I can understand where you are coming from, I am just on the opposite end of that spectrum where I am a highly competitive person and actually wish for control over every little aspect of input driven outcomes. I hate when the game takes control and does something other then what I want and this game series does that more than about anything else I play. I just think that if you quickly go into setting you can set it up to be a lot more noob friendly and you can set jump shots to real player percentage instead of release timing. I don't use it so I don't know how greens work in that setting but I am sure they are still there but you won't be controlling the consistency of it. I think the bigger struggle for a new player is understanding how and what animations control the gameplay. An experienced player will understand what animations are better and how to trigger them more frequently, how to use the analog and trigger for better control on d, and better understand how the AI will react in a given situation.
Small 2K22 nugget from Eric Boenish
Collapse
Recommended Videos
Collapse
X
-
Re: Small 2K22 nugget from Eric Boenish
I can understand where you are coming from, I am just on the opposite end of that spectrum where I am a highly competitive person and actually wish for control over every little aspect of input driven outcomes. I hate when the game takes control and does something other then what I want and this game series does that more than about anything else I play. I just think that if you quickly go into setting you can set it up to be a lot more noob friendly and you can set jump shots to real player percentage instead of release timing. I don't use it so I don't know how greens work in that setting but I am sure they are still there but you won't be controlling the consistency of it. I think the bigger struggle for a new player is understanding how and what animations control the gameplay. An experienced player will understand what animations are better and how to trigger them more frequently, how to use the analog and trigger for better control on d, and better understand how the AI will react in a given situation. -
Re: Small 2K22 nugget from Eric Boenish
I have mixed feelings on this topic. On one hand I agree that the default controls are fairly complex and complicated, especially for people that never played 2K or are maybe new to videogames altogether. And while there are options to simplify the controls even that process can be a little confusing for people that are still learning the game. As someone that has played every 2K since PS2 I do agree that it's difficult to remember every single input and all the options available to you. If you are trying to master the game it's going to take awhile whether you are a newbie or an experienced player.
But with that said I can't complain about having more control. The shot aiming was a little too much for me. It didn't feel necessary and I don't think it offered more control, just another option for shooting. But besides that I like being able to control the type of pass I throw. I want to be able to decide exactly what dribble move I perform, when I perform it, and be able to chain it together with other moves. I love being able to decide what type of shot I take (step back, side step left/right, fadeaway, etc) or while driving the type of layup or dunk I do (spin gather, hopstep, eurostep, left/right finish, etc). To me not only should we have control to do just about everything we see players do in game it adds more strategy to the game as well.
Now with all that said 2k could do a better job of providing a simplified control scheme that resembles the days of just shoot, pass, crossover and then have the game dictate what animation plays out based on the situation and player. I have messed with the control options too much so I'm not sure how much you are able to simplify it but this is an area I think 2K can improve on the help out beginners and more casual players that don't want to, or don't have the time, to learn all the different controls. I know other sports games have done similar things.Comment
-
Re: Small 2K22 nugget from Eric Boenish
Shot aiming wasn't used at all as a whole community so I don't understand how that was a deal breaker when it was an option. The shooting scheme with the stick was base on use and it had a low usage. The only reason why it wasn't an option to revert back was because it was the result of adding more moves to dribbling with the stick
Some folk will like the progression to differing mechanics, but it's not going to be a winner for everyone.-----------------------------------------
NBA 2K Retro Hoops gameplayComment
-
Re: Small 2K22 nugget from Eric Boenish
What I would love is an option to make the square button for jumpshots, and the stick for layups/dunks, or vice versa. I would love to know that when I hit square my guy is going to pull up for a jumper, and not have to worry about getting sucked into a layup/dunk animation that I didn't want.Comment
-
Re: Small 2K22 nugget from Eric Boenish
It was a deal breaker for me because the secondary options, as I stated, weren't similar to the control schemes of the previous years, which were fine the way they were as far as I'm concerned. Which is why I put NBA 2k21 to one side, and will no doubt do the same for future entries if this is the way it's going. I personally thought it was a step back and cumbersome to take away the multidirectional stick shooting and map it to a single down motion.
