NBA 2K23 Gameplay Details and Improvements Revealed

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  • Baebae32
    Pro
    • Nov 2015
    • 880

    #91
    Re: NBA 2K23 Gameplay Details and Improvements Revealed

    Originally posted by vannwolfhawk
    You bring up an interesting point that I’d never really thought about as far as 2k passing goes. Obviously the GOD mode and icon passing make it even harder, but I can get behind this as far as the cross court passes going in the opposite direction to the weak-side corner on a drive because I saw help should not be a bullet if I’m throwing that pass from the key. Now, if I waited to throw a baseline drift skip pass ala Steve Nash that was also dependent on the angle that I’m moving in then it could also factor in to the speed it gets there. Maybe the same if passing out of a hip ride maybe making the pass slower. I think your comparison to madden in this respect as far as Robo quarterback throws on a laser across body and field is very similar and great comparison how it kills realism. This in itself would help rotations and scrambling from over help defense. I think maybe with the shot contest system in place you could piggyback and use same type of system to implement for passing as well as for contested or not? Interesting thought…
    Definitely think that its unappreciated in this game how hard it is to throw cross-momentum pinpoint lasers with a guy on your hip. Icon passing is too forgiving in my opinion and gives the offense an extreme leg up on the defense since there is no in game of equivalent of being able to read where the pass is going before it is thrown.

    My ideal system would be that when attempting what would be contested passes the only icons that you have availabe are the ones that are within your players "vision cone". This vision cone and subsequent available icons would be a function of passer ratings and passing badges of course. And the passes that are further away from the player would travel at a slower speed in the air (which opens up the door for new passing badges to circumvent this)

    May be a bit too "realistic" for some of the 2k community but i think it adds an extra challenge to the game. This would disallow taking bismack biyombo or a similalr low skilled passer and being able to make the same passes as you can with the steve nash, magic johnson and jokic type players. Decreased speed and availability on cross court icon passing would also separate the high iq guards (referring the player behind the sticks in the instance) from the players that dribble into trouble and are bailed out unless the pass is intercepted by the defense.

    Admit this may be terrible game design but there is definitely an opportunity to advance passing mechanics in this game


    Edit:
    and lets not forget that pocket passes in the PnR and true back door bounce passes are absent as well
    Last edited by Baebae32; 08-03-2022, 09:08 PM.

    Comment

    • VDusen04
      Hall Of Fame
      • Aug 2003
      • 13029

      #92
      Re: NBA 2K23 Gameplay Details and Improvements Revealed

      Originally posted by Baebae32
      Definitely think that its unappreciated in this game how hard it is to throw cross-momentum pinpoint lasers with a guy on your hip. Icon passing is too forgiving in my opinion and gives the offense an extreme leg up on the defense since there is no in game of equivalent of being able to read where the pass is going before it is thrown.
      I'm only quoting a small portion of your post for the sake of space but I love your ideas regarding passing. The ease in which passes can be threaded from point A to point B in basketball video games is not something I've taken a whole lot of time to consider over the years. The game already accounts for passing after leaving one's feet, passing into crowds, and trying a flashy pass with a low rated passer. But finding a way to put a realistic twist on those cross-court, cross-momentum, no look passes from the post to the corner sounds sublime.

      Originally posted by vannwolfhawk
      That’s where 2k in the past 4 years has band aid fixed the defense to hide the real core issues behind it. So, I know how they tend to fix things and hide flaws. So I am not very optimistic for that reason alone. I know everyone always loves the defense out of the box and it’s tough but it’s not realistic. Hasn’t been for years.
      This may be the number one thing that's driven me crazy with this game over recent years. At no point in my basketball life has a dribble angle toward an open space just led to me constantly being brick walled back to where I came from until I finally dribble spammed enough to make my defender stumble into a different area code.

      I've always been partial to the feel of hip rides in this game. But as covered, the flip side is, can your game's defensive schemes account for that? I really would just like to get back to a point where I feel like I trust my basketball instincts again in that regard.

