NBA 2K24 Gameplay Enhancements Revealed with Trailer

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  • vetmin
    Pro
    • Sep 2019
    • 955

    #226
    Re: NBA 2K24 Gameplay Enhancements Revealed with Trailer

    Originally posted by VDusen04
    I took that to mean in relation to signature movements (so ProPlay wasn't/can't be applied to capturing, say, Hakeem's precise Dream Shake) but it sort of sounds like ProPlay was also used to broaden the game's general animation base, which would seemingly affect what it looks like when classic players play as well.

    Not to mention, perhaps some of those signature motions applied to modern players could be assigned to classics if there's applicable similarities.
    I was just replying to the notion that we’re still waiting to see what has been added specifically for classic players. To me it’s a given that a general increase in animations is a good thing for all players.

    Comment

    • vetmin
      Pro
      • Sep 2019
      • 955

      #227
      Re: NBA 2K24 Gameplay Enhancements Revealed with Trailer

      Originally posted by AIRJ23
      This whole proplay vs mocap thing sounds like an ocd nightmare for roster creators lol. I wonder if proplay animations will be specified as such in the sig list.

      I can see myself driving myself nuts deciding if I should equip classic players with proplay animations or keep them with mocap animations that are already designated to them etc. lol

      I dunno if I can handle that. I’m really hoping I can just hold on to 2K23 until 2K25 comes out since I imagine proplay will be much more expanded and fully integrated by then.
      My impression is that you literally won’t be able to tell which animations are which (except by quality). ProPLAY sounds like 2K’s new tech for capturing animations, but once they’re in the game, they’re just animations like all the mo-cap ones. As in 2K23 and older games, certain animations will likely be tethered to the player’s ID code (like how Steph chews his mouthguard but you can’t assign other players to), and it sounds like ProPLAY will add significantly more, but I would expect everything that’s been editable in the past to be editable in 2K24.

      In other words, when editing LeBron’s jumper, I don’t think it’s a choice between some fixed ProPLAY animation vs. the standard approach (Base, Release 1, Blend, Release 2). Probably it will still just be the latter, it’s just that the actual bases and releases will be of ostensibly higher quality since they were captured via ProPLAY as opposed to mo-cap. They probably haven’t ProPLAY’ed all players though, and I’m sure the Sig Edit thread will outdo even the ProPLAY animations for many players. I’m optimistic that the general quality will improve, but the community will probably edit as much as they do every year. I hope 2K doesn’t dispose of the mo-capped animations. The more options the better.
      Last edited by vetmin; 08-20-2023, 01:30 AM.

      Comment

      • Vni
        Hall Of Fame
        • Sep 2011
        • 14832

        #228
        Re: NBA 2K24 Gameplay Enhancements Revealed with Trailer

        Thank you Czar for dropping by.

        Comment

        • Vni
          Hall Of Fame
          • Sep 2011
          • 14832

          #229
          Re: NBA 2K24 Gameplay Enhancements Revealed with Trailer

          Originally posted by Lakers 24 7
          That's a bold statement, but I guess it depends on how you're defining regularly. The best shooters will average anywhere from 30-40% against tight defense.

          For example, last year, Dame was 33% from 3 and 37% from 2 against tight defense. Steph was 30% and 39%, respectively.

          IDK if I would consider that regularly making contested shots.
          That's pretty regularly to me. They're probably 50% on open shots.

          Comment

          • Peaceful dash 88
            Rookie
            • Sep 2018
            • 44

            #230
            Re: NBA 2K24 Gameplay Enhancements Revealed with Trailer

            Originally posted by Lakers 24 7
            That's a bold statement, but I guess it depends on how you're defining regularly. The best shooters will average anywhere from 30-40% against tight defense.

            For example, last year, Dame was 33% from 3 and 37% from 2 against tight defense. Steph was 30% and 39%, respectively.

            IDK if I would consider that regularly making contested shots.
            If I took those same contested shots with Dame and Steph in 2k would I be able to make them?

            Or would they register as a red percentage contest or a 100% contested smothered?

            2k's current contest system is a twofold problem

            The first being the "ghost contest" issue.

