NBA 2K12 Developer Insight #10 - Controls

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  • BezO
    MVP
    • Jul 2004
    • 4414

    #46
    Re: NBA 2K12 Developer Insight #10 - Controls

    Oh snap! Talk about responding to community feedback. I'm having difficulty thinking of any major '11 complaints that haven't been addressed.

    2K, please just make sure ALL user feedback and ALL player indicators are turn off-able. Names, range meters...
    Shout out to The Watcher! Where you at bruh?

    Comment

    • Sam Marlowe
      Banned
      • Aug 2010
      • 1230

      #47
      Re: NBA 2K12 Developer Insight #10 - Controls

      I dig this, awesome stuff. One thing I do plan on doing is testing the new moves (especially in the post) with players who shouldnt have the ability to do them. A sore spot for me is seeing guys use players in a way thats not like their real life counterpart and getting away with it. (Eurostepping with Bill Walker, doing shimi shakes with Kwame Brown ect).

      Comment

      • Nathan_OS
        MVP
        • Jun 2011
        • 4462

        #48
        ****, just take the insight for what it is ! Arent you getting the demo tomorrow? ?
        Edit: this was a direct post lol
        Sent from Nathan Joseph
        Last edited by Nathan_OS; 09-19-2011, 03:25 PM.
        PSN: MajorJosephx

        Comment

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

          #49
          Re: NBA 2K12 Developer Insight #10 - Controls

          Originally posted by Yeah...THAT Guy
          LMFAO!

          This sounds amazing, although I'm a little skeptical about that line about the AI being smarter about good shots and knowing when to drive and stuff when we saw in the Clippers-Celtics video that on one of the plays, Bledsoe had an easy drive and instead stayed on the perimeter to continue running their play.
          I don't know what level that is on but I can tell you that in the final version on sim 12 min qtrs I played the best cpu opponent I ever have. Don't forget watching a game being played and playing it are two different things. You can see more we just watching than you can actually playing. Because your not as concerned with the ball handler.

          I received several 20 point tail whippings by the cpu. Now I wasn't as focused as I would be at home in the office and I am not 100% familiar with the game. But the cpu AI is no punk.

          Again I don't know what the demo is like but the retail on 12 min all-star sim was the absolute business to me.
          Catch me on that #SimNation #SimHangOut Friday's @ 10:00 pm est https://www.youtube.com/playlist?lis...N7yxMiElOpMl_B

          Comment

          • TUSS11
            MVP
            • Nov 2007
            • 1483

            #50
            Re: NBA 2K12 Developer Insight #10 - Controls

            AHHHHH!!!!

            <iframe src="http://www.youtube.com/embed/VL9xOLpwI0I" allowfullscreen="" frameborder="0" height="360" width="480"></iframe>

            Comment

            • Beluba
              Gameplay Director, NBA2k
              • Jul 2002
              • 1389

              #51
              Re: NBA 2K12 Developer Insight #10 - Controls

              Originally posted by Goffs
              Mike is R-stick passing still in? or do we have an insight for that?
              R-Stick passing is still an option

              Comment

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

                #52
                Re: NBA 2K12 Developer Insight #10 - Controls

                Originally posted by Sam Marlowe
                I dig this, awesome stuff. One thing I do plan on doing is testing the new moves (especially in the post) with players who shouldnt have the ability to do them. A sore spot for me is seeing guys use players in a way thats not like their real life counterpart and getting away with it. (Eurostepping with Bill Walker, doing shimi shakes with Kwame Brown ect).
                They can do the moves but there are not as fast or as effective as the other players and their shots out of those moves have a lower ceiling if you will. But test away of course.
                Catch me on that #SimNation #SimHangOut Friday's @ 10:00 pm est https://www.youtube.com/playlist?lis...N7yxMiElOpMl_B

                Comment

                • CX1329
                  MVP
                  • Jan 2005
                  • 1301

                  #53
                  Re: NBA 2K12 Developer Insight #10 - Controls

                  If Da Czar is getting blown out by the CPU, what hope is there for people like myself?

