NBA 2K21 Next-Gen Gameplay Blog (Part 3 of 3) - MyPLAYER, Builds, Badges, Takeover, Next-Gen AI Offense & Defense

Collapse

Recommended Videos

Collapse
X
 
  • Time
  • Show
Clear All
new posts
  • Thrustie
    Pro
    • Sep 2016
    • 764

    #226
    Re: NBA 2K21 Next-Gen Gameplay Blog (Part 3 of 3) - MyPLAYER, Builds, Badges, Takeove

    Originally posted by TheFgGoatLikesHawks
    Has there been any word on specific attribute caps or number of points for the myplayer builder?


    Only what’s been gleaned from the videos which appears to be around 1000 points to distribute. Attributes appear to cap at 95 but are tied to your vitals. Here’s a screen cap of a 6’8 player with fairly medium weight and wingspan.

    The numbers are his caps - not the actual stats he has.


    Sent from my iPhone using Operation Sports

    Comment

    • Thrustie
      Pro
      • Sep 2016
      • 764

      #227
      Re: NBA 2K21 Next-Gen Gameplay Blog (Part 3 of 3) - MyPLAYER, Builds, Badges, Takeove

      Originally posted by ksuttonjr76
      I like playing as a big, because it's too easy to get frozen out as a perimeter, I like playing with "non-popular" builds, and I can still do "something" to help the team win.


      If our suspicions are correct and guards can load up stats, bigs might end up being even more rare than they are already. I’m told smalls already have to wait awhile for Rec games. Might be even worse for them next gen. My Rec games start almost instantly 90% of the time.


      Sent from my iPhone using Operation Sports

      Comment

      • ksuttonjr76
        All Star
        • Nov 2004
        • 8662

        #228
        Re: NBA 2K21 Next-Gen Gameplay Blog (Part 3 of 3) - MyPLAYER, Builds, Badges, Takeove

        Originally posted by Thrustie
        If our suspicions are correct and guards can load up stats, bigs might end up being even more rare than they are already. I’m told smalls already have to wait awhile for Rec games. Might be even worse for them next gen. My Rec games start almost instantly 90% of the time.


        Sent from my iPhone using Operation Sports
        Same experience that I currently have with NBA 2K20. When I use my big, I don't have to wait for a game. When I use my PG, it's normally a long wait. Understandably for me since I'm still playing NBA 2K20, but it was like that before NBA 2K21 dropped.

        Comment

        • ImInThis
          Rookie
          • Oct 2014
          • 380

          #229
          Re: NBA 2K21 Next-Gen Gameplay Blog (Part 3 of 3) - MyPLAYER, Builds, Badges, Takeove

          Originally posted by Thrustie
          If our suspicions are correct and guards can load up stats, bigs might end up being even more rare than they are already. I’m told smalls already have to wait awhile for Rec games. Might be even worse for them next gen. My Rec games start almost instantly 90% of the time.


          Sent from my iPhone using Operation Sports
          It kinda seems that way, but that depends.

          1)How many guards will upgrade rebounding and use badge points?
          2)If guards have good rebounding how will they differentiate from bigs?
          3)Will height matter more over rebounding?
          4)Can guards box out bigs?

          There's probably going to be a lot of low defense guards which means little to no badge points, so I doubt any will spend badge points on rebounding making them nowhere near as good. And you still gotta box out bigs hoping they don't push you out the way with their high strength. And then there's the rim protecting aspect, I think a 7' big max defense is way harder to score on a 6'7 SF max defense.
          Last edited by ImInThis; 11-03-2020, 09:38 AM.

          Comment

          • Allball76
            Rookie
            • Jun 2015
            • 512

            #230
            Re: NBA 2K21 Next-Gen Gameplay Blog (Part 3 of 3) - MyPLAYER, Builds, Badges, Takeove

            i think there will be plenty of big's in fact when u think about that if say all those attributes are possible with a guard. Then why wont there be 6'7 6'8 6'9 bigs(Jason Taytum) that can have 95 drive dunk maybe there 3 caps @87 not much play making but good at defense. If where going off the super build 964 attributes? LOL or even a Karl Anthony Towns / Joel Embiid 90 drive dunk 87 3 ball great defense and 6'11 to 7 ??? Imagine ???