      Comment

      • mfdoom911e
        Pro
        • Nov 2017
        • 564

        #93
        Re: NBA 2K23 Gameplay Details and Improvements Revealed

        Originally posted by KobeDropped81
        2k23 gameplay clips

        <iframe width="560" height="315" src="https://www.youtube.com/embed/Kc3twythomA" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
        the clip with Draymond Green on defense is not good. why they dont have weight in them and force when hitting the floor to move around . they both move so fast and skipping a lot of the floor.

        Comment

        • Kperk
          Rookie
          • Oct 2021
          • 62

          #94
          Re: NBA 2K23 Gameplay Details and Improvements Revealed

          Originally posted by scottyp180
          Haven't finished reading but had complain a little. They really spent years developing tech for rim hangs? Can't help but feel there are more important areas of the game to spend time on. People have been asking for improved body models for years. Has anyone ever once said anything about the game needing improvements and controls for rim hangs?

          I'll update this comment after I finish reading. Looks like there is a lot here. But that's a little thing that irks me.

          Edit: I like a lot of what I read. Sounds very promising but we'll see how it plays in execution and, of course, what adjustments are made post launch.

          Also sounds like I'm going to have to spend time in 2KU, per usual, to learn all the new controls. Hopefully there is a demo this year that lets us play around in 2KU.
          I swear Embiid and Mitchell Robison look like tooth picks compared to RL body types same Model for pass 3/4 years

          Comment

          • Kperk
            Rookie
            • Oct 2021
            • 62

            #95
            Re: NBA 2K23 Gameplay Details and Improvements Revealed

            Hell with that Did they fix the fouling system???? because I swear sometime i be playing NFL STREET a foul is a foul idc who it is Blow the dam whistle

            Comment

            • dvir10
              Pro
              • Jul 2009
              • 502

              #96
              Re: NBA 2K23 Gameplay Details and Improvements Revealed



              Just saw this chart the Mike Wang published... does that mean that players like T-mac, Nash and Bosh will have their sig-shots back in the game?!

              Comment

              • ataman5
                MVP
                • Jun 2007
                • 2620

                #97
                Re: NBA 2K23 Gameplay Details and Improvements Revealed

                Originally posted by Baebae32
                Definitely think that its unappreciated in this game how hard it is to throw cross-momentum pinpoint lasers with a guy on your hip. Icon passing is too forgiving in my opinion and gives the offense an extreme leg up on the defense since there is no in game of equivalent of being able to read where the pass is going before it is thrown.

                My ideal system would be that when attempting what would be contested passes the only icons that you have availabe are the ones that are within your players "vision cone". This vision cone and subsequent available icons would be a function of passer ratings and passing badges of course. And the passes that are further away from the player would travel at a slower speed in the air (which opens up the door for new passing badges to circumvent this)

                May be a bit too "realistic" for some of the 2k community but i think it adds an extra challenge to the game. This would disallow taking bismack biyombo or a similalr low skilled passer and being able to make the same passes as you can with the steve nash, magic johnson and jokic type players. Decreased speed and availability on cross court icon passing would also separate the high iq guards (referring the player behind the sticks in the instance) from the players that dribble into trouble and are bailed out unless the pass is intercepted by the defense.

                Admit this may be terrible game design but there is definitely an opportunity to advance passing mechanics in this game


                Edit:
                and lets not forget that pocket passes in the PnR and true back door bounce passes are absent as well
                We need manual passing. I've been telling this for as long as i remember, Fifa has it for years and i'm one of those of manual control players in that series,too. You power it, you curve it, you direct it and the receiving player has different variety of catching it and a whole lot of animations taking part based on the different varied passes and catches and ofcourse the players attributes of passing and catching totally related.

                But 2k is always bothered with shot meter, dunking innovations over and over and over and over, they reinvent the wheel year after year yet; they never bother or we never see beluba talking about the first and foremost fundamental of the game "passing" on the courtside. We have 4 seperate buttons to pass yet no real control or dynamic interactions of whats to come next with varied passes. I'm not saying they never touched on passing, there has been some touches over the years. (Those 2k lovers please don't come at full force by saying they added bounce pass, there is handoff, lol i know all, i've been with the series from the start.)