            2k never implemented a proper "hands down, man down" mechanic

            If your hands are not up to contest my shot
            my meter's green window shouldn't get nuked to nothingness just because a defender is standing in front fo me when I'm shooting (not to mention, my shoot meter timing speeds up x5)

            The second problem is what 2k constitutes as a "good contest"

            Spacing is the name of the game with 2k, but the court/players size is off (player models too big and the courts are too small)

            It's too easy to cover too much ground which renders most of the play calling/strategies useless

            Combine that with the distance needed to get off (what the game considers) a "open" shot and you get a game that lacks the natural nba basketball flow

            I know there is a difference in a 2k contested shot and a IRL nba basketball contested shot and I know all the variables that goes into a shot going in or missing is impossible to simulate in a video game

            But I feel like this aspect of nba basketball could be better simulated much closer to its IRL counterpart

            Maybe a start contest distance slider (to go along with jumpshots strength sliders)

            Or a major buff to the guard up badge

            Would love to hear your take/suggestions on this

            Thanks
            Last edited by Peaceful dash 88; 08-20-2023, 09:30 AM.

            Comment

            • MrFil23
              Rookie
              • Aug 2023
              • 57

              #231
              Re: NBA 2K24 Gameplay Enhancements Revealed with Trailer

              Originally posted by richmo
              (...) (also noticed the only way to change Defensive Boards settings is missing OTF and can only do it as you mentioned a while back in the menus with ACE off)
              Yes, me too. I really hope that ACE has been fixed and improved. There are a lot of bugs that exist in the next-gen versions that didn't exist in the current-gen versions.

              Originally posted by richmo
              (...)
              Last one big homie, are we close to a time where we have more emphasis on expanded coach settings? Ever since freelances have been added we've not been able to set them to a coach, has anything related to that been improved for the ability to set that?
              Yes, it would be great if we could assign all coach settings to coaches. But I would even suggest something better: being able to save all coach settings in a menu outside of matches, so that we can assign them more conveniently when playing Quick Play mode (or others). It's time-consuming to have to redo all those strategies at the beginning of each match. (I'm not sure if I'm being clear on that.)


              In short, all this information about pro play and defense is interesting, but it doesn't REALLY tell me what that means :
              "Lots of new controller settings this year. Separate toggles for Shots, layups, free throws, as well as control type (Pro Stick, Button)"
              So, layups and dunks will only be executed using the pro stick? Is there a new free throws system?

              Comment

              • Peaceful dash 88
                Rookie
                • Sep 2018
                • 44

                #232
                Re: NBA 2K24 Gameplay Enhancements Revealed with Trailer

                Originally posted by richmo
                Big Czar! Gotta say the biggest thank you for coming back in and tapping in with the sim family in an era where... ahhh nevermind, you know where I'm about to go lol

                A couple small questions. I noticed not much of a difference for transition offense/pace settings between Run in Transition and Crash Defensive Boards, mainly because unlike years before, the defense actually started a full sprint before the offense did which meant virtually no fastbreaks (also noticed the only way to change Defensive Boards settings is missing OTF and can only do it as you mentioned a while back in the menus with ACE off)

                Are there more tendencies and/or ratings?

                In relation to that, does the CPU AI finally utilize some of the tools the user has on offense, such as the manually "adjust layup", pass fakes, all the different post ivots, snake dribble, etc? Would love to see the CPU have the same treats as us.

                What exactly does the CPU consider a "threat level"? I'm just curious because I would love to see that expanded into different coaching types, such as a "double team aggressiveness" or "PnR defense adjustment aggressiveness"

                Last one big homie, are we close to a time where we have more emphasis on expanded coach settings? Ever since freelances have been added we've not been able to set them to a coach, has anything related to that been improved for the ability to set that? Would also love Series to be utilized by the CPU as well throughout the flow of a game.
                Basically all questions that I wanted to ask him myself. Lol

                I really wish they would finally make this a front-end user customizable thing

                This and conditional coaching adjustments would add so much to the strategic side of the game when playing/simming against the cpu

                Comment

                • alabamarob
                  MVP
                  • Nov 2010
                  • 3320

                  #233
                  Re: NBA 2K24 Gameplay Enhancements Revealed with Trailer

                  Originally posted by Peaceful dash 88
                  This is my biggest problem with 2k