            Originally posted by Thrustie
            If our suspicions are correct and guards can load up stats, bigs might end up being even more rare than they are already. I’m told smalls already have to wait awhile for Rec games. Might be even worse for them next gen. My Rec games start almost instantly 90% of the time.


            Sent from my iPhone using Operation Sports

            Comment

            • Thrustie
              Pro
              • Sep 2016
              • 764

              #231
              Re: NBA 2K21 Next-Gen Gameplay Blog (Part 3 of 3) - MyPLAYER, Builds, Badges, Takeove

              Originally posted by ImInThis
              It kinda seems that way, but that depends.

              1)How many guards will upgrade rebounding and use badge points?
              2)If guards have good rebounding how will they differentiate from bigs?
              3)Will height matter more over rebounding?
              4)Can guards box out bigs?

              There's probably going to be a lot of low defense guards which means little to no badge points, so I doubt any will spend badge points on rebounding making them nowhere near as good. And you still gotta box out bigs hoping they don't push you out the way with their high strength. And then there's the rim protecting aspect, I think a 7' big max defense is way harder to score on a 6'7 SF max defense.


              Yeah I’m not sure how many badge points you’d get if you only maxed steal and perimeter D. I wouldn’t think a ton. Maybe 5 or so? You might be able to squeak out a couple more if you drop some into interior D. I’m sure there will be a couple of guard variations. I think you’ll see the ones that forego defensive badges to be dual threats with high shooting and driving. Then you’ll see ones who aren’t concerned about driving as much and load up on shooting and defense. You’ll probably even see a few that ignore shooting although I think that will be a pretty limited build.

              Height and wingspan still play a role in rebounding so I don’t think you’ll see guards competing strongly for rebounds with bigs. Plus the caps for rebounding drop significantly as your height and wingspan lowers. I’d also be surprised if guards dumped many badge points into rebounding badges. They’re more likely to use clamps, pick dodger, interceptor, pickpocket etc. If a guard wants to be a 2-way, I think they’re likely going to load up on Perimeter D, Steals, Interior D and maybe some in block for badge points. I suspect rebounding would be the last place they’d allocate points.


              Sent from my iPhone using Operation Sports

              Comment

              • Thrustie
                Pro
                • Sep 2016
                • 764

                #232
                Re: NBA 2K21 Next-Gen Gameplay Blog (Part 3 of 3) - MyPLAYER, Builds, Badges, Takeove

                Originally posted by Allball76
                i think there will be plenty of big's in fact when u think about that if say all those attributes are possible with a guard. Then why wont there be 6'7 6'8 6'9 bigs(Jason Taytum) that can have 95 drive dunk maybe there 3 caps @87 not much play making but good at defense. If where going off the super build 964 attributes? LOL or even a Karl Anthony Towns / Joel Embiid 90 drive dunk 87 3 ball great defense and 6'11 to 7 ??? Imagine ???


                Yeah you’ll probably see a good mix of SF/PF or smaller Centers that ignore playmaking and try and make some dual off-ball threats with defense mixed in. I just think it’ll be harder to max physicals with those type of builds because you’ll have to spread your points around so that might make them less popular. I don’t think that 87 3 ball will stay that high as you get closer to 7 feet and increase your wingspan. I would think a 6’11-7’ Center with a decent wingspan will be in the high 70s. Maybe right around 80.


                Sent from my iPhone using Operation Sports

                Comment

                • allBthere
                  All Star
                  • Jan 2008
                  • 5847

                  #233
                  Re: NBA 2K21 Next-Gen Gameplay Blog (Part 3 of 3) - MyPLAYER, Builds, Badges, Takeove

                  I'd like to know what's under the hood.

