I know the shotstick can be made more deep to fully control our dunks, but that would also mean more complex and that would not appeal to the average gamers, so 2k went the other direction instead. But I suggest the following ideas to be both appealing to average gamers and hardcore fanatics.
Let me first describe what I believe to be total control, or what is the exact opposite of total control. The current control scheme allows us to pick dunks in categories, but dunks belonging to the same category could be very different. For example, if I'm not mistaken, the left direction is for flashy dunks, but don't you think that a windmill is very, and I mean VERY, different from that reach back dunk where the dunker grabs the rim with his off arm first or the no look D-Brown dunk? Can't find a name for that off arm grab rim dunk, but I think you know what I'm talking about. These are all flashy but totally different. If pulling left will randomly result in either one of these dunks, then I get no sense of control whatsoever.
Now lets get to the main idea of my thread - categorizing the right dunks into a group. Forget flashy, power, reverse, or basic. I think we will get a more sense of control when we can control whether we want to dunk it with our left hand, right hand, two hands, reach back ONE hander, or reach back TWO hander. Don't worry, I'm not leaving out the more creative dunks, just that I'm talking about it later. In the NBA, what are the chances of doing a windmill in game? I would say only 3-4 are dunk within a season, but I'm not calling for anything that drastic. I'm more concern with dunking in traffic. Now in traffic, the controls to pull off dunks should be very very very very simple, because just like in real life, you don't have any time to think or pull off a combination of buttons or rotations on the stick. And because it is traffic, you can't dunk just however you wish to, that is why it really is not an option, or at least a successful option if you choice the wrong on. For example, if you just blow pass your defender from the left wing (picture you driving to the basket dribbling with RIGHT hand, while your defender is chasing you from the left) now is it smart to dunk with your left hand in that situation? I think not. That is why my suggestions not only are more creative, allows way more control, but also add another level of realism by bring real mechanics from the real thing into this virtual world.
So it's simple being the key:
My first proposal for simpler dunks:
* pull right = right handed one hand dunk. Example, the statue of liberty, where the dunker spread his right wing to the right - Lebron if you don't see what I mean. Of course, there can and should be a number a varieties of right handed on hand dunks, but look at the overall similarities between these dunks - there are all right handed one hander dunks.
* pull left = left handed one hand dunk. Example, the statue of liberty, where the dunker spread his left wing to the left - Lebron if you don't see what I mean. Of course, there can and should be a number a varieties of left handed on hand dunks, but look at the overall similarities between these dunks - there are all left handed one hander dunks.
* pull down = a reach back one hander (I suggest a default probability of 80% - 20% of dunking with either the left or right hand depending on what hand the dunker is best at). Picture VC's dunk over Zo or his 45 degree turn reach back against the Bulls if you saw it. Again, there should be a variety of this dunk...
* pull up = Two handed dunk. A number of variety too.
Second Proposal for simpler dunks:
We have two modifiers, remember? The left and right shoulder buttons. And if now two modifiers are used for the dribblestick, where is the logic of only using one modifier for the shotstick? This would even give us more control, as it is only logical if one modifier is used, we should be dunking with one hand and if two modifiers are used, we should be dunking with two hands...awww? If this is what 2k will opts for, just follow the mechanics of my first proposal to govern both one modifier dunks and two modifier dunks and we should be set.
As for the more creative, flashy, and jaw dropping dunks, it is, in both reallife and virtual , more difficult to pull off. So having executing of it becomes more complex, wouldn't it only make sense? And keep in mind that this is a sim basketball game, and thus are suppose to follow the rules to the game. That would be windmills, double pumps....etc... be done in the fastbreak 99% of the time. And if it is done in the fastbreak, wouldn't a more complex control mechanic be more reasonable and easier? And if they wish to try a windmill or reverse in traffic, wouldn't it only make sense for it to be more difficult to pull off and be successful at it?
My first proposal for complex dunks:
I suggest the rotation of the stick. Simple as that. 360 = 360 dunk. 180 = reverse or windmill......etc.....
My second proposal for complex dunks (if 2k picks my first proposal for simpler dunks):
This would be simpler - no rotations.
If 2k is not going to use the left modifier for two handed dunks, then why not use that for the flashy dunks with simpler combinations of pulling the stick to the left, right, or up? I would say 4 flashy dunks be more than even. Reverse, windmill, between the legs, and two handed double pump. Plus don't forget the 360 dunk with a full rotation. That's 5.
So if 2k takes my suggestions, it will either be:
Proposal 1 simpler dunks with proposal 2 complex dunks
or
Proposal 2 simpler dunks with proposal 1 complex dunks
Thanks for ready, I hope by a developer.

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