The Dunk Meter sucks.

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  • amioran
    Rookie
    • Oct 2019
    • 71

    #76
    Re: The Dunk Meter sucks.

    People, WE are the ones that asked 2K to finally add the option for the users to be able to force dunks when we wanted to, without being at the mercy of the RNG system and the game deciding for itself when players will go for a dunk or not, and now that finally the devs actually listened (for once) some of you are complaining about them giving us such a choice and it boggles my mind, seriously.

    The worst part of all this diatribe is that users can simply keep everything as before and they wouldn't even notice a difference as you must do a precise sets of inputs to use so called skilled dunks, but for those of us that asked repeatedly in the past for the possibility to force a dunk when we wanted to, even if doing so would mean actually failing miserably, these types of dunks are exactly what we asked for. And it's not even that there are more animations tied to skilled dunks as they are tied to the same exact animations that "normal" dunks are tied to, it's just that - naturally - if you force a dunk in traffic the probability of a contact animation triggering is much higher in such an instance.

    Btw skilled dunks are still tied to attributes and badges, it's not that they are just a static timing. There's a ton of difference between trying to perform a forced skilled dunk (with meter) with, say, a young Jordan or some unathletic role player. With the latter you will 99 out of 100 times fail, but with good finishers you will have much ampler timing windows (exactly as for jump shots and shooters). And you can still perform contact dunks as before, nothing has changed, you now just have the option to force to go for a dunk when before the game decided when to do so for you and NOBODY (in this forum included, and I can show receipts with multiple threads talking about the issue) liked it.

    So I'm extremely happy that the devs finally added an OPTION (and it must be understood very well that it's just an option as you must do a precise set of stick movements to perform a dunk with the meter) to give us the freedom to force a dunk when we want to, fully abiding to the consequences of such a decision (and those consequences are there because if you try to force a dunk against a skilled defender or in traffic the timing window becomes much smaller than when on an open scenario, exactly - again - as for timing jumpshots when open vs when contested).

    Sincerely I don't know why people are complaining about skilled dunks. The alley-oop forced meter I can fully comprehend the dislikes but not the introduction of - finally - skilled dunks.

    P.S: If you want to have the game trying to force more dunks for you without using a user input to do so you can do it through sliders and player tendencies. The game will still decide for itself if to force a dunk or not but you are increasing the chances that it will happen.
    Last edited by amioran; 03-08-2023, 11:24 AM.

    Comment

    • daveberg
      MVP
      • Sep 2008
      • 2788

      #77
      Re: The Dunk Meter sucks.

      I personally never asked for such a thing. Never needed it. Dunking system worked fine for me just the way it was before the silly meter additions.

      Respect to those that like it, but I don't even use the thing. No need for it. Just another gizmo that takes the focus off the actual action whilst you sit there motoring an input, like the obsession with playing with meters getting a dopamine hit off seeing a 'green'.

      Na, not for me.

      To each their own.
      -----------------------------------------
      NBA 2K Retro Hoops gameplay

      Comment

      • amioran
        Rookie
        • Oct 2019
        • 71

        #78
        Re: The Dunk Meter sucks.

        Then simply don't use it, nobody is forcing you to.

        But as I said there were countless of threads in this same forums of people asking for a way to force dunks instead of being limited by the game deciding when you will go for a dunk or a layup by itself. Now you have the option to do so, and I don't see anything wrong in that. It could also be that in the future the devs will give a Real FG% option to skilled dunks as it happens for shots, that would be the best of both worlds as now users would have the choice to force a dunk without the need for a timing and the success rate being tied solely on attributes/badges as it happens for shots and Real FG%.

        Anyway timing the meter is not really that difficult. The cue for the green window is when the player's head reaches the rim, that's the cue of when to release the stick.

        Comment

        • VDusen04
          Hall Of Fame
          • Aug 2003
          • 13028

          #79
          Re: The Dunk Meter sucks.

          Originally posted by daveberg
          I personally never asked for such a thing. Never needed it. Dunking system worked fine for me just the way it was before the silly meter additions.