                  To me, rebounding is an equal mix of timing/anticipation, positioning, and desire/hustle/strength. In a user environment as opposed to CPU, those things are largely determined by the user/controller/mind.

                  So understanding that what does 'rebounding' really mean in terms of an attribute as it relates to the user?

                  Also lets looking at 'driving dunk' for a second...

                  To me if we are talking about making a successful dunk while driving, we're talking about speed and vertical with a small amount of hand-eye and some intangibles like intensity/desire.
                  IN the context of the game and the user I feel like it means - you will successfully get a dunk with defenders around while driving the higher this goes AND be able to 'unlock' more intricate dunks with a higher degree of difficulty.

                  So in some ways its attaching something irrelevant to something relevant the way I understand it. I believe a wind-mill dunk requires more 'dunking' skill, yet it doesn't provide more certainty of success or even more vertical in many situations. So what does it really mean? If people can dunk successfully with less flashy dunks, than from a competitive point of view, why waste the VC on it? In other words, I'd like to know exactly what's GAINED from each category as well as how they make it translate (like rebounding).

                  In the past I've found passing accuracy and even IQ to be a throw-away stat for most gameplay.

                  To complicate it more, I think some stats like 'standing dunk' are more nuanced than they need to be. To me it's you either can or you can't level 1, or can can with above average ability, or you can elite level with ferocity in almost any circumstance (Deandre Jordan) no? And even further at what number do you cross the can/can't barrier? I guess that's even more relevant because if it's 50pts for example, you're literally throwing away 1000s of VC for anything lower than that, and if that's the case the system should be changed drastically.

                  I'm wondering this anytime I make a MyPlayer for reasons I've already brought up, but I really like to rebound dunk (some call it put back, but that doesn't necessarily mean your feet don't touch the ground in between). So I'd like to know what baseline attributes and vitals I need to make that happen. I can't prove it but I believe in the past you had to be a certain height (6'8") and maybe wingspan too, and also have certain badges and attributes - but which attributes is a mystery - candidates are (vert, standing dunk, driving dunk, offensive rebound, 'hands', hustle etc) ... just make it clear to the player.
                  Liquor in the front, poker in the rear.

                  Comment

                  • ImInThis
                    Rookie
                    • Oct 2014
                    • 380

                    #234
                    Re: NBA 2K21 Next-Gen Gameplay Blog (Part 3 of 3) - MyPLAYER, Builds, Badges, Takeove

                    Originally posted by Thrustie
                    Yeah you’ll probably see a good mix of SF/PF or smaller Centers that ignore playmaking and try and make some dual off-ball threats with defense mixed in. I just think it’ll be harder to max physicals with those type of builds because you’ll have to spread your points around so that might make them less popular. I don’t think that 87 3 ball will stay that high as you get closer to 7 feet and increase your wingspan. I would think a 6’11-7’ Center with a decent wingspan will be in the high 70s. Maybe right around 80.


                    Sent from my iPhone using Operation Sports
                    I'm also curious as to how bigs will play regarding size. In 2k18 7'3 Centers were monsters dunking on everything regardless of strength. Moving Truck has been a huge help in keeping them out the paint in 2k20. Will 7'3 Centers be monsters again and will I have to stay a 7'1 to stand a chance? Or can I make a scoring 7' center with enough defense to contest? Wingspan seems to be much less a problem for guards and forwards now, but if I want a midrange 3 points can make a difference.

                    For my Hakeem build I'm thinking 85 interior defense, 80 def/off rebounding, and 90 block with max wingspan. High strength and Moving truck will be key to keep from getting pushed around and dunked on.
                    Last edited by ImInThis; 11-04-2020, 09:28 AM.

                    Comment

                    • ImInThis
                      Rookie
                      • Oct 2014
                      • 380

                      #235
                      Re: NBA 2K21 Next-Gen Gameplay Blog (Part 3 of 3) - MyPLAYER, Builds, Badges, Takeove

                      Originally posted by allBthere
                      I'd like to know what's under the hood.

