#SIMNATION Developer Feedback Project (Year 2)

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    yellow
    • Sep 2002
    • 66469

    #31
    Re: #SIMNATION Developer Feedback Project (Year 2)

    Originally posted by Smirkin Dirk
    What you mean?
    They don't move on defense at all. Careful was a funny and nice way of saying that.

    Sent from my ONEPLUS A6013 using Tapatalk

    Comment

    • Hengist
      Rookie
      • Sep 2014
      • 266

      #32
      Re: #SIMNATION Developer Feedback Project (Year 2)

      I think the biggest eyesore this year gameplay wise is the absurd lack of drives and kicks and any and everything concerning 3pt tendencies, particularly how someone with an extremely low tendency will still jack up way more of them than a much high rated player. In game, the Rockets with Westbrook and Gordon are a textbook example of this.

      Comment

      • LorenzoDC
        MVP
        • Sep 2010
        • 1857

        #33
        Re: #SIMNATION Developer Feedback Project (Year 2)

        I wanted to be able to help more last year, but my business took off and it's still got me very busy.


        That's good for me but not good for my support to the community.

        Comment

        • Kushmir
          MVP
          • Jun 2003
          • 2414

          #34
          Re: #SIMNATION Developer Feedback Project (Year 2)

          The ability to draw fouls has resulted in Foul-Baiting with players with high Draw Foul ratings. The practice of driving/hop-stepping into the paint/pump faking and then going idle and waiting for the defender to foul us. If no foul comes the user on offense just goes up with the shot.

          I predicted this years ago if we weren't given a counter--like the AI's ability to CROWD pump-faking/static/idle offensive players: http://spgmg.blogspot.com/2016/11/ho...ba2k.html#more

          Instead of stripping the ball our AI defenders go catatonic and wait for a Charge which is literally the least likely thing to happen in a 2K game. There's one strip in the video below and predictably the offensive player immediately recovers it. [emoji58]

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

          This is one of the reasons collisions have to have consequences and Offensive Fouls have to be a part of gameplay. Lastly, when a pump fake doesn't work the defender should have the advantage.
          Last edited by Kushmir; 09-30-2019, 02:44 AM.
          NOTE: Any and ALL of my suggestions are specifically and only related to Play Now Online.

          Comment

          • MrWrestling3
            MVP
            • May 2015
            • 1146

            #35
            Re: #SIMNATION Developer Feedback Project (Year 2)

            Originally posted by Kushmir
            The ability to draw fouls has resulted in Foul-Baiting with players with high Draw Foul ratings. The practice of driving/hop-stepping into the paint/pump faking and then going idle and waiting for the defender to foul us. If no foul comes the user on offense just goes up with the shot.

            I predicted this years ago if we weren't given a counter--like the AI's ability to CROWD pump-faking/static/idle offensive players: http://spgmg.blogspot.com/2016/11/ho...ba2k.html#more

            Instead of stripping the ball our AI defenders go catatonic and wait for a Charge which is literally the least likely thing to happen in a 2K game. There's one strip in the video below and predictably the offensive player immediately recovers it. [emoji58]

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

            This is one of the reasons collisions have to have consequences and Offensive Fouls have to be a part of gameplay. Lastly, when a pump fake doesn't work the defender should have the advantage.
            This biggest problem I saw there was guys literally hop stepping into defenders (sometimes multiple defenders) and never losing the ball. It's like every ball handler has kung fu grip.

            Comment

            • jk31
              MVP
              • Sep 2014
              • 2665

              #36
              Re: #SIMNATION Developer Feedback Project (Year 2)

              while I understand that the AI seems to be incapable of defending players who "just stand there", the "waiting" tactic is a pretty bad one. Just pull over the center manually and challenge them by raising your hands. they now can decide to take either the well contested layup or get a 3 sec. violation.

              Comment

              • Kushmir
                MVP
                • Jun 2003
                • 2414

                #37
                Re: #SIMNATION Developer Feedback Project (Year 2)

                Originally posted by jk31
                while I understand that the AI seems to be incapable of defending players who "just stand there", the "waiting" tactic is a pretty bad one. Just pull over the center manually and challenge them by raising your hands. they now can decide to take either the well contested layup or get a 3 sec. violation.
                Keep in mind the at the highest level this is what savvy users WANT you to do. This may seem easy but what you're proposing is a double team--which elite users eat for lunch. It creates HUGE holes in your defense...here's an example of what happens when you do that when, say, transition defenders are clueless:

                <iframe width="560" height="315" src="https://www.youtube.com/embed/ijL7brt87Yc" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>

                In the end our AI teammates have to be competent--this is no different from them grabbing rebounds, going over top on PNR or setting screens. We cant be everywhere. We're outnumbered 4-to-1 by AI.
                NOTE: Any and ALL of my suggestions are specifically and only related to Play Now Online.