                And for those who are skeptical about powering a pass and say it's hard bcs it takes time to power, then how do we have a sshot meter and it takes time to shoot, right? It's about how you adjust the game movement speed and base that design to the passing as well, it's not really that different at all.

                Short powered needs to go to closest with the direction and sometimes snappier sometimes not based on the right amount of power you put in and player attributes, so then you decide how that pass goes bounce, lob etc but powering is there and it may lead to a whole lot of varied consequences of the defense fumbling in there on the catch time etc and the catching player, then you will get a whole lot of natural turnovers,too as well as solid catch and shoots feeling different or anything, the game will open for a good hard decision based "real competitive" basketball game that 2k loves the terminology "competitive" so it's there with this but yea, it's hard to have the good fight here but it's what it is.

                PS: Think about this,too it may certainly improve pick and rolls,too even now with 2k22 if the system was in on the defensive side naturally; as the pass can't always be a great one to the roller, and that is also a thing of a basketball fundamental, playing the pick and roll and passing rightfully to roller so that is totally missing in the game and that way the hedge man can have an advantage with which we wouldn't have this much trouble in 2k22 pick and roll defense where the roller gets easy layin easy catching with auto passing 90% of the time when pr played on the top.
                Last edited by ataman5; 08-04-2022, 04:14 AM.

                Comment

                • ataman5
                  MVP
                  • Jun 2007
                  • 2620

                  #98
                  Re: NBA 2K23 Gameplay Details and Improvements Revealed

                  Originally posted by vannwolfhawk
                  Lol! I know I know I tend to go on and on but at the same time there is so much left unaddressed so it just ended up long winded but all things that imo need to be touched on at the very least.

                  To be honest in years past I’ve defended 2k and liked the direction that they were going. Ever since 18 though ACE has had a negative effect for offline gamers as far as realism goes & I can’t really defend their direction like I once could.

                  To your point though & my concern with the optimism & I know you can feel me here with all the testing that you do to movement sliders. We all know how 2k handles their on ball defense. Besides 2k18 it has always been unrealistic as far as bumping ball handlers with no freedom of movement. The 1st thing I do is fix all that through sliders to create hip rides & realistic on ball off d movement & freedom of movement like irl. The problem though is when we do that is the fundamental help d, rotations, scramble logic behind it realistic & able to handle it? That’s where 2k in the past 4 years has band aid fixed the defense to hide the real core issues behind it. So, I know how they tend to fix things and hide flaws. So I am not very optimistic for that reason alone. I know everyone always loves the defense out of the box and it’s tough but it’s not realistic. Hasn’t been for years.

                  Anyways, A quick example is with the ACE defense for players having the ability to now adjust & read how we are playing. Ok cool that sounds good to me. But does that mean they start to anticipate to cut us off and create a bump animation and then stop us in our tracks like years past? But what if we eliminate that because we want true to life freedom of movement? Will that still carry the same intended results? I’m gonna venture to say no. So, it’s either play the game the way they made it and intended it to be played or nothing at all. But how they typically handle this I can’t play the game like that as it’s not realistic or fun.

                  I just would have rather heard them talk about rotations, closeouts, & scramble situations which is where all the core issues have been for years. I’d have loved to hear them talk about help not coming from the strong corners. How they fixed it & why it was happening, etc. in years past we only saw ACE adjust after a timeout. Can it now adjust on the fly? Or can I run the same thing 5x in a row and hit wide open shot after wide open shot until the cpu calls a timeout and switches their ACE to counter us. Then they take away shooters and then we drive to hoop for no help layups now until the next timeout? Is ACE dynamic and makes changes possession to possession & on the fly? I truly hope your right though and they spent this cycle fixing ACE so teams can scheme and play like themselves on both sides of the ball!

                  I just bring all this up because it’s been 4 years of the same thing.
                  Ohh i couldn't agree more about what you think of ACE which to me has to be destroyed for good and no more ace please in 2k...

                  Which i've explained in detail what i think ACE does mean to me here on this post below.