                      To me, rebounding is an equal mix of timing/anticipation, positioning, and desire/hustle/strength. In a user environment as opposed to CPU, those things are largely determined by the user/controller/mind.

                      So understanding that what does 'rebounding' really mean in terms of an attribute as it relates to the user?

                      Also lets looking at 'driving dunk' for a second...

                      To me if we are talking about making a successful dunk while driving, we're talking about speed and vertical with a small amount of hand-eye and some intangibles like intensity/desire.
                      IN the context of the game and the user I feel like it means - you will successfully get a dunk with defenders around while driving the higher this goes AND be able to 'unlock' more intricate dunks with a higher degree of difficulty.

                      So in some ways its attaching something irrelevant to something relevant the way I understand it. I believe a wind-mill dunk requires more 'dunking' skill, yet it doesn't provide more certainty of success or even more vertical in many situations. So what does it really mean? If people can dunk successfully with less flashy dunks, than from a competitive point of view, why waste the VC on it? In other words, I'd like to know exactly what's GAINED from each category as well as how they make it translate (like rebounding).

                      In the past I've found passing accuracy and even IQ to be a throw-away stat for most gameplay.

                      To complicate it more, I think some stats like 'standing dunk' are more nuanced than they need to be. To me it's you either can or you can't level 1, or can can with above average ability, or you can elite level with ferocity in almost any circumstance (Deandre Jordan) no? And even further at what number do you cross the can/can't barrier? I guess that's even more relevant because if it's 50pts for example, you're literally throwing away 1000s of VC for anything lower than that, and if that's the case the system should be changed drastically.

                      I'm wondering this anytime I make a MyPlayer for reasons I've already brought up, but I really like to rebound dunk (some call it put back, but that doesn't necessarily mean your feet don't touch the ground in between). So I'd like to know what baseline attributes and vitals I need to make that happen. I can't prove it but I believe in the past you had to be a certain height (6'8") and maybe wingspan too, and also have certain badges and attributes - but which attributes is a mystery - candidates are (vert, standing dunk, driving dunk, offensive rebound, 'hands', hustle etc) ... just make it clear to the player.
                      We don't know how scoring will be downlow. Hookshots were pretty op from what the community says, but how will contact dunks work in the paint? From 2k19 -2k21 they were virtually impossible and result in missed layups. 7'3 max wingspan bigs, add in op defense badges like HOF Intimidator and Pogo stick and add in body blocks, sounds like a bad time playing offense downlow.

                      Comment

                      • JimmyK
                        Rookie
                        • Jul 2009
                        • 165

                        #236
                        Re: NBA 2K21 Next-Gen Gameplay Blog (Part 3 of 3) - MyPLAYER, Builds, Badges, Takeove

                        Originally posted by Thrustie
                        You’re going under the assumption that stats might be weighted differently which I’ve acknowledged. But we don’t know that. From everything we’ve seen, you don’t even pick a position - just vitals. If I want to make a 6’7 guard while someone else wants a 6’7 lockdown, who’s to say which stats should be weighted heavier? I might value pass accuracy while he values steal. I would be surprised if there’s any weight difference on non-physicals to be honest unless it’s something where they start weighing more after a certain threshold like 75 or 80. I could possibly see physicals costing more but the only thing that contradicts that is the blurry photo where the guy is capped at 95 with not much in his physicals.

                        I don’t believe they “give you” physical stats. I believe they have a floor I.E. You need a minimum of 70 vertical to have 90 driving dunk. I would bet that both count towards your overall though.


                        Sent from my iPad using Operation Sports

                        According to the guy who was correct about all these leaks before anyone else RonGeezus, he dropped a video today that says what I was assuming, that there are no "points" and that you level your player up to 95: https://youtu.be/75nUBMR7u_U


                        Which always made sense to me from the original video because as I said, you can't take off 3-4 useless stats from a Guard at 94 overall, and then apply those same points to meaningful stats and think you wouldn't go way past a 95. Like I originally guessed, it's a level to 95 system.