                  The jumpshot contest strength is unrealistically over powered

                  Mike Wang percentage contest system is not how basketball works at all

                  Great shooters make highly contested shots regularly, regardless of how tight a defender play them while taking a contested shot

                  The current contest system promotes some of the left/right cheese tactics online because speed boosting away from a defender to get open for a shot is way more effective than using most of the sizeups that only gives small amounts of space to take a shot thats usually a contested miss

                  I think 2k needs a contested shot meter
                  A special shot meter (tougher to green)
                  Similar to the dunk meter that helps you get off contested shots by positioning your player correctly before shooting

                  That way the game still remains a bit skill based while also playing more authentic to real life play/flow

                  I am not sure if it was 21 or 22, but the shot aiming feature they added was perfect for dealing with contested shooting. It would be great to have a contested shooting badge that allowed for certain players to get the shot aiming feature from that 2k. It opened up all kinds of perimeter scoring options, once you learned how to do it.
                  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

                  Comment

                  • Da_Czar
                    NBA 2K Gameplay Producer, Offensive AI System - SIM NATION
                    • Jul 2002
                    • 5408

                    #234
                    Re: NBA 2K24 Gameplay Enhancements Revealed with Trailer

                    Originally posted by cch99

                    Also that just made me think of situational lineups. If CPU is trailing by say 7 with 40 seconds left are they bringing 3 point shooters off the bench. If they are leading by 7 are they bringing in better defenders or Free throw shooters. Or the old offense for defense subs on foul shots.
                    Unfortunately that was not apart of the design. We were uber focused on ending the issue with the AI subbing all five guys at a time. So the design reflects that. It's rare you can go in with a single year building something from scratch and go after everything you may want to. Best designs at least initially are focused on solving one or two main issues.

                    If your engineer is nice then it gives you an open ended base to build from. But that all depends on priorities and time. While he is working on this he was not working on all the other stuff you guys request and I want to put in. This was a huge part of his year if you can believe it or not. So I had to sacrifice a lot of potentially great stuff but I felt after all this time it was worth it.
                    Catch me on that #SimNation #SimHangOut Friday's @ 10:00 pm est https://www.youtube.com/playlist?lis...N7yxMiElOpMl_B

                    Comment

                    • Da_Czar
                      NBA 2K Gameplay Producer, Offensive AI System - SIM NATION
                      • Jul 2002
                      • 5408

                      #235
                      Re: NBA 2K24 Gameplay Enhancements Revealed with Trailer

                      Originally posted by Pray_iv_m3rcy
                      Hey man besides animations do you have any insight on the complications with trying to alter the body types? Is there something us consumers are not taking into consideration that makes this a bigger hurdle than we realize?
                      Art and their tech and struggles are really above me fam. Its really black box over there LOL. And they are stick of us producers asking them about 2k14 lighting, body types and player court size. So we have to tread carefully.
                      Catch me on that #SimNation #SimHangOut Friday's @ 10:00 pm est https://www.youtube.com/playlist?lis...N7yxMiElOpMl_B

                      Comment

                      • YannisLB
                        Rookie
                        • Aug 2017
                        • 212

                        #236
                        Re: NBA 2K24 Gameplay Enhancements Revealed with Trailer

                        Originally posted by Da_Czar
                        Unfortunately that was not apart of the design. We were uber focused on ending the issue with the AI subbing all five guys at a time. So the design reflects that. It's rare you can go in with a single year building something from scratch and go after everything you may want to. Best designs at least initially are focused on solving one or two main issues.

                        If your engineer is nice then it gives you an open ended base to build from. But that all depends on priorities and time. While he is working on this he was not working on all the other stuff you guys request and I want to put in. This was a huge part of his year if you can believe it or not. So I had to sacrifice a lot of potentially great stuff but I felt after all this time it was worth it.
                        Hi Czar!

                        I have a specific questions regarding AI on MyCareer, my issue is the next one: Teammates on HOF Mycareer doesnt have any personality and misses all the shots. Doncic turned into a brick specialist, as well a Steph Curry and doesnt play his usual self. I mean I get we should become the star but I would like to have teammates with realistic playstyle and that can scores open and enjoy.