                  Adaptive my a..

                  Comment

                  • Smirkin Dirk
                    All Star
                    • Oct 2008
                    • 5179

                    #99
                    Re: NBA 2K23 Gameplay Details and Improvements Revealed

                    RIP my 65 page word doc of sig jumpers I’ve been building up since 2015.


                    Sent from my iPhone using Operation Sports
                    2022 'Plug and play' sim roster (XBX)

                    Comment

                    • daveberg
                      MVP
                      • Sep 2008
                      • 2788

                      #100
                      Re: NBA 2K23 Gameplay Details and Improvements Revealed

                      I fear this'll be another day 1 purchase, 2nd day return.

                      Looks like you'll be pulling off Mortal Kombat fatality control inputs just to dunk or lay the ball up. Just convoluted at this point.

                      Signature passing sounds nice, and the fact there's more dribble animations, but still, in a league full of hundreds of players, only 30 plus dribble packages to choose from isn't exactly going to set everyone apart from eachother.

                      I guess I expected too much from this generation of consoles.

                      Still waiting for an entry that's going to tear me away from 2K16 and 2K20.
                      -----------------------------------------
                      NBA 2K Retro Hoops gameplay

                      Comment

                      • tru11
                        MVP
                        • Aug 2010
                        • 1816

                        #101
                        Re: NBA 2K23 Gameplay Details and Improvements Revealed

                        Havent read anything about fixing matchmaking though.

                        Either REC AI needs a severe upgrade or just seperate squads from solo players orso.

                        Cant be bothered to go go yet another year playing solo against full squads with brain dead AI who dont even know their jump shot.

                        its a complete waste of time.

                        Comment

                        • The 24th Letter
                          ERA
                          • Oct 2007
                          • 39373

                          #102
                          Re: NBA 2K23 Gameplay Details and Improvements Revealed

                          Actually love the idea of the spot up pass

                          but if holding b is now a quick cut “spot up pass” button, then I wonder where the dribble handoff is now mapped.

                          between that and the lead pass option coming back, the off ball defense has to be on point

                          Comment

                          • alabamarob
                            MVP
                            • Nov 2010
                            • 3341

                            #103
                            Re: NBA 2K23 Gameplay Details and Improvements Revealed

                            Originally posted by The 24th Letter
                            Actually love the idea of the spot up pass

                            but if holding b is now a quick cut “spot up pass” button, then I wonder where the dribble handoff is now mapped.

                            between that and the lead pass option coming back, the off ball defense has to be on point
                            All I do is run dribble handoffs. That feature better still be in the game. If they made it a quick command option that would work.
                            Psn: Alabamarob
                            Xbox: Alabama Rob

                            Youtube: 2k Hawks

                            Settings I play on.
                            Minutes: 12
                            Difficulty: HOF
                            Online or Offline player: Both
                            In a MLO: Yes

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                            • Mintsa
                              All Star
                              • Jul 2002
                              • 6668

                              #104
                              Re: NBA 2K23 Gameplay Details and Improvements Revealed

                              Originally posted by tru11
                              Havent read anything about fixing matchmaking though.

                              Either REC AI needs a severe upgrade or just seperate squads from solo players orso.

                              Cant be bothered to go go yet another year playing solo against full squads with brain dead AI who dont even know their jump shot.

                              its a complete waste of time.

                              Yup. Didn’t even touch REC this year. Took that wasted time and played online rated on the show…..great choice by the way!

                              Comment

                              • scottyp180
                                MVP
                                • Jun 2007
                                • 2204

                                #105
                                Re: NBA 2K23 Gameplay Details and Improvements Revealed

                                Originally posted by The 24th Letter
                                Actually love the idea of the spot up pass

                                but if holding b is now a quick cut “spot up pass” button, then I wonder where the dribble handoff is now mapped.

                                between that and the lead pass option coming back, the off ball defense has to be on point
                                I forgot that hold B/O was the dribble handoff command. Hope they didn't get rid of it. Does holding A/X do anything? Could that be used for dribble handoffs? I swear my control logic goes away when I don't have the controller in my hand

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