          Respect to those that like it, but I don't even use the thing. No need for it. Just another gizmo that takes the focus off the actual action whilst you sit there motoring an input, like the obsession with playing with meters getting a dopamine hit off seeing a 'green'.

          Na, not for me.

          To each their own.
          Same boat.

          I had difficulty articulating what I liked least about the meter but may have discovered that my brain struggles to remember which two-button press will give me a non-meter and which will give me a meter, because they’re very similar inputs (up-down gives a meter, down-up does not). So, for months I had a 50-50 chance of squandering open floor dunks because maybe I might hit the right input for a non-meter or maybe I’d get it backward.

          Honestly, I’d still love an option to turn meter dunks off altogether so I could just use a right-stick combo in the open floor without worrying I pressed it incorrectly, thus inducing a meter. Or at least give meter dunks a very distinctive pattern or button press, not one that basically mirrors non-meter inputs.

          In the meantime, realizing non-meter combos always end with “up” has helped to some degree.

          The alley-oop meter can kick rocks though. It’s just about as unnecessary as the old Guitar Hero dunk contest controls.

          Comment

          • Junior Moe
            MVP
            • Jul 2009
            • 3869

            #80
            Re: The Dunk Meter sucks.

            Originally posted by VDusen04
            Same boat.

            I had difficulty articulating what I liked least about the meter but may have discovered that my brain struggles to remember which two-button press will give me a non-meter and which will give me a meter, because they’re very similar inputs (up-down gives a meter, down-up does not). So, for months I had a 50-50 chance of squandering open floor dunks because maybe I might hit the right input for a non-meter or maybe I’d get it backward.

            Honestly, I’d still love an option to turn meter dunks off altogether so I could just use a right-stick combo in the open floor without worrying I pressed it incorrectly, thus inducing a meter. Or at least give meter dunks a very distinctive pattern or button press, not one that basically mirrors non-meter inputs.

            In the meantime, realizing non-meter combos always end with “up” has helped to some degree.

            The alley-oop meter can kick rocks though. It’s just about as unnecessary as the old Guitar Hero dunk contest controls.
            I personally don't care much for the dunk meter as I use real player %, but that alley button/shot that we can not disable is just awful. It really is. I has killed the alley oops game for me in MyNBA. I get the online players who want 100% agency over everything. Cool. Give them that. But offline we should be able to turn/tune everything to our liking.

            Sent from my SM-G991U1 using Operation Sports mobile app

            Comment

            • amioran
              Rookie
              • Oct 2019
              • 71

              #81
              Re: The Dunk Meter sucks.

              Originally posted by VDusen04
              I had difficulty articulating what I liked least about the meter but may have discovered that my brain struggles to remember which two-button press will give me a non-meter and which will give me a meter, because they’re very similar inputs (up-down gives a meter, down-up does not). So, for months I had a 50-50 chance of squandering open floor dunks because maybe I might hit the right input for a non-meter or maybe I’d get it backward.
              You need to use two right stick inputs only if you want to perform specialized flashy dunks or skilled dunks, any other form of dunk you need only one input (exactly as before) or either using the shot button (yet again as before). You are truly overly complicating things for yourself as those kinds of flashy dunks requiring two right stick inputs in succession are mostly reserved for flashy park dunk animations. Btw if you want to increase the chance of a contact dunk without using the meter you can do so by pressing down on the right stick (those are the "normal" flashy dunks that are also tied to an increased chance of contact dunk animations if you have the badges).

              The important aspect in this issue is only this: are you happy with the game deciding for yourself what your player is going to do? Because that's exactly what the game did all these years before concerning dunks and layups. The game itself decided if your player would do a dunk or layup (no matter if you expressly gave the input to go for a dunk) and you could do absolutely nothing about it. Now, insisting that the devs finally giving the option to the users to have full control of their players to have the do exactly what they want instead of having the game decide for themselves through an algorithm what the players will going to do seems to me a totally preposterous stance, especially if you are someone that would like the game to simulate reality as much as possible.

