NBA 2K11 Developer Insights: Enhanced Control

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  • J_Posse
    Greatness Personified
    • Jun 2005
    • 11255

    #31
    Re: NBA 2K11 Developer Insights: Enhanced Control

    Originally posted by eko718
    Yeah, I anticipate more in-depth stuff as the weeks pass. They are habitually tight-lipped about the game from year to year... I guess its just gotten a bit old to me. Nevertheless, its more my impatience than anything else. The info revealed thusfar is very promising, which to me excites me more about the Jordan/old school implementation. It just would be real cool to me if they *showed what they are talking about through video as opposed to just talking about it, especially as it pertains to the new control scheme. There's time though.
    How are they habitually tight-lipped when their giving us more information and earlier than ever before?

    Anyway, I'm excited about the improved passing (the passer rating finally matters), fastbreak logic on offense/defense and better defensive control overall. Hopefully, we'll finally be able to tell the difference between Chris Paul, Tony Parker and Jonny Flynn's passing ability. We'll also hopefully be able to defend with the sort of skill a Thabo or Mbah a Moute does.
    San Antonio Spurs 5 - Time ('99, '03, '05, '07, '14) NBA Champions

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    • Vast
      MVP
      • Sep 2003
      • 4015

      #32
      Re: NBA 2K11 Developer Insights: Enhanced Control

      Great news in that insight.

      -Improved footplanting
      -Passing improved. (Differentiating good passers from bad ones) Fake passes
      -A.I. improved across the board.
      -Defensive movement improved, along with better blocks.
      -In air collisions improved. (in air collision even when drawing a charge.)
      -Hints at shot stick improvement
      "I'm addicted to Video Games, and i chase it with a little OS." -Winston Churchill

      Comment

      • fatleg3
        MVP
        • Aug 2008
        • 3602

        #33
        Originally posted by AD2084
        Woot the shiny bulls uniforms are back and in full effect once again!!! Man I can't wait for them to finally change that....anyway pretty decent read, not very in-depth as I would have hoped for but it works for now.
        At the end he says mike wang will go more in deoth in the future. I thought mike wang went to ea and live last year. I remember that being a big deal because he was suppose to bring some of the things that made 2k a good game over to live and add to it

        Comment

        • fatleg3
          MVP
          • Aug 2008
          • 3602

          #34
          Originally posted by AD2084
          Woot the shiny bulls uniforms are back and in full effect once again!!! Man I can't wait for them to finally change that....anyway pretty decent read, not very in-depth as I would have hoped for but it works for now.
          the bulls red unis are shinny in real life. Just like denvers light blue, and mil. green , and im sure theres more but i cant think of them now

          Comment

          • BlueNGold
            Hall Of Fame
            • Aug 2009
            • 21817

            #35
            Re: NBA 2K11 Developer Insights: Enhanced Control

            I think this is finally the year that they properly market the game to us. Looking forward to the videos and more news.
            Originally posted by bradtxmale
            I like 6 inches. Its not too thin and not too thick. You get the support your body needs.



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            • eko718
              MVP
              • Sep 2005
              • 2257

              #36
              Re: NBA 2K11 Developer Insights: Enhanced Control

              Originally posted by J_Posse512
              How are they habitually tight-lipped when their giving us more information and earlier than ever before?

              Anyway, I'm excited about the improved passing (the passer rating finally matters), fastbreak logic on offense/defense and better defensive control overall. Hopefully, we'll finally be able to tell the difference between Chris Paul, Tony Parker and Jonny Flynn's passing ability. We'll also hopefully be able to defend with the sort of skill a Thabo or Mbah a Moute does.
              This is not 'more information than ever before'. Its been the same process of keeping the game details close to the chest as years prior. We know about the Jordan challenge and some control changes, with like 5 photos. How is this 'more information than ever before'?