Some folk will like the progression to differing mechanics, but it's not going to be a winner for everyone.
(Apologies if this confusing, I'm going based off of memory of the control options).Comment
-
Re: Small 2K22 nugget from Eric Boenish
I'm all for more control, but at the same time I like simple. I still use button for shot/dunk and switch pro stick to dribble only lol
My main thing is we see more user control and less canned animations. It's not as bad as other sports games, but you do see canned animations. Where I just want to feel like I have more control of the outcome and not now where it's push a button and see what happens at timesComment
-
Re: Small 2K22 nugget from Eric Boenish
What I would love is an option to make the square button for jumpshots, and the stick for layups/dunks, or vice versa. I would love to know that when I hit square my guy is going to pull up for a jumper, and not have to worry about getting sucked into a layup/dunk animation that I didn't want.Comment
-
Re: Small 2K22 nugget from Eric Boenish
I have mixed feelings on this topic. On one hand I agree that the default controls are fairly complex and complicated, especially for people that never played 2K or are maybe new to videogames altogether. And while there are options to simplify the controls even that process can be a little confusing for people that are still learning the game. As someone that has played every 2K since PS2 I do agree that it's difficult to remember every single input and all the options available to you. If you are trying to master the game it's going to take awhile whether you are a newbie or an experienced player.
But with that said I can't complain about having more control. The shot aiming was a little too much for me. It didn't feel necessary and I don't think it offered more control, just another option for shooting. But besides that I like being able to control the type of pass I throw. I want to be able to decide exactly what dribble move I perform, when I perform it, and be able to chain it together with other moves. I love being able to decide what type of shot I take (step back, side step left/right, fadeaway, etc) or while driving the type of layup or dunk I do (spin gather, hopstep, eurostep, left/right finish, etc). To me not only should we have control to do just about everything we see players do in game it adds more strategy to the game as well.
Now with all that said 2k could do a better job of providing a simplified control scheme that resembles the days of just shoot, pass, crossover and then have the game dictate what animation plays out based on the situation and player. I have messed with the control options too much so I'm not sure how much you are able to simplify it but this is an area I think 2K can improve on the help out beginners and more casual players that don't want to, or don't have the time, to learn all the different controls. I know other sports games have done similar things.
I've switched sides on this. I think the controls should be difficult af haha, or keep as-is and not dumbed down at all. So sick of noobs in Rec scoring 30+ pts because they have an op build and can turbo or shoot over defenders. There should be a steep learning curve. I don't expect to pick up FIFA - a sport and videogame I don't follow - and be a master at the game. The game should be easy to pick up and play, but difficult to master, with more emphasis on bball iq than who finding cheesy moves. So it's a balance. I'd rather see high iq be rewarded over stick skills, but there should still be a learning curve. That said, like badges -- this stuff has gotten gimmicky and glitchy and takes away from focusing on what matters more imo --gameplay balance.Comment
-
Re: Small 2K22 nugget from Eric Boenish
These comments about too much control lol.
Sent from my iPhone using Operation SportsPSN: ForeverVersatile
Xbox Live: TheBluprint09Comment
-
Re: Small 2K22 nugget from Eric Boenish
I have mixed feelings on this topic. On one hand I agree that the default controls are fairly complex and complicated, especially for people that never played 2K or are maybe new to videogames altogether. And while there are options to simplify the controls even that process can be a little confusing for people that are still learning the game. As someone that has played every 2K since PS2 I do agree that it's difficult to remember every single input and all the options available to you. If you are trying to master the game it's going to take awhile whether you are a newbie or an experienced player.
But with that said I can't complain about having more control. The shot aiming was a little too much for me. It didn't feel necessary and I don't think it offered more control, just another option for shooting. But besides that I like being able to control the type of pass I throw. I want to be able to decide exactly what dribble move I perform, when I perform it, and be able to chain it together with other moves. I love being able to decide what type of shot I take (step back, side step left/right, fadeaway, etc) or while driving the type of layup or dunk I do (spin gather, hopstep, eurostep, left/right finish, etc). To me not only should we have control to do just about everything we see players do in game it adds more strategy to the game as well.