                        Comment

                        • Allball76
                          Rookie
                          • Jun 2015
                          • 512

                          #237
                          Re: NBA 2K21 Next-Gen Gameplay Blog (Part 3 of 3) - MyPLAYER, Builds, Badges, Takeove

                          look like layups go up when you move drive dunk up and same when you move 3 pointer up the midrange moves. and vertical effects dunking and them elite dunks are 90 and pro dunks are 80..




                          2k1.png




                          2k2.png



                          2k3.jpg



                          2k4.jpg

                          Comment

                          • illwill10
                            Hall Of Fame
                            • Mar 2009
                            • 19822

                            #238
                            Re: NBA 2K21 Next-Gen Gameplay Blog (Part 3 of 3) - MyPLAYER, Builds, Badges, Takeove

                            Originally posted by JimmyK
                            According to the guy who was correct about all these leaks before anyone else RonGeezus, he dropped a video today that says what I was assuming, that there are no "points" and that you level your player up to 95: https://youtu.be/75nUBMR7u_U


                            Which always made sense to me from the original video because as I said, you can't take off 3-4 useless stats from a Guard at 94 overall, and then apply those same points to meaningful stats and think you wouldn't go way past a 95. Like I originally guessed, it's a level to 95 system.
                            I rather have that opposed to a point system. I rather have it closer to how they rate real players.
                            If it is the level to 95 system, than bigs shouldn't get the short end of the stick. The point system benefited guards. But if it is to 95, then we should have more leeway for bigs

                            Comment

                            • Allball76
                              Rookie
                              • Jun 2015
                              • 512

                              #239
                              Re: NBA 2K21 Next-Gen Gameplay Blog (Part 3 of 3) - MyPLAYER, Builds, Badges, Takeove

                              its a rating system
                              look like layups go up when you move drive dunk up and same when you move 3 pointer up the midrange moves. and vertical effects dunking and them elite dunks are 90 and pro dunks are 80..

                              2k1.png

                              2k2.png

                              2k3.jpg

                              2k4.jpg



                              Originally posted by illwill10
                              I rather have that opposed to a point system. I rather have it closer to how they rate real players.
                              If it is the level to 95 system, than bigs shouldn't get the short end of the stick. The point system benefited guards. But if it is to 95, then we should have more leeway for bigs
                              Last edited by Allball76; 11-04-2020, 10:55 AM.

                              Comment

                              • Thrustie
                                Pro
                                • Sep 2016
                                • 764

                                #240
                                Re: NBA 2K21 Next-Gen Gameplay Blog (Part 3 of 3) - MyPLAYER, Builds, Badges, Takeove

                                Originally posted by ImInThis
                                I'm also curious as to how bigs will play regarding size. In 2k18 7'3 Centers were monsters dunking on everything regardless of strength. Moving Truck has been a huge help in keeping them out the paint in 2k20. Will 7'3 Centers be monsters again and will I have to stay a 7'1 to stand a chance? Or can I make a scoring 7' center with enough defense to contest? Wingspan seems to be much less a problem for guards and forwards now, but if I want a midrange 3 points can make a difference.

                                For my Hakeem build I'm thinking 85 interior defense, 80 def/off rebounding, and 90 block with max wingspan. High strength and Moving truck will be key to keep from getting pushed around and dunked on.


                                They’ve been nerfing 7’3 Centers for years. This year they’re super slow in both full court and half court. I have no problem defending max size Centers with my 6’10 Center unless they abuse hook shots. I’d be very surprised if max size Centers will ever be OP again. They’re definitely viable if you know how to use them and have teammates who can cover your weaknesses but I wouldn’t build my player to counter them at this point.


                                Sent from my iPhone using Operation Sports

                                Comment

                                Working...