              Comment

              • HealyMonster
                Titans Era has begun.
                • Aug 2002
                • 5992

                #37
                Re: NBA 2K11 Developer Insights: Enhanced Control

                Originally posted by eko718
                This is not 'more information than ever before'. Its been the same process of keeping the game details close to the chest as years prior. We know about the Jordan challenge and some control changes, with like 5 photos. How is this 'more information than ever before'?

                because they are starting earlier. Look at Madden and NCAA man, I mean people cant even talk about Madden until August 2nd. Their developer diaries didn't come out weekly, they were just at random. 2K11 is getting diaries every week between now and October. Thats a lot of info to chew on, on top of what other sites will be reporting.

                Comment

                • reptilexcq
                  Pro
                  • Aug 2002
                  • 950

                  #38
                  Re: NBA 2K11 Developer Insights: Enhanced Control

                  They also need to make taking charges quicker and more responsive to command. I don't want to press the button and had to wait for the player to go through a charging animation....every single time.

                  Comment

                  • 2kfanatic
                    Rookie
                    • Dec 2008
                    • 437

                    #39
                    Re: NBA 2K11 Developer Insights: Enhanced Control

                    Finally something about defense, I really am looking forward to reduced PiP because of a tight D and not because of sliders or what not.

                    Comment

                    • nickdp23
                      Rookie
                      • Nov 2008
                      • 3

                      #40
                      am i the only one who noticed that booz is only wearing one sock. lol

                      Comment

                      • youvalss
                        ******
                        • Feb 2007
                        • 16599

                        #41
                        Re: NBA 2K11 Developer Insights: Enhanced Control

                        Originally posted by nickdp23
                        am i the only one who noticed that booz is only wearing one sock. lol
                        It's been discussed in the IGN preview thread. In my opinion, it's an issue of an early build, since there should also be a calf sleeve - and we already know there's a bug concerning the sleeve-sock (in 2K10). Also, he isn't wearing his forearm band. Gotta be something about an early build.
                        Last edited by youvalss; 07-31-2010, 12:59 AM.
                        My Specs:

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                        Comment

                        • bearschicago
                          Pro
                          • Jul 2008
                          • 674

                          #42
                          Re: NBA 2K11 Developer Insights: Enhanced Control

                          I actually really enjoyed the little details that were written. Some of the things that excited me:

                          That meant more response to controller input, less auto dribbling, and more weight/momentum.
                          In 2K10, running around the defender(with the ball) using turbo was the same speed as running straight at the defender. A physical impossibility. No more of that with more weight/momentum.

                          This is what I'm talking about:

                          <EMBED height=385 type=application/x-shockwave-flash width=640 src=http://www.youtube.com/v/QaPhp0bESng&hl=en_US&fs=1 allowfullscreen="true" allowscriptaccess="always"></EMBED>

                          Many of you have been clamoring for foot-planting technology. What we realized was that we all wanted a feeling of being planted on the ground, especially when making changes of direction.
                          Yes! Yes!! Yes!!! Maybe now this means momentum jumpshots will be added. Also jumpshots look different depending on how long you hold the button/shot stick.

                          All of this translates in appropriate movement models like backpedals, less jittering when making small adjustments, shading appropriately when necessary, etc.
                          Perhaps the bolded part is the animation I've been clamoring for awhile. The simple yet critical animation of offball defenders 'putting a hand on their man' which will reduce backdoor cuts/lack of resistance when heading towards the rim/lead pass abuse.

                          Additionally, we wanted to accurately replicate the feeling of getting a good block in the game. Due to the fact that blocking shots has been made popular again with the great chase down blocks that we’ve seen from Lebron, Wade, Kobe and others.


                          This means the AI CPU can now do canimation blocks(hoping for real-time blocks) human users can do. In the Draft Combine, the AI CPU was able to do canimation blocks but in 2K10 it was left out(probably to make the game easier).

                          Our AI, smart as it has been has been beefed up on both sides of the ball. We were able to spend good time adjusting transition and fast break behaviors, on both ends of the floor. We added smarter decision making from the AI ballhandlers, incorporating more attacking moves.
                          Very nice to see as the AI CPU was easy to exploit when you try to run-n-gun. They were too slow to react and they were predictable. Also nice to see more attacking moves from the AI CPU because in 2K10, they didn't use enough crossovers.

