NBA 2K12 Developer Insight #4 - Playcall System

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  • secondcity t
    Rookie
    • Jul 2007
    • 145

    #241
    Re: NBA 2K12 Developer Insight #4 - Playcall System

    Originally posted by Spydermaan
    gt: PLAYBQY and let's do some real cheesing.
    That's all I needed to read. You're the same cat who charges people to learn the damn exploits.

    Comment

    • Knickerbocker
      Pro
      • Apr 2011
      • 508

      #242
      Re: NBA 2K12 Developer Insight #4 - Playcall System

      Originally posted by 49UNCFan
      So is it possible to do this?

      Tyson Chandler Protect The Paint
      Dirk-Focus On Stars
      Marion-Focus On Stars
      Stevenson-Constant Pressure
      Kidd-Pressure Shooters

      Joel Anthony-Collapse and Rebound
      Bosh-Coach Default
      Lebron-Coach Default
      Wade-Coach Default
      Chalmers-Space The Floor
      Nah strategy applies for the whole team.
      “If you meet the Buddha in the lane, feed him the ball.”-Phil Jackson

      “I never thought I’d lead the NBA in rebounding, but I got a lot of help from my team-mates – they did a lot of missing.”-Moses Malone

      Comment

      • 2slik
        Banned
        • Jun 2010
        • 268

        #243
        Re: NBA 2K12 Developer Insight #4 - Playcall System

        Originally posted by Colts18
        Again, you are only looking at it from your POV. It is very frustrating to not be able to save settings and have to do all of those pre-game settings before each and every game. If someone only plays online, many, giving then giving them all of these new plays simply makes the process longer.

        So try to see things from other people's eyes. No need for name calling.

        I don't need to look at it from those other people's views. They lack reading comprehension. They fail to realise that now that the plays are more complex there is less need to save plays. Saving plays was only necessary because so many of the plays in 2k11 are absolute garbage.

        Comment

        • Spydermaan
          Rookie
          • Sep 2011
          • 4

          #244
          Realism or Sim vs Default. The arguement goes on.

          Comment

          • Knickerbocker
            Pro
            • Apr 2011
            • 508

            #245
            Re: NBA 2K12 Developer Insight #4 - Playcall System

            Originally posted by 2slik
            I don't need to look at it from those other people's views. They lack reading comprehension. They fail to realise that now that the plays are more complex there is less need to save plays. Saving plays was only necessary because so many of the plays in 2k11 are absolute garbage.
            Was it? What about people wanting to play their own brand of basketball, their own system and they want to save the playbook because of that?
            “If you meet the Buddha in the lane, feed him the ball.”-Phil Jackson

            “I never thought I’d lead the NBA in rebounding, but I got a lot of help from my team-mates – they did a lot of missing.”-Moses Malone

            Comment

            • iRebound
              Rookie
              • Mar 2004
              • 121

              #246
              Re: NBA 2K12 Developer Insight #4 - Playcall System

              Hats off to you sir, Da Czar.

              This insight just sold it for me. Finally an effective inbound play. This will really help the last second crunch time play.

              Comment

              • NINJAK2
                *S *dd*ct
                • Jan 2003
                • 6185

                #247
                Re: NBA 2K12 Developer Insight #4 - Playcall System

                That was one heck of an insight. So much info to take in my brain is pulsating. I'm gonna have to wait on DaCzar to break that down visually in a video. Everything sounds so in depth. Great job 2k (Atleast on paper it sounds like it...need 2 see it in execution.)
                EA and 2k have the unfortunate task of trying to balance on a tightrope of fun and sim while trying not to fall 10,000 feet to their death. Instead of a safety net waiting down below there will just be angry customers quick to move out of the way and talk of their failure.

                Comment

                • MVP23
                  Rookie
                  • Jun 2009
                  • 329

                  #248
                  Re: NBA 2K12 Developer Insight #4 - Playcall System

                  My question now is. WHERE IS THE DEMO?!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
                  Washington Redskins

                  Miami Heat

                  Miami Marlins

                  Comment

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

                    #249
                    Re: NBA 2K12 Developer Insight #4 - Playcall System

                    Originally posted by Goffs
                    What I'm interested in seeing is how they actually move now when setting up the play. As smooth and pretty the animations are there are instances where the animation would play out and they end up running in place when someone is on the way. There is no break animation in between so off ball contact animations are needed.
                    Goffs can you show me some video of what your describing ?
                    Catch me on that #SimNation #SimHangOut Friday's @ 10:00 pm est https://www.youtube.com/playlist?lis...N7yxMiElOpMl_B

                    Comment

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

                      #250
                      Re: NBA 2K12 Developer Insight #4 - Playcall System

                      Originally posted by tcnumba10
                      Just wondering if there are different ball carriers up the court now? I remember reading that plays now does not have to start with the PG. So for example does Wade, James and Chambers take turns bringing the ball up for Miami?
                      Yes although they had this in last year. I like the implementation this year even better. With Wade and James on the floor James will do most of the play initiating. If James subs out Wade and Chalmers split it depending on the play calls ( wade won't initiate plays he finishes).