              It's also obvious that the more control you give to users the more input choices you must add and hence sadly you will have to learn more complicated inputs if you want to do specific things. I sincerely see no way outside of that, but the beauty of the matter is that if you want to keep the game deciding for yourself on when to go for a dunk or a layup (even when you are actually using the input for a dunk) then you can still do so and nobody is forcing you to actually control your player fully.
              Last edited by amioran; 03-08-2023, 12:53 PM.

              Comment

              • leoribas3
                Rookie
                • Jul 2011
                • 409

                #82
                Re: The Dunk Meter sucks.

                Originally posted by amioran
                You need to use two right stick inputs only if you want to perform specialized flashy dunks or skilled dunks, any other form of dunk you need only one input (exactly as before) or either using the shot button (yet again as before). You are truly overly complicating things for yourself as those kinds of flashy dunks requiring two right stick inputs in succession are mostly reserved for flashy park dunk animations. Btw if you want to increase the chance of a contact dunk without using the meter you can do so by pressing down on the right stick (those are the "normal" flashy dunks that are also tied to an increased chance of contact dunk animations if you have the badges).

                The important aspect in this issue is only this: are you happy with the game deciding for yourself what your player is going to do? Because that's exactly what the game did all these years before concerning dunks and layups. The game itself decided if your player would do a dunk or layup (no matter if you expressly gave the input to go for a dunk) and you could do absolutely nothing about it. Now, insisting that the devs finally giving the option to the users to have full control of their players to have the do exactly what they want instead of having the game decide for themselves through an algorithm what the players will going to do seems to me a totally preposterous stance, especially if you are someone that would like the game to simulate reality as much as possible.

                It's also obvious that the more control you give to users the more input choices you must add and hence sadly you will have to learn more complicated inputs if you want to do specific things. I sincerely see no way outside of that, but the beauty of the matter is that if you want to keep the game deciding for yourself on when to go for a dunk or a layup (even when you are actually using the input for a dunk) then you can still do so and nobody is forcing you to actually control your player fully.

                OP here. I 100% agree with this.

                I still think the implementation is a bit messy, but I have grown to like having the option to manually choose when to go for a dunk.

                Ive gotten better with the meter with time as well, the timing of it is still weird and should be better.
                Last edited by leoribas3; 03-08-2023, 04:18 PM.

                Comment

                • VDusen04
                  Hall Of Fame
                  • Aug 2003
                  • 13028

                  #83
                  Re: The Dunk Meter sucks.

                  Originally posted by amioran
                  You need to use two right stick inputs only if you want to perform specialized flashy dunks or skilled dunks, any other form of dunk you need only one input (exactly as before) or either using the shot button (yet again as before). You are truly overly complicating things for yourself as those kinds of flashy dunks requiring two right stick inputs in succession are mostly reserved for flashy park dunk animations.
                  I use the shot button for many dunk scenarios, just because that's what comes most naturally during bang-bang plays.

                  However, when I'm able to generate an open floor opportunity (aka one of my favorite moments in basketball), I absolutely want the ability to perform flashy dunks on demand. If I'm in the open floor with Vince Carter, I want him to be Vince Carter.

                  The confusion all year has come in memorizing whether down-up is going to get me a non-metered flashy dunk or if it's up-down. Same story with up-up or down-down. At risk of repeating myself too many times, having those controls so similar to one another is unnecessarily confusing and I see at least two possible solutions:

                  1. Give meter dunks their own unique pattern (ex: up-up and down-down are both meter style dunks while up-down and down-up are not)

                  2. Give offline users the option to turn meter dunks off or otherwise offer an alternate controller layout that requires a more unique input separate from non-metered dunks altogether.

                  Btw if you want to increase the chance of a contact dunk without using the meter you can do so by pressing down on the right stick (those are the "normal" flashy dunks that are also tied to an increased chance of contact dunk animations if you have the badges).
                  According to the controls, a simple down press only yields a rim-hang attempt, not a normal flashy dunk. The normal flashy dunk is listed as being down-up, contrary to the meter flashy, which is up-down. That being said, I think it could make sense that a rim-hang attempt could be tied into inducing contact dunks, but that's never really made clear by 2K.