                          We have a new in air collision system that automatically adjusts and reacts to every situation, providing the game with a different experience every time you pick it up. This system provides accurate physical resolutions to in- air contact, as well as air to ground (say for example in a Take Charge) situations.


                          I'm sick of seeing the same canned layup animations and with the new in air collision, it will be a blast. Something different happens each time you drive. Which means more body adjustments/contact and perhaps more fouls such as a slap of the hand/arm.

                          Also probably means some of the hard fouls in 2K9 will return. Other than they won't be the same canned layup foul animations.

                          Passing was another area in need of a major upgrade. We wanted to differentiate good passers from bad ones both from a User standpoint and from a ratings standpoint.
                          At last, no more crazy accurate/bullet lead pass from every player.

                          Comment

                          • bearschicago
                            Pro
                            • Jul 2008
                            • 674

                            #43
                            Re: NBA 2K11 Developer Insights: Enhanced Control

                            I'm sure defense will have its own developer insight. Having said that, I just want a defense that incorporates the 'Ball/You/Man' concept everyone is taught.

                            With this programmed, help defense will be realistic/on time as well as help the helper.

                            Comment

                            • MarvellousOne
                              No need for Titles
                              • Sep 2005
                              • 1834

                              #44
                              Re: NBA 2K11 Developer Insights: Enhanced Control

                              Originally posted by fatleg3
                              the bulls red unis are shinny in real life. Just like denvers light blue, and mil. green , and im sure theres more but i cant think of them now
                              Nah they are not that shiny as how 2K has made them the last few years.



                              These are how they should look. 2K's version the red is still a bit off and it's too shiny, but that's a different discussion and I'm not too worried about it, it just stood out to me so I pointed it out earlier. Miami is another team in real life that has shiny jersey there black one.
                              Last edited by MarvellousOne; 07-31-2010, 03:12 AM.

                              Comment

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

                                #45
                                Re: NBA 2K11 Developer Insights: Enhanced Control

                                Originally posted by bearschicago
                                I actually really enjoyed the little details that were written. Some of the things that excited me:



                                In 2K10, running around the defender(with the ball) using turbo was the same speed as running straight at the defender. A physical impossibility. No more of that with more weight/momentum.

                                This is what I'm talking about:

                                <EMBED height=385 type=application/x-shockwave-flash width=640 src=http://www.youtube.com/v/QaPhp0bESng&hl=en_US&fs=1 allowfullscreen="true" allowscriptaccess="always"></EMBED>



                                Yes! Yes!! Yes!!! Maybe now this means momentum jumpshots will be added. Also jumpshots look different depending on how long you hold the button/shot stick.



                                Perhaps the bolded part is the animation I've been clamoring for awhile. The simple yet critical animation of offball defenders 'putting a hand on their man' which will reduce backdoor cuts/lack of resistance when heading towards the rim/lead pass abuse.



                                This means the AI CPU can now do canimation blocks(hoping for real-time blocks) human users can do. In the Draft Combine, the AI CPU was able to do canimation blocks but in 2K10 it was left out(probably to make the game easier).



                                Very nice to see as the AI CPU was easy to exploit when you try to run-n-gun. They were too slow to react and they were predictable. Also nice to see more attacking moves from the AI CPU because in 2K10, they didn't use enough crossovers.



                                I'm sick of seeing the same canned layup animations and with the new in air collision, it will be a blast. Something different happens each time you drive. Which means more body adjustments/contact and perhaps more fouls such as a slap of the hand/arm.

                                Also probably means some of the hard fouls in 2K9 will return. Other than they won't be the same canned layup foul animations.



                                At last, no more crazy accurate/bullet lead pass from every player.
                                Bears... Family... I love your passion. But this HAS to be the 5 or 6th time I've seen you go into these topics and points . I'm sure they have see it by now family. LOL I keep reading though the whole thing too expecting something different and its these same exact points. No disrespect at all but I truly believe you have gotten your point across.
                                Catch me on that #SimNation #SimHangOut Friday's @ 10:00 pm est https://www.youtube.com/playlist?lis...N7yxMiElOpMl_B

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