                      When Chalmers is on the floor with out either of the big 2 he is the primary ball handler.

                      Originally posted by tcnumba10
                      question is that, is the catch and shoot less effective this year? I remember in 2K11 that the cpu ran the same plays for Deng, Carter, Durant and others to catch and shoot after an off-ball screen which was very annoying especially when you are playing against the Bulls since the cpu didn't focus (run as many plays) on utilizing on Rose on offense like they should.
                      There were a few indirect issues with this. I don't know what the end result will be but when I played last this was not an issue. In 2k11 the 4 play limit really screwed you with your stars or main scorers.

                      The combination that caused this were too few authentic plays for your main guy. Last year you were forced to have plays for EVERY player on the floor even a guy who may never shoot. So although the plays were authentic they weren't deep enough to allow you to see a guy score in the variety of ways he might.

                      The cpu was also limited in not knowing playtypes and which one a player should prefer.

                      The defense was at a supreme disadvantage trying to trail a guy coming off any types of screens due to movement/ animation limitations.

                      This year you have play types which are ranked in order 1-4. They looked at the AI for calling plays and made sure the AI would have access to and utilize all plays in the playbook.

                      Think about it. Last year you played 48 minute games ( some of you) with 4 plays and now you can have 1 play type with as many of those types of plays in your playbook. So if you have 20 iso plays and you have a player who is an Iso he has access to all of those AND all of up to 3 more types of plays.

                      So the play pool has greatly expanded. This means the cpu can have multiple post and iso and pick and roll plays that are only limited by the playbooks.

                      The defensive movement has also been improved which will cut down on the number of wide open shots wing players will receive.

                      So from a design standpoint all the major issues with that were addressed. Now the only question is how well was it implemented.

                      Also when you get the game don't forget we didn't want the cpu to just run away from plays that were working and just have generic play distribution. If you can't stop something then why would we run anything else ?

                      So there is a delicate balance there and we won't know till you guys get it and play it if went to far or stopped too short. So good quality feedback will definitely be helpful prior to any patches if there are any.

                      Originally posted by tcnumba10
                      lastly, how does the cpu utilize their superstars and their own playbook? It was great reading Rob's playcalling system and it sounds terrific for the user to utilize, but it would be all useless if the cpu doesn't utilize it as well as the user. Does the cpu run the entire playbook and gets the user guessing every-time the cpu is on offense? Is the AI smarter? How is the substitution patterns made by the cpu?
                      The CPU is a BEAST on using their stars. Combine the spacing with the branches and the improved defensive speeds ( no real cheat burst on defense)

                      Like Dirk is unstoppable. Period. I had Lebron score 17 of his teams 25 points in one quarter against me. Just dominate. So for me on the build I played that was not even an issue. I can't lie I have a HUGE smile anytime I see the cpu correctly use a branch on me as I cheat one of the angles.

                      It's not perfect though its a first year implementation and I didn't get every idea I had in because of time but I think it represents one hell of a first step into making the cpu more life like and less predictable.

                      Miles ahead of 2k11 anyway.
                      Catch me on that #SimNation #SimHangOut Friday's @ 10:00 pm est https://www.youtube.com/playlist?lis...N7yxMiElOpMl_B

                      Comment

                      • guesswhozbak17
                        Rookie
                        • Feb 2008
                        • 192

                        #251
                        Originally posted by Knickerbocker
                        All strategies do is change your coaching sliders (and def settings), I'm almost certain. Since on the screenshot with strategies there was the option to set to "Coach default". So I think you can't have both, since leak out most likely ups your fastbreak slider.
                        If the strategies are linked that way with sliders...then that is perfect

                        Comment

                        • adwin7
                          Rookie
                          • Aug 2010
                          • 350

                          #252
                          Originally posted by iLLosophy
                          For those who only play online, this is putting the horse before the carriage. Saving plays should be priority #1.
                          Speak for your self. Man saving plays online is cool but a robust play calling system more than helps me forget about that feature. I think that "play calling is useless without online save" argument should be for another thread as it is irrelevant to this insight.

                          I play 95 percent online so I know how you feel but it is a little ridiculous to say this is useless.

                          Sent from my HTC Glacier using Tapatalk
                          XboxOne: Bornkwau77

                          Comment

                          • spit_bubble
                            MVP
                            • Nov 2004
                            • 3292

                            #253
                            Re: NBA 2K12 Developer Insight #4 - Playcall System

                            This looks really cool, but it only makes me wish it were College Hoops instead!
                            All ties severed...