                Comment

                • Kushmir
                  MVP
                  • Jun 2003
                  • 2414

                  #38
                  Re: #SIMNATION Developer Feedback Project (Year 2)

                  Really basic stuff like starters beginning the second half we need the game to handle. Wasting a timeout for stuff like this is unnecessary:

                  Neither Burke (PG) nor Ennis (SG) are starters.

                  <iframe width="560" height="315" src="https://www.youtube.com/embed/LCc7LxitB-Y" 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

                  • jk31
                    MVP
                    • Sep 2014
                    • 2665

                    #39
                    Re: #SIMNATION Developer Feedback Project (Year 2)

                    Originally posted by Kushmir
                    Keep in mind the at the highest level this is what savvy users WANT you to do. This may seem easy but what you're proposing is a double team--which elite users eat for lunch. It creates HUGE holes in your defense...here's an example of what happens when you do that when, say, transition defenders are clueless:

                    <iframe src="https://www.youtube.com/embed/ijL7brt87Yc" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen="" width="560" height="315" frameborder="0"></iframe>

                    In the end our AI teammates have to be competent--this is no different from them grabbing rebounds, going over top on PNR or setting screens. We cant be everywhere. We're outnumbered 4-to-1 by AI.

                    why double team? in your first video, where embiid fouls lebron, why don't you just control embiid and stand your ground there? why are you defending on the weakside?


                    As I said, yes, of course I want 2k to make the AI smarter than it is right now! You are obviously right with your observations. Just wanted to state, that for your first example I don't see why this is a valid tactic, as it seems to be pretty easy to counter.

                    Comment

                    • Kushmir
                      MVP
                      • Jun 2003
                      • 2414

                      #40
                      Re: #SIMNATION Developer Feedback Project (Year 2)

                      Originally posted by jk31
                      You are obviously right with your observations. Just wanted to state, that for your first example I don't see why this is a valid tactic, as it seems to be pretty easy to counter.
                      I get it. The problem is these are good players using ELITE talent like Harden, KD, Lebron and Durant. Hands Up isn't nearly, nearly enough. They'll Hopstep INTO you and push you backwards out of the play easily:

                      <iframe width="560" height="315" src="https://www.youtube.com/embed/40u1b21wWxg" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>

                      The on-ball defender has to make the play and he's in the perfect position to. The offensive player has either forced a collision/is static or his pump fake has had no effect. These auto-strips from 2K17 that dealt with pump-faking somewhat were a great mechanic we need to see return:

                      <iframe width="560" height="315" src="https://www.youtube.com/embed/kpYqrN3pVaY" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>

                      I've played weakside since about 2K7 because historically its the best way to mitigate the AI miscues. Here tho, i'm shrinking the paint and helping because Gordon is in the paint. I'm choosing between shadowing the best shooter and providing help D because the AI is so bad at it.

                      Sometimes i'm fine with Harden going 1-on-1 because I don't want Gordon open--others i'm choosing to help off the shooter. The spacing was HORRIBLE on this play so I could help.
                      Last edited by Kushmir; 10-01-2019, 10:00 AM.
                      NOTE: Any and ALL of my suggestions are specifically and only related to Play Now Online.

                      Comment

                      • Kushmir
                        MVP
                        • Jun 2003
                        • 2414

                        #41
                        Re: #SIMNATION Developer Feedback Project (Year 2)

                        Two good examples how defenses need to deal with Idle/Static players. Both are strips...I wasn't a HUGE fan of how Embiid got back into the play and cut Lopez off but he is slow:

                        <iframe width="560" height="315" src="https://www.youtube.com/embed/kJbCcL5mcos" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>

                        In the end offensive players have to "make a move" or be vulnerable to plays like this. No defense in the world sits there and waits for you to do something.
                        NOTE: Any and ALL of my suggestions are specifically and only related to Play Now Online.

