NBA 2K11 at E3: The Death of Isomotion
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Re: NBA 2K11 at E3: The Death of Isomotion
Guys...I'm shocked....I might make 2k10 a little long then I thought...SMHHands Down....Man Down - 2k9 memories
http://www.youtube.com/watch?v=4IHP_5GUBQoComment
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Re: NBA 2K11 at E3: The Death of Isomotion
http://www.youtube.com/watch?v=-xs7mt5u7m4
Here's a video I captured that shows what was wrong with isomotion. It wasn't an organic control scheme and it was becoming far too scripted. Look how bibby's cross was stopped by an invisible forcefield.
This alone shows how badly 2K11 needed a change in this specific area of the game.
Great post. That video is a perfect example of the invisible forcefield that doesnt allow for simple movement when trying to do simple isomotion moves. So many times I want to spin left or right but the invisible forcefield wont allow it.
Isomotion moves arent just about the offense player. In 2k10 they paralyze the defensive player and make him incapable of even laying a hand on the offensive player. The behind-the-back dribble is my go to move in 2k10 but, what is does to the defense, regardless of defender, makes the move kind of cheap.
In this video my behind-the-back dribble goes right through the defender.
So, yes I can perform some of the isomotion moves but sometimes execution winds up being ineffective(invisible forcefields) or too effective(morphing right through the defender).Comment
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Re: NBA 2K11 at E3: The Death of Isomotion
If they'd go back to the feel of isomotion from games past, like 2k7 and 2k8, then I would be a happy camper. The responsiveness that you felt from those games was excellent, and those are the last games that I felt "in control" of what I wanted to do with the rock.
There was no question on what I was going to perform, I made the movement on the L stick, and the right move was performed. It feels like all of that has been lost the past couple of renditions, and has went for more of a "press certain button combo's" and watch move play out.
Hopefully they can just take it back to the old responsive way of handling the rock. I just want an intuitive system that is responsive. Not a lot to ask for. Make it happen 2k.Twitter - WTF_OS
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Re: NBA 2K11 at E3: The Death of Isomotion
If they'd go back to the feel of isomotion from games past, like 2k7 and 2k8, then I would be a happy camper. The responsiveness that you felt from those games was excellent, and those are the last games that I felt "in control" of what I wanted to do with the rock.
There was no question on what I was going to perform, I made the movement on the L stick, and the right move was performed. It feels like all of that has been lost the past couple of renditions, and has went for more of a "press certain button combo's" and watch move play out.
Hopefully they can just take it back to the old responsive way of handling the rock. I just want an intuitive system that is responsive. Not a lot to ask for. Make it happen 2k.
100% agreeComment
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Re: NBA 2K11 at E3: The Death of Isomotion
If they'd go back to the feel of isomotion from games past, like 2k7 and 2k8, then I would be a happy camper. The responsiveness that you felt from those games was excellent, and those are the last games that I felt "in control" of what I wanted to do with the rock.
There was no question on what I was going to perform, I made the movement on the L stick, and the right move was performed. It feels like all of that has been lost the past couple of renditions, and has went for more of a "press certain button combo's" and watch move play out.
Hopefully they can just take it back to the old responsive way of handling the rock. I just want an intuitive system that is responsive. Not a lot to ask for. Make it happen 2k.
As someone said a few posts up, even with 2k10's Isomotion you can still go behind the back 24/7, so how would an "easier" system, like Live's for example, make cheesing worse? Really people, please stop prioritizing "anti-cheese-measurements" above crisp controls.
I play Live online quite a bit, and I've never once seen any rampant RS cheese. And if someone does... it results in a turnover, or double team is there to force a bad shot.Comment
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Re: NBA 2K11 at E3: The Death of Isomotion
If they'd go back to the feel of isomotion from games past, like 2k7 and 2k8, then I would be a happy camper. The responsiveness that you felt from those games was excellent, and those are the last games that I felt "in control" of what I wanted to do with the rock.
There was no question on what I was going to perform, I made the movement on the L stick, and the right move was performed. It feels like all of that has been lost the past couple of renditions, and has went for more of a "press certain button combo's" and watch move play out.
Hopefully they can just take it back to the old responsive way of handling the rock. I just want an intuitive system that is responsive. Not a lot to ask for. Make it happen 2k.Catch me on that #SimNation #SimHangOut Friday's @ 10:00 pm est https://www.youtube.com/playlist?lis...N7yxMiElOpMl_BComment
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Re: NBA 2K11 at E3: The Death of Isomotion
2k10's isomotion had good timing. You had to set moves up. Thats a good thing. That worked. It was also accurate. I normally got what I wanted. My issue was that it wasn't balanced. There still wasn't enough fumbles and picked up dribbles. Some isomotion moves, moved the defender automatically. That was the main issue I had.
I would not mind seeing it mapped to the right stick if we can keep the shot stick. Really I think changes have to start with the defense.Comment
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keeping the shot stick is a must. would it work if both were mapped to the right stick but holding the L Trigger was for dribbling and if you don't then you're using the shot sick? click the left stick for manually posting up?Comment
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Re: NBA 2K11 at E3: The Death of Isomotion
Thank the f'n Lord! Definitely one of my top five complaints with 2K9-10. Isomotion was tolerable a few years back but I was never in love with it. This is awesome news IMO."You make your name in the regular season, and your fame in the postseason." - Clyde Frazier
"Beware of geeks bearing formulas." - Warren BuffetComment
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Re: NBA 2K11 at E3: The Death of Isomotion
The lack of response I had with 2k10's Isomotion was the push in the coffin with that title. I could not play it for over a month or so, without getting aggrivated, and shelving it. Live was no better for me either, so I was left without a bball fix last year.
Come to look at it, the "feel" that was 2k which was getting stale to me, was actually the lack of a responsive dribbling and movement system. I was tired of pressing specific button combo's that didn't correlate to what was being shown on screen. Go back a few iterations of the title, and you'll find that you can perform the move you want, at the time you want... without worry that you're going to do the wrong move. Last year, I had to use two dribble modifiers, twirl the left stick 360 degrees, rotate the right stick in the shape of a star, press x four times repeatedly, followed by RB, LB, RT, LT, x, a, x, a then Start... to get a simple crossover. Exaggeration, yes... but dribble moves shouldn't come at the cost of pushing the right combination. We're not playing streetfighter. We just need a responsive dribbling system, that what you do with the stick, will somehow correlate to dribbling on screen. Live's dribbling system has been pretty good, but I prefer to keep the right stick as shot stick only. I don't want to mimic Live's system.
Asking for a lot? Yes... But it was almost perfect in years past.... and I feel that if they could just go back to what made Isomotion successful, then it'd prevent the game from getting stagnant/stale/scripted/canned/unresponsive/insert word here, and allow me to once again enjoy a stellar bball game, with stellar AI.
End of rant...Twitter - WTF_OS
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