Now with all that said 2k could do a better job of providing a simplified control scheme that resembles the days of just shoot, pass, crossover and then have the game dictate what animation plays out based on the situation and player. I have messed with the control options too much so I'm not sure how much you are able to simplify it but this is an area I think 2K can improve on the help out beginners and more casual players that don't want to, or don't have the time, to learn all the different controls. I know other sports games have done similar things.
I think it comes to what we want out of the game. I personally can’t care less about choosing what hand to dunk with. Most of the time I’m trying to do a one hand dunk by holding it up-right and it registers as an up so I do a two hander. So their efforts to offer more control just work against me in those moments. I’d rather they fix the issue where my guy can jump over an entire team every time in the paint and dunk every time because I spam the dunk button.
Now they want to make defense more skill based and complex? Like FFS you can’t even play normal defense right now? Their fix is to add more defensive control when you can’t even stand in place right now? I don’t want a defensive mini game. I use 100% defensive assist right now because otherwise my guy acts like he’s bugging out. I just prefer simple, it reminds me of old basketball games that were more fun and allowed me to focus on the bigger picture of the game. Now they keep “fixing” things without actually fixing them, under the guise of more control.
But I’m also the guy who uses 100% box out assist as I play as entire teams (not solo controlled players) so switching to someone under the basket and boxing out at the drop of a dime is not of interest to me. Although a player lock on Rodman with full box out control would be a mini game within a game that sounds fun.Comment
-
Re: Small 2K22 nugget from Eric Boenish
What I would love is an option to make the square button for jumpshots, and the stick for layups/dunks, or vice versa. I would love to know that when I hit square my guy is going to pull up for a jumper, and not have to worry about getting sucked into a layup/dunk animation that I didn't want.
Offline I used shot aiming for both and it's was game changer knowing that in those paint/close range situations I could pull the back on the stick for a jumper/floater or flick left/right/forward for a layup.
If they bring this separation to the buttons, which the video seemed to be implying, and allow us to mix and match input settings I'll be pretty excited for a more online friendly version of the level control I felt offline this year as a shot aimer.Comment
-
Re: Small 2K22 nugget from Eric Boenish
C’mon. You just named 3 different types of passes alone. I still forget to use two of them (or forget they’re there) and I play regularly. R2, R1, L1 L2 all the different directions on the joystick which I still don’t know every dribble move off the top of my head I’m sure. It’s a lot for a beginner to jump on and be competitive.
Personally I would prefer the 2K20 Mobile formula. There was no dunk choosing or dunk button, you drive in and go for a dunk/layup and the cpu either activates a dunk if a player is rated highly enough for it and if the stars align with it to be feasible (based on who’s defending you, contested, etc.) and it’s genuinely a WOW moment if it happens cause you’re surprised, or it triggers a layup. I don’t personally need to tell the CPU to do a left hand non fancy or fancy or hop step or two hand dunk, I actually feel more satisfied when the algos do their magic and surprise me with a dunk. And based on experience there was more variety that way.
Sure, that may sound like you don’t have as much control, but it was wayyyyy more realistic and fun that way to me. Now I just spam the dunk button with a good dunker and I can dunk over 4 defenders over and over again. In 2K20 Mobile I maybe got 1-3 off in a game and it felt far more satisfying. You tell me which end result seems more realistic.
Same thing with the dumb green shot meter. Why do I want to spoil the effect of a shot going in by the meter telling me it’s about to go in? The impact of watching a shot swish is far more visceral than seeing a green color which tells you your shot is about to go in. Buzzer beaters aren’t nearly as fun when you see a green to notify you that you won, rather than simply seeing the ball go in. Is there a way to turn the green notifier off btw?Comment
-
Comment
Comment