                        Comment

                        • dlgardner
                          Rookie
                          • Aug 2019
                          • 7

                          #42
                          Re: #SIMNATION Developer Feedback Project (Year 2)

                          I think the 2K21 should focus on defense primarily. I don't know if these things are possible but I would love to see them:
                          -when you successfully stop the offensive player from driving, there should be either more animations or more realistic consequences.
                          example-when you are in good defensive position and the offensive player drives directly at you, they should lose the ball off a foot/knee or you should draw a charge
                          -also, if a player tries to hop step through multiple defenders, the ball should be poked loose or there be some consequence for the offensive player. Same with euro steps. Travel, turnover, charge, something. Seems waay to easy to glide right through perfectly placed defenders. It happens in real life occasionally with very skilled players but nowhere near as often as 2K thinks
                          -I just want to feel like my player is more of an obstacle and not non-existent when the computer feels like shooting.

                          On offense, just bring back the ability to isolate a mismatch like a quick post up for bigs when they have a smaller defender on them. (If you have a tip on how to do this now, please let me know.)

                          Comment

                          • MrWrestling3
                            MVP
                            • May 2015
                            • 1146

                            #43
                            Re: #SIMNATION Developer Feedback Project (Year 2)

                            Originally posted by Kushmir
                            Two good examples how defenses need to deal with Idle/Static players. Both are strips...I wasn't a HUGE fan of how Embiid got back into the play and cut Lopez off but he is slow:

                            <iframe width="560" height="315" src="https://www.youtube.com/embed/kJbCcL5mcos" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>

                            In the end offensive players have to "make a move" or be vulnerable to plays like this. No defense in the world sits there and waits for you to do something.
                            This is also a situation where a tight hands up contain should be effective;basically getting into the guys jersey so tight that he can neither shoot nor attempt to dribble without being at a severe disadvantage.


                            Originally posted by dlgardner
                            I think the 2K21 should focus on defense primarily. I don't know if these things are possible but I would love to see them:
                            -when you successfully stop the offensive player from driving, there should be either more animations or more realistic consequences.
                            example-when you are in good defensive position and the offensive player drives directly at you, they should lose the ball off a foot/knee or you should draw a charge
                            -also, if a player tries to hop step through multiple defenders, the ball should be poked loose or there be some consequence for the offensive player. Same with euro steps. Travel, turnover, charge, something. Seems waay to easy to glide right through perfectly placed defenders. It happens in real life occasionally with very skilled players but nowhere near as often as 2K thinks
                            -I just want to feel like my player is more of an obstacle and not non-existent when the computer feels like shooting.

                            On offense, just bring back the ability to isolate a mismatch like a quick post up for bigs when they have a smaller defender on them. (If you have a tip on how to do this now, please let me know.)
                            Yep, currently you have to drop the Ball Security slider down pretty far before you start to see these outcomes.Even then you still almost never see a Kicked Ball Violation.

                            I have yet to find any sort of solution to the complete lack of charging fouls short of rebuilding the entire roster from scratch then playing with maxed foul sliders.
                            Last edited by MrWrestling3; 10-03-2019, 03:03 PM.

                            Comment

                            • Kushmir
                              MVP
                              • Jun 2003
                              • 2414

                              #44
                              #SIMNATION Developer Feedback Project (Year 2)

                              Let's see more Rim-Running and Cutting to open areas (especially shooters) by our AI teammates when the opponent leaves them on D. Its painful to watch the plodding O'Quinn lumber through molasses (big men running was nerfed too much) towards the rim even though Kanter completely leaves him uncovered:

                              <iframe width="560" height="315" src="https://www.youtube.com/embed/pQi7oF6NHXY" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>

                              <iframe width="560" height="315" src="https://www.youtube.com/embed/0sajhC3yzxM" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>

                              This back-cut by Richardson is much better....its something we need to see as a rule when the defender has exposed himself (leaving his feet here) even tho I didnt pass the ball.
                              Last edited by Kushmir; 10-07-2019, 08:36 AM.
                              NOTE: Any and ALL of my suggestions are specifically and only related to Play Now Online.

                              Comment

                              • Kushmir
                                MVP
                                • Jun 2003
                                • 2414

                                #45
                                Re: #SIMNATION Developer Feedback Project (Year 2)

                                Can we pretty please (with sprinkles on top) get a graphics with a number of fouls before we reach the penalty?

                                Somewhere there with our timeouts would be just fine.
                                NOTE: Any and ALL of my suggestions are specifically and only related to Play Now Online.

                                Comment

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