                  The important aspect in this issue is only this: are you happy with the game deciding for yourself what your player is going to do? Because that's exactly what the game did all these years before concerning dunks and layups. The game itself decided if your player would do a dunk or layup (no matter if you expressly gave the input to go for a dunk) and you could do absolutely nothing about it.
                  We've had control over our layups and dunks since the 2000's to varying degrees and yes, I've felt that system had worked pretty well for me. Broadly, the controls worked like this:

                  Sprint+Shot: Dunk

                  Up on Right Stick: Normal Dunk Attempt

                  Right on Right Stick: Right Handed Dunk Attempt

                  Left on Right Stick: Left Handed Dunk Attempt

                  Down on Right Stick: Reverse/Flashy Dunk Attempt

                  Pushing Shot-stick toward Baseline: Baseline Reverse Attempt

                  Of course, there's been variance over the years. At one point, spinning the right stick induced a 360 and other years, right=power, left=flashy, and down=reverse but suffice it to say, I've been pretty satisfied with the control system. A breakaway with Vince Carter meant knowing the flashy dunk button and being able to enjoy the showtime you just created for yourself by forcing the other team into a turnover.

                  Now on the flip side, if you're talking about having the control to ramrod a dunk attempt on demand no matter the circumstances, nah, I've never really had a desire to do that. I have plenty of gripes with 2K but I've broadly been pretty pleased over the years with their layup/dunk dynamic. Generally speaking, if I press sprint+shot with a dunker under sensible circumstances, I'm getting a dunk attempt, so I've never felt the need for force-dunk-attempt-no-matter-how-zany-the-situation button.

                  That being said, if there's folks who do want that, no qualms here. I'd just like a more sensible controller layout or meter toggle (for normal dunks and layups).
                  Last edited by VDusen04; 03-08-2023, 05:26 PM.

                  Comment

                  • The 24th Letter
                    ERA
                    • Oct 2007
                    • 39373

                    #84
                    Re: The Dunk Meter sucks.

                    The dunk meter isn’t really meant for open court situations. Simply using the shot button in those situations will give you access to the same library of flashy dunks.


                    Sent from my iPhone using Tapatalk

                    Comment

                    • VDusen04
                      Hall Of Fame
                      • Aug 2003
                      • 13028

                      #85
                      Re: The Dunk Meter sucks.

                      Originally posted by The 24th Letter
                      The dunk meter isn’t really meant for open court situations. Simply using the shot button in those situations will give you access to the same library of flashy dunks.
                      I can't tell if you're messing with me, haha.

                      I'm saying the metered controls being mixed in with the non-metered combos makes things unnecessarily confusing. Like you wouldn't make a standard Eurostep left-right then a metered Eurostep right-left unless you were prepared for people to get them confused over and over.

                      I'm a right stick dunker in the open floor who wants flashy dunks to be easy and direct to access on demand. I think I've finally made sense of it by trying to force myself to remember that any combo ending in "Up" will be meter-free but I'm saying it's still pretty confusing implementation.

                      Comment

                      • The 24th Letter
                        ERA
                        • Oct 2007
                        • 39373

                        #86
                        The Dunk Meter sucks.

                        Originally posted by VDusen04
                        I'm a right stick dunker in the open floor who wants flashy dunks to be easy and direct to access on demand. I think I've finally made sense of it by trying to force myself to remember that any combo ending in "Up" will be meter-free but I'm saying it's still pretty confusing implementation.
                        Not messing with you, Just trying to save you some unnecessary grief.

                        RT + shot button = the players flashy dunks library. No need to learn either of the right stick dunk combos.

                        One direction stick dunking can occasionally bring out a flashy dunk, but it’s not as consistent as the button.

                        Comment

                        • ILLSmak
                          MVP
                          • Sep 2008
                          • 2397

                          #87
                          Re: The Dunk Meter sucks.

