles, Read & React Defense, Off-Ball, AI, Badges, Takeover & Much More
Collapse
Recommended Videos
Collapse
X
-
Die hard Heat and Dolphins fan since '89
PSN: MiiikeMarshComment
-
Re: NBA 2K20 Gameplay Blog - Motion Engine Upgrade, Handles, Read & React Defense, Of
I feel you bro but, it still would be cool if it was a thing for all the roster creators out there (myself included)Don't think we'll see ratings for every single thing. That would be Overkill.
In some cases the rating doesn't even mean that, it indicates frequency not ability
What people don't get off everything is not run under the hood by what you think it is on the surface
Sent from my ONEPLUS A6013 using Tapatalk
With so many things under the hood being nuclear what it actually dose one could becomes confused when roster editing and make a player way better/worse unintentionally due to the lack of surface knowledge.
Badge help a bit but the situational boost to specific attributes also comes across as a bit of a secret to the average player because the description of most badges are a bit vague.
Sorry I'm kinda new to this
I was trying to reply to your quotes. Lol
I've edited it a bit better nowLast edited by Peaceful dash 88; 08-05-2019, 09:43 PM.Comment
-
Re: NBA 2K20 Gameplay Blog - Motion Engine Upgrade, Handles, Read & React Defense, Of
Excited about pretty much everything mentioned.. only letdown was no mention of passing. I think it's consistently one of the worst parts about an otherwise fantastic game. Hopefully they completely overhaul it come next genComment
-
Re: NBA 2K20 Gameplay Blog - Motion Engine Upgrade, Handles, Read & React Defense, Of
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 SportsComment
-
Re: NBA 2K20 Gameplay Blog - Motion Engine Upgrade, Handles, Read & React Defense, Of
That manual switch option still has me hyped lol. I had an idea of them adding something like that but never thought they would actually implement it.Comment
-
Re: NBA 2K20 Gameplay Blog - Motion Engine Upgrade, Handles, Read & React Defense, Of
You can get a pretty decent idea of how to edit the roster nicely, but its alot of work.I feel you bro but, it still would be cool if it was a thing for all the roster creators out there (myself included)
With so many things under the hood being nuclear what it actually dose one could becomes confused when roster editing and make a player way better/worse unintentionally due to the lack of surface knowledge.
Badge help a bit but the situational boost to specific attributes also comes across as a bit of a secret to the average player because the description of most badges are a bit vague.
Sorry I'm kinda new to this
I was trying to reply to your quotes. Lol
I've edited it a bit better now
Once guys understand certain attributes, theyre usually all over it.Comment
-
Re: NBA 2K20 Gameplay Blog - Motion Engine Upgrade, Handles, Read & React Defense, Of
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]
Thats a system I already demanded multiple times. But make certain attributes like speed etc. capped depending on size, weight. Badge tiers should be bound to attribute tiers, e.g. a hof shooting badge should require 95+ in the corresponding attributes.
But, still, I doubt well ever see something like this, systems with this much freedom are guaranteed to be exploited by minmaxers etc.Comment
-
Re: NBA 2K20 Gameplay Blog - Motion Engine Upgrade, Handles, Read & React Defense, Of
...........
100% agree with this.
I would like to see a feature that allows for more control over where the ball goes instead of the line drives most passes end up being that usually ends up as a intercepted pass.
Two more things I would like to see is a new rebounding and blocks system
similar to the new read and react defense system
With rebounding I would like to see a circle on the ground where the ball would potentially land (a wider radius for the better rebounds, much smaller for the the one's not so good at rebounding) that would light up (maybe green) when a rebound is within reach
If the player is taller, a better rebounder,or in better position than the other player he'll get the green light before the other player within the radius. I think a cool system like this would make rebounding a skill that could be just as fun as scoring
As for blocking
I would like to see indicators that pops up if the player is in the right position to attempt a block.
The indicators could randomly be anyone of the 4 face buttons a,x,y,b or a (xbox) with a small time window to press the correct button (pressing the wrong button could lead to a foul or a failed block attempt) an average shot blocker would only have one of two face buttons x or y with a slightly increased time frame to press the correct button
And a great shot blocker would consistently have the same button (Y) with the most forgiving time window for a successful block.
I think gameplay mechanic like this would make playing as a great blocker or rebounder just as fun and engaging as dunking and shooting 3 in regular games or in the park with a build that fits this type of gameplay mechanic.Comment
-
Re: NBA 2K20 Gameplay Blog - Motion Engine Upgrade, Handles, Read & React Defense, Of
Apologies all - I'm playing catch up now that I'm done with work. But THIS post is all the clarification I was chasing on this AI green release topic. Sounds great actually!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.Comment
-
Re: NBA 2K20 Gameplay Blog - Motion Engine Upgrade, Handles, Read & React Defense, Of
I like the 8 favourite plays thing.
I LOVE the sound of the sprinting/motion philosophy.
Slightly worried about the CPU not using RealPlayer% anymore but we'll see how it goes. I like the concept, but i'm concerned about the execution in year 1 of the change.
Nothing else really stood out to meComment
-
Re: NBA 2K20 Gameplay Blog - Motion Engine Upgrade, Handles, Read & React Defense, Of
The AI had the full set of ACA adaptions on all difficulty levels last year. This was great, and I hope it's the same this year.Comment
-
Re: NBA 2K20 Gameplay Blog - Motion Engine Upgrade, Handles, Read & React Defense, Of
OG said they went to work on Transition D: https://twitter.com/ScottOGallagher/...23500446937088
I know for a fact they were SUPER frustrated with it since early in the cycle. I just hope rewriting the module includes defenders no longer getting back then staying below the FT line.
Guys attacking long passes/getting back and matching up immediately is also paramount. I can hunt plays like this ALL DAY. If Kuz isn't the 1st guy back (Ingram is) he has to find his cover instead of getting back to sit in the paint...so that long passes like this have a greater chance of a deflection out of bounds than anything else.
<iframe width="560" height="315" src="https://www.youtube.com/embed/nNqbYTGvUu8" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>Last edited by Kushmir; 08-06-2019, 07:27 AM.NOTE: Any and ALL of my suggestions are specifically and only related to Play Now Online.Comment
-
Re: NBA 2K20 Gameplay Blog - Motion Engine Upgrade, Handles, Read & React Defense, Of
I like the idea that the CPU no longer uses CPU %. Maybe this will end those damn last second bailout shots. Too many times I've seen a non shooting center make a shot when the shot clock was down to one.Comment
-
Re: NBA 2K20 Gameplay Blog - Motion Engine Upgrade, Handles, Read & React Defense, Of
OG said they went to work on Transition D: https://twitter.com/ScottOGallagher/...23500446937088
I know for a fact they were SUPER frustrated with it since early in the cycle. I just hope rewriting the module includes defenders no longer getting back then staying below the FT line.
Guys attacking long passes/getting back and matching up immediately also paramount. I can hunt plays like this ALL DAY. If Kuz isn't the 1st guy back (he isn't) he has to find his cover.
If they get it right, Kush deserves half the credit.Comment

Comment