Patch: Balancing 2k11 is going to take some precise game design.
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Because its already far more balanced than anything that’s come before. I’ve been taking notes as I play. I made a quick list with a little advice on how to make things more blanced when isnt as obvious as it was in the past.
First thing that stood out was the passing
Passing is unbalance mainly because the ratings suck and the long pass is calculated to be less difficult than a simple inbound pass. I almost feel like Zach or whoever does the ins and outs of the passing watched my Chopps better than 2k9 video and took the inbound thing too far. In that video I had a walk-on shooting guard throw a bad inbound pass but that was an extreme. It worked because the guy was a walk on who simply made the rotation because he could shoot and I was thin at SG. It was blooperish rare but the fact that it happened to a guy who was a one dimensional specialist showed character.
I’ve tried lowering hands and pass accuracy and it just highlights whats wrong as you see more inbound passes even to guys that are right next to the inbounder go astray while you can still throw 30 yard strikes out of a crowed of rebounders. Besides that I think the passing is solid. Its true the direction passing picks the wrong guy more often than in previous titles and unlike previous titles passing to the wrong guy usually means passing to the defense but I’m not sure how they could fix it and since we are forced to use icon passing much of the time anyway its an issue that could wait for 2k12. The pass accuracy and the ratings are more important.
The pass ratings need a little reason too. You can doctor the logic and sliders all you want. Bad ratings can throw everything off.
Give you an example from my Blazer rant at 2ksports
Camby 44 (not bad but wait)
Aldridge 35 He is a low risk low reward passer. Too textbook for a 35
Oden 25 too low for a guy with decent fundamentals that can hit cutters out of the post. Save the 25s for guys like Steven Hill. 30s for turnover machines like Oberto.
Batum 40
Rudy 48 … Come he is a high risk high reward guy can throw lobs hit cutters etc
Pryzbilla 25 10 years in the league?
Bayless 61 At times he doesn’t see the open man. Handle that with tendencies. The guy has a decent assist to TO ratio and can make the tough pass. High 60s at least.
Matthews 37 I call BS. This guy played some PG at Utah to free up Deron. He has played some PG in the preseason.
Oh before we get off passing. The defense has a blind spot.
http://community.2ksports.com/community/media/viewer.cfm?mediaid=2985697
http://community.2ksports.com/community/media/viewer.cfm?mediaid=2923580
If anything the lead pass is still to affective.
Omniscient defense my buttocks!! I always wanted to use the words Omniscient and buttocks in the same sentence. The pass defense is still a little weak on the lead and right next to the cup. Besides that its gravy.
The next infamous unbalance is the dunk and the contest of the dunk. From here on out I’m going to offer solutions. The solution for the passing issues are obvious (besides the lead passing((fix ratings make inbounds easier cherry pickings post patterns harder))) the rest of the stuff requires more design. Layups should adjust more to avoid the block. Not too much but more to respect the shot blocker. They can miss at the same rate or even greater if its something that would have been blocked. I find the inside shooting to be remarkably balanced on sim. However they get blocked too much while dunks get blocked too little or less often enough.
My solution is to trigger more blocks on dunks that are contested while the dunker is one the way up. Trigger more contact and pick up the clipping through arms which is thankfully the last area where the contact physics smell. If the guy is already on his way down which means the defense is late anyway then advantage offense. Would also like to see more contest from behind. It gets annoying when someone cocks a dunk back through your hand. As it stands the dunk is more valuable than the layup and while in some cases this true IRL it is unbalanced in 2k11. In 2k11 the standing dunks are quite balanced and that’s when the Bill Walton dogma applies “throw it down big man”. The problem in 2k11 is that you are rewarded by exposing the ball to shot blockers when going for dunks in traffic especially with certain Dwyane Wadeish dunk packages when a more finesse full gander would be realistic. Too often is finesse turned back hard while a dunk that had no business being attempted yacks all over the defense.
Post shot… unbalanced. Too strong especially with the way sim sliders jack up the post tendencies. That probably the most obvious flaw in the sliders which says a lot. Post defense ratings are kinda weak too I don’t want to talk too much about ratings. On Superstar lowering the post entry to like 55-60 and med range about 4 points works well enough so this is an easy fix.
And 1s
When are we going to see the false continuations? Solution. Make contact matter more especially when its against someone with size. Too many And1s.
Speed ratings and ball handling. Ive talked enough about speed ratings. I’m done for a while there. Ball handling is too strong for certain players. There is too big a difference between the halves and have nots.
If the Insider or devs weren’t so devot against giving big men speed James’s 93 and Wade’s 99 ratings wouldn’t stand out like freaks. LeBron is like 270+ pounds and he gets a 93 but Dwight Howard cant break 57? Its not really the speed rating as much as it is the handles. Roy has a 90 in handles which just seems a little high same with LeBron’s 87. I don’t have a problem with James’s speed rating though Wade’s 99 is too high for the sake of heat bashing. His handles and to be fair Roy’s handles at 90 are too high too. A great athlete at 7 foot can outrun an NBA PG but a great ball handler at 6’8 cant handle like a real NBA PG. At least not a starter. Combine the juiced ball handling with the juiced speed ratings that stars get in a league with slow big men and it creates unbalance number 5 or wherever we are.
3 point shooting. Improvement but please don’t overdo it. Don’t go back to the days of pump faking post up threes with guys in the 70s-90s. Just a slight 10% boost maybe for only shots that are wide open would do. Boost the slider 4 points. 4 is like a magic slider number. We cant move with our hands up and initiate that crowed animation from 2k10 so devs that read remember… don’t over do it. But it has to be done. The top players are barely cracking 30% from three online.
Offensive rebounds/guards rebounding .
I don’t think we have ever had a game where guards get a real percentage of rebounds or anything close to their RL stats. 2k11 is even more disrespectful to guards because of the lambo leap animations that anyone can do regardless of vert rating. The offensive rebound thing might be a product of playing on superstar which is the poison I picked so solution be sliders. With the guards we need more unintentional and intentionally tipped out rebounds, more long rebounds, and maybe replace the frequency of the high jump animation with something more reasonable. Ratings play factor here as well.
I’ve always felt the rebound ratings should be scaled for position. Should Rondo really have a 49/53 in rebounding when 65 is the middle? Isn’t 65 average? Doesn’t a 49/53 make Rondo a below average rebounder?
Blocking jump shots… Its not the shot blockers fault. Its not the ratings. it’s the shooter shooting flat shots and disrespecting the shot blocker similar to the way they get layups blocked. There needs to be an awareness. It doesn’t have to kick in all the time. Maybe the useless offensive awareness rating could kick in and say “tall shot blocker coming at me must put more arc!!!”. So it bricks more often. Cool wit me and OdenPryzCamby beast.
Clock defense. Its like Madden in the 90s. Madden had fonky 4<SUP>th</SUP> down. Its was like you knew you could complete anything on 4<SUP>th</SUP> down. The tick tick tick boost is too strong in 2k11.
Last but not least…
EPMD say it with me!!!
The crossover!!
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Guys never fumble it. Might be related to ratings. Ball handling is too strong for the stars. The ability to get to the basket is pretty damn balanced. Damn the bumps, lack of charging and blocks its more balanced than anything ever. And more fun too. I spoke on how you could doctor the bumps.
My advice to Beluba is that you can add some non-charge button blocks and charges in moderation but the real change is comestic. All you need to do from 13ft and out is have the defender give a little ground instead of the stonewall bump. At 13ft and you can keep the bump but replace it with the forearm style legal handcheck.
Mix this with lowering the corssover a few notches and boosting every other move a tad.
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