                  Comment

                  • Beluba
                    Gameplay Director, NBA2k
                    • Jul 2002
                    • 1389

                    #54
                    Re: NBA 2K12 Developer Insight #10 - Controls

                    Originally posted by FreshPrince22
                    i'll be using it

                    i hope that Release Feedback is still in the game as a standalone though
                    You can turn timing feedback on separately

                    Comment

                    • mlp111
                      MVP
                      • Jul 2010
                      • 1291

                      #55
                      Re: NBA 2K12 Developer Insight #10 - Controls

                      Originally posted by Da_Czar
                      I don't know what level that is on but I can tell you that in the final version on sim 12 min qtrs I played the best cpu opponent I ever have. Don't forget watching a game being played and playing it are two different things. You can see more we just watching than you can actually playing. Because your not as concerned with the ball handler.

                      I received several 20 point tail whippings by the cpu. Now I wasn't as focused as I would be at home in the office and I am not 100% familiar with the game. But the cpu AI is no punk.

                      Again I don't know what the demo is like but the retail on 12 min all-star sim was the absolute business to me.
                      when we gonna see real video from a player like you playing, i bet u cam make the game play like its suppose to!

                      Comment

                      • FreshPrince22
                        Banned
                        • Sep 2009
                        • 596

                        #56
                        Re: NBA 2K12 Developer Insight #10 - Controls

                        Originally posted by Da_Czar
                        I don't know what level that is on but I can tell you that in the final version on sim 12 min qtrs I played the best cpu opponent I ever have. Don't forget watching a game being played and playing it are two different things. You can see more we just watching than you can actually playing. Because your not as concerned with the ball handler.

                        I received several 20 point tail whippings by the cpu. Now I wasn't as focused as I would be at home in the office and I am not 100% familiar with the game. But the cpu AI is no punk.

                        Again I don't know what the demo is like but the retail on 12 min all-star sim was the absolute business to me.
                        was the cpu legitimately schooling you, or was it just one of those things where all of their shots fall?

                        Originally posted by Beluba
                        You can turn timing feedback on separately
                        thanks for the response

                        Comment

                        • draztikrhymez
                          Rookie
                          • Oct 2009
                          • 69

                          #57
                          Too illie! I can't wait

                          Comment

                          • WTF
                            MVP
                            • Aug 2002
                            • 20274

                            #58
                            Re: NBA 2K12 Developer Insight #10 - Controls

                            Very nice read. Always my favorite insight of the year. Excellent write up Mike. Can't wait to get my grubby hands on this game.
                            Twitter - WTF_OS
                            #DropMeAFollow

                            Comment

                            • blues rocker
                              MVP
                              • Sep 2007
                              • 1921

                              #59
                              Re: NBA 2K12 Developer Insight #10 - Controls

                              Originally posted by Beluba
                              You can turn timing feedback on separately
                              cool, so we can have both shot release feedback and shot grade feedback on at the same time?

                              Beluba, while you're here - I have an unrelated question, but it's something I've been meaning to ask about for a while now...it relates to the "2k cam" camera angle...this camera angle is almost perfect, but there is still one problem i have with it...when the ball is moved to the right or left side of the court, the other side of the court gets cut off and you can't see the players on the weak side...i would love it if you could zoom out the camera more, or have it so it doesn't pan over to follow the ball (so that no matter where the ball goes, you can always see the entire court and no players get cropped out of view)...it also happens when the ball goes into the paint and the camera moves in a bit, thus cropping out the perimeter players.

                              this is also annoying on fast breaks when you are running up the right side of the court, and you have a teammate on the left wing, but you can't see him because the camera is cutting him off...so you have to wait until he catches up and get's right near the hoop before you can see him come into view and pass off to him.

                              (in case you're going to ask...i have it the camera height as high as it can go, and i have it zoomed out as much as possible, yet it still cuts off large portions of the court depending on where the ball is).

                              is this an issue that can't be dealt with due to the game system not having the power to display too much of the crowd from being zoomed out?
                              Last edited by blues rocker; 09-19-2011, 03:57 PM.

                              Comment

                              • adwin7
                                Rookie
                                • Aug 2010
                                • 350

                                #60
                                Re: NBA 2K12 Developer Insight #10 - Controls

                                My poor wife. She might really break my ps3 this year.
                                XboxOne: Bornkwau77

                                Comment

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