Great Ideas from the 2kforums (part1)

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  • Incorruptible
    Rookie
    • Aug 2007
    • 74

    #1

    Great Ideas from the 2kforums (part1)

    If you're a developer, please take the time.

    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.
    Developer, if you haven't had the chance to read this in the 2kforums, read it now.
  • Incorruptible
    Rookie
    • Aug 2007
    • 74

    #2
    Great Ideas from the 2kforums (part2)

    I have never ever seen in any basketball game where they have the guards post and ask for the ball down low. Kobe, Pierce, Vince, Tracy, they all back their defenders and call for the ball with their back to the basket. And either they backdown and power their way to the basket or use the triple threat and do up their defender. Bottom line, (the AI) guards should have the post game.
    Again, I've just recently found out that 2k devs come here instead, so...

    Comment

    • Incorruptible
      Rookie
      • Aug 2007
      • 74

      #3
      Creative I deans from the 2kforums (part3)

      Let me clarify that when i say dunk adjustment that i don't mean adjusting the dunk into a layup, I meant adjusting the dunk into an altered dunk. And I think to make it realistic, we must limit the creativity of the altered dunks. Maybe something like a double clutch, or pull left or right or back to avoid the block. The control combinations should be simple. Bearing in mind that we can only adjust a dunk to another dunk, and not layup into a dunk. If we keep the right trigger while pushing the stick after your player is already in the air in a dunk motion. If the right trigger is not pressed while changing the dunk, then it will be a layup.

      I don't think I have to describe mid-air layup adjustments, we all know. Bring it back!
      Why did the took this feature out to begin with baffled me to this day.

      Comment

      • Incorruptible
        Rookie
        • Aug 2007
        • 74

        #4
        Great Ideas from the 2kforums (part4)

        I am talking about the playbook plays. some lengthy plays are almost never successful because the AI just runs are designated path and sets the screens at a designated time and spot. One play in particular where the PG is suppose to pass the ball to the SF at the wing and then cut through a screen set by the PF at the key is one that is almost impossible to do because the PF doesn't wait for the PG to pass and cut to the pick. The PF will just set the screen, whether or the PG is cutting though it or not, at the designated time and spot. And there are times when the cutter's defender don't make any contact with the screener at all because the cutter is running 3 feet away from the screener. Your coach will tell you to bump shoulders to shoulders with your screener when cutting through the screen.

        So what I'm trying to say is make the AI recognize the situation, instead of having it designated for a particular path they are suppose to run through, designated spot they are suppose to set the pick, and designated time they are suppose to set it.

        I don't think it's that hard to accomplish now that it is next gen.

        And please give the players some energy while running or cutting when they are in a setplay motion. Like, there is this play that was design to have my big men having the ball in the post while VC suppose to slash through the middle to receive the ball for the stuffed, but instead he slides his feet like an old man side ways into the basket. WTF?!
        Move realistic movements is what he is trying to say.

        Comment

        • dossier
          Banned
          • Oct 2006
          • 2272

          #5
          Re: Great Ideas from the 2kforums (part4)

          Why didn't you make it into one topic?

          Don't be surprised if all these threads get closed.

          Comment

          • garnettrules21
            MVP
            • Oct 2003
            • 2392

            #6
            Re: Great Ideas from the 2kforums (part1)

            You couldn't have just made four posts??? Would have been a lot easier than 4 separate threads and clog up the forum.

            Comment

            • Psyblast
              2023 National Champions
              • Jun 2003
              • 42584

              #7
              Re: Great Ideas from the 2kforums (part1)

              Merged all four threads together. Don't clutter the forum with 4 separate threads that involve the same topic.

              Comment

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