                            Comment

                            • Spartan901
                              Rookie
                              • Aug 2009
                              • 245

                              #254
                              Re: NBA 2K12 Developer Insight #4 - Playcall System

                              Originally posted by Da_Czar
                              Yes although they had this in last year. I like the implementation this year even better. With Wade and James on the floor James will do most of the play initiating. If James subs out Wade and Chalmers split it depending on the play calls ( wade won't initiate plays he finishes).

                              When Chalmers is on the floor with out either of the big 2 he is the primary ball handler.



                              There were a few indirect issues with this. I don't know what the end result will be but when I played last this was not an issue. In 2k11 the 4 play limit really screwed you with your stars or main scorers.

                              The combination that caused this were too few authentic plays for your main guy. Last year you were forced to have plays for EVERY player on the floor even a guy who may never shoot. So although the plays were authentic they weren't deep enough to allow you to see a guy score in the variety of ways he might.

                              The cpu was also limited in not knowing playtypes and which one a player should prefer.

                              The defense was at a supreme disadvantage trying to trail a guy coming off any types of screens due to movement/ animation limitations.

                              This year you have play types which are ranked in order 1-4. They looked at the AI for calling plays and made sure the AI would have access to and utilize all plays in the playbook.

                              Think about it. Last year you played 48 minute games ( some of you) with 4 plays and now you can have 1 play type with as many of those types of plays in your playbook. So if you have 20 iso plays and you have a player who is an Iso he has access to all of those AND all of up to 3 more types of plays.

                              So the play pool has greatly expanded. This means the cpu can have multiple post and iso and pick and roll plays that are only limited by the playbooks.

                              The defensive movement has also been improved which will cut down on the number of wide open shots wing players will receive.

                              So from a design standpoint all the major issues with that were addressed. Now the only question is how well was it implemented.

                              Also when you get the game don't forget we didn't want the cpu to just run away from plays that were working and just have generic play distribution. If you can't stop something then why would we run anything else ?

                              So there is a delicate balance there and we won't know till you guys get it and play it if went to far or stopped too short. So good quality feedback will definitely be helpful prior to any patches if there are any.



                              The CPU is a BEAST on using their stars. Combine the spacing with the branches and the improved defensive speeds ( no real cheat burst on defense)

                              Like Dirk is unstoppable. Period. I had Lebron score 17 of his teams 25 points in one quarter against me. Just dominate. So for me on the build I played that was not even an issue. I can't lie I have a HUGE smile anytime I see the cpu correctly use a branch on me as I cheat one of the angles.

                              It's not perfect though its a first year implementation and I didn't get every idea I had in because of time but I think it represents one hell of a first step into making the cpu more life like and less predictable.

                              Miles ahead of 2k11 anyway.

                              I just gotta say Czar, you are the man and absolutely LOVE the fact that 2k involved you in the process of developing this game. With them reaching out to you in this way and Mo on the trailers, to me it shows an incredible appreciation and respect for their fan base and I am hard pressed to think of another company that includes the people that keep the boat afloat in such a marvelous way. Kudos man and much respect for 2k

                              Comment

                              • tcnumba10
                                MVP
                                • Nov 2008
                                • 1816

                                #255
                                Re: NBA 2K12 Developer Insight #4 - Playcall System

                                Thanks again for your insight and answering my questions Da Czar! It's great to have someone like you who represents the NBA 2K Nation Community!

                                I have a few more questions if you don't mind bud, regarding the penetration and defense.

                                How's the defense by the cpu when the user tries to force and drive their way in for a dunk? How does the cpu defenders prevent the user abusing this strategy? Faster rotations? More physical one on one D? Less dunks in the paint? Abusing turbo by the user is a non factor this year?

                                Another main concern was the lack of pull-up Js. It was extremely hard for the user to drive and stop and pull-up esp using Kobe trying to emulate what he does in real-life since he's not as athletic as he once was. Are pull-up Js easier to execute and does the cpu utilize it as well more often?

                                Although it was confirmed by Mike Wang that there will be a walk-up the court animation this year, I didn't see it in the demo. Can you confirm to us again if it is in 2K12 and it's utilized by the cpu too?

                                How are accessory colors this year? Can you choose different headband colors for home and away games? I know that in 2K11 that the armband, sleeves would change color if you used the 2ndary accessory color option but those colors were already preset...

                                Lastly, are there any new user/cpu gameplay sliders and/or player tendency/attributes that are in 2K12?

                                Thanks alot man, really appreciate your time and feedback!
                                Last edited by tcnumba10; 09-03-2011, 10:28 PM.
                                2018-2019 NBA Champions!

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