                          Originally posted by loso_34
                          They need a start a poll about this meter im sure they'll axe this feature if so.

                          It's only 2 points and people geek hard off of them. People have absolutely slaughtered me and the whole team flops, cuz I go after everything and I don't have like HoF anchor etc. I just peel off the ground and run back on D and bust them up on the other side.


                          I dislike some of the dunk meter stuff, esp people getting what I would consider poor release dunks (but I haven't used meter yet so lol.) I mean, it seems harder to back someone in and green over them (gotta get top top green even w/ 95 close/height/masher) than it does to do the dunk stick.



                          I have no problem with the ani starting, but the fact that it drags you into a poster often sucks. Dude who said you get dunks all the time, I mean, I think it's true enough, but the hands or push in that you can do on D with a decent defender could stone wall someone or make them miss more than a stick dunk. It's like if I turn off lay up timing I miss every shot haha.


                          -Smak

                          Comment

                          • daveberg
                            MVP
                            • Sep 2008
                            • 2788

                            #88
                            Re: The Dunk Meter sucks.

                            It's not about the nature of the inputs. That I don't care about. I'm a Street Fighter Vet and have no issue with combos ;o) It's the fact I don't want that junk on my screen. It's an immersion killer. Toss a lob to Kemp and then a fat ugly square button prompt appears, obscuring the actual play itself. Get that mess out of here.

                            Just a simple toggle to turn off all meters would solve everything. If you play RP% that should account for the dunks, too. No mini games/pop ups.

                            Both sides would be happy then, the folks that love 'greens' and mini game timing could keep it, while others could simply shut it all off.

                            Job done.
                            -----------------------------------------
                            NBA 2K Retro Hoops gameplay

                            Comment

                            • amioran
                              Rookie
                              • Oct 2019
                              • 71

                              #89
                              Re: The Dunk Meter sucks.

                              Originally posted by ILLSmak
                              Dude who said you get dunks all the time, I mean, I think it's true enough, but the hands or push in that you can do on D with a decent defender could stone wall someone or make them miss more than a stick dunk. It's like if I turn off lay up timing I miss every shot haha.
                              You don't get "dunks all the time", at all, even with skilled dunks. If the defender has good interior defense - and especially a high anchor badge level - and/or is positioned well, 99% of the times forcing a dunk will either miss badly (as the timing window will be too small to be able to make it) or even more probably you will lose the ball on the gather. Even using skilled dunks requires a certain awareness as you need some space from the defender and you need to be at the right angle/having the defender in the right position for the dunk not to fail.

                              In reality skilled dunks are much more viable in park than they are in 5 vs 5 scenarios (surely in the park skilled dunks are the meta of the game this year around), but sometimes you can perform pretty nasty highlight plays with them in a NBA setting.
                              Last edited by amioran; 03-10-2023, 04:10 AM.

                              Comment

                              • ILLSmak
                                MVP
                                • Sep 2008
                                • 2397

                                #90
                                Re: The Dunk Meter sucks.

                                Originally posted by amioran
                                You don't get "dunks all the time", at all, even with skilled dunks. If the defender has good interior defense - and especially a high anchor badge level - and/or is positioned well, 99% of the times forcing a dunk will either miss badly (as the timing window will be too small to be able to make it) or even more probably you will lose the ball on the gather. Even using skilled dunks requires a certain awareness as you need some space from the defender and you need to be at the right angle/having the defender in the right position for the dunk not to fail.

                                In reality skilled dunks are much more viable in park than they are in 5 vs 5 scenarios (surely in the park skilled dunks are the meta of the game this year around), but sometimes you can perform pretty nasty highlight plays with them in a NBA setting.
                                At least you know if people got hof anchor they are prol trash at most other things haha. But yea hof anchors are tough. Menace plus anchor yikes. Almost nobody runs menace, strangely.

                                But you guys got as good of a chance as any of us at scoring on them if u know what ur doin.

                                -Smak

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