                        I realised that they're shot timing was often realllyyy off on HOF

                        Did you guys have worked on that with the new features? Question can also apply to opponent AI and agressivness of the superstar

                        Thank you very much

                        Comment

                        • Da_Czar
                          NBA 2K Gameplay Producer, Offensive AI System - SIM NATION
                          • Jul 2002
                          • 5408

                          #237
                          Re: NBA 2K24 Gameplay Enhancements Revealed with Trailer

                          Originally posted by cch99
                          Also that just made me think of situational lineups. If CPU is trailing by say 7 with 40 seconds left are they bringing 3 point shooters off the bench. If they are leading by 7 are they bringing in better defenders or Free throw shooters. Or the old offense for defense subs on foul shots.
                          I like this idea. For me the design issue I would struggle with is for all the different starting/closing lineups that are out there or are possible in MyNBA, how can we be certain bringing in a shooter who may be a poorer defender and lower rated player is better than leaving that current unit on the floor.

                          Trying to do that consistently and have a majority of users agree with that decision feels like it could be an issue. The possible win there feels like a wash with just getting the 3 point shooter you have on the floor who is probably a better overall player some shots. Not to mention how much time it would take to get that working half-right.

                          Just my initial thoughts.
                          Catch me on that #SimNation #SimHangOut Friday's @ 10:00 pm est https://www.youtube.com/playlist?lis...N7yxMiElOpMl_B

                          Comment

                          • Peaceful dash 88
                            Rookie
                            • Sep 2018
                            • 44

                            #238
                            Re: NBA 2K24 Gameplay Enhancements Revealed with Trailer

                            Originally posted by alabamarob
                            I am not sure if it was 21 or 22, but the shot aiming feature they added was perfect for dealing with contested shooting. It would be great to have a contested shooting badge that allowed for certain players to get the shot aiming feature from that 2k. It opened up all kinds of perimeter scoring options, once you learned how to do it.
                            I agree with this 100%

                            That was the point I was trying to make

                            I don't won't to make the game more easier (it's quite the opposite actually) I just hate the idea of any shot being a100 percent miss because that's very unrealistic to me (I feel the same way about greens being 100% make)

                            At the very least, give us a little more control over making a contested shot and gate the chances of making the shot behind a different meter for contested shots or some type of new shooting mechanics when contested (still include other factors like badges,attributes ect)

                            This would take some of the rng out of taking contested shots and replace it with a little bit more user skill/user input

                            Comment

                            • Da_Czar
                              NBA 2K Gameplay Producer, Offensive AI System - SIM NATION
                              • Jul 2002
                              • 5408

                              #239
                              Re: NBA 2K24 Gameplay Enhancements Revealed with Trailer

                              Originally posted by kolanji
                              Not to be that guy in the room but nab live 19 had a good understanding of how to get great results with facing up defensive assignments…they used a lock on system holding down the L Trigger and if u wanted to guard the ball handler not locked on to just go to that player with the ball hold L1/LB to switch
                              wonder if 2k experimented with this concept?

                              It worked stupendously and look great with all the collision animations!!!!
                              Different systems different benefits and different limitations different implementations. They sacrificed things to get that done. You also could not separate from the defensive player unless you used the mechanic offensively. this is how you engaged in their mini-game.

                              We prefer more free form movement. They also don't allow you to crowd the dribbler they don't even have a crowd mechanic. There are major philosophical differences between how we handle things and how they handle things. So a one to one comparison is really not even possible IMO.
                              Catch me on that #SimNation #SimHangOut Friday's @ 10:00 pm est https://www.youtube.com/playlist?lis...N7yxMiElOpMl_B

                              Comment

                              • VictorMG
                                Pro
                                • Jul 2021
                                • 677

                                #240
                                Re: NBA 2K24 Gameplay Enhancements Revealed with Trailer

                                Originally posted by alabamarob
                                I am not sure if it was 21 or 22, but the shot aiming feature they added was perfect for dealing with contested shooting. It would be great to have a contested shooting badge that allowed for certain players to get the shot aiming feature from that 2k. It opened up all kinds of perimeter scoring options, once you learned how to do it.
                                I still have no idea how to use this feature, lol

                                Comment

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