Official 2k13 Wishlist Thread

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  • VDusen04
    Hall Of Fame
    • Aug 2003
    • 13031

    #466
    Re: Official 2k13 Wishlist Thread

    Another 2KShare Request:

    Oftentimes I will enter a search on 2KShare, such as "1995" and I will receive results containing only files labeled "1995", no more and no less. It'd be nice if the search could be keyword based, but not so specific.

    A preferred system would be one were "1995" could be entered as a search term and it would bring about any results using the phrase "1995", such as "1994-1995 Full Season", "1995 Rockets", or even "94-95". Perhaps results could then be sorted by popularity, rating, etc.

    An improved search engine would also assist in finding player DNA's. For instance, searching "Eric Murdock" currently turns up zero results when there's numerous players named "Erick" Murdock which would have been relevant to what I was looking for. Under the current system, I have to guess and randomly search for the wrong spelling of Eric in order to find out something exists.

    Comment

    • VDusen04
      Hall Of Fame
      • Aug 2003
      • 13031

      #467
      Re: Official 2k13 Wishlist Thread

      I thought the addition of all the extra retro jerseys and classic players for the DLC was great. What I would like for 2K13 is for all the new retro jerseys ('93 Suns, '90's Nets, 90's Pacers) to be unlocked and available right off the bat within the actual game.

      Similarly, I would very much prefern having the ability to trade classic players immediately upon the game's initial release. 2K12 had the best classic team potential yet, but gamers weren't able to tap into the game's potential until Christmas time, when the DLC was finally released (thus unlocking the ability to trade classic players). By then, many roster makers had already tapped out and almost half of 2K's prime season run was over already.

      Comment

      • blues rocker
        MVP
        • Sep 2007
        • 1921

        #468
        Re: Official 2k13 Wishlist Thread

        1. After a while with this game, I think the main improvement I want to see in 2k13 is quicker, more responsive control and animations that are quicker and more contextually appropriate for all types of movements (i want to see less sluggish "gathers" before and after movements...animations should be quicker and more immediate rather than having all of these built-in delays and gathers that slow you down). I just want the players to feel more explosive and responsive. In 2k11 the control felt pretty tight and you really felt like your player was an explosive athlete, but in 2k12 all of the movements just have this sluggish feeling and the animations feel slightly delayed (slow passing, dribbling, running, defending, etc.). icon passing has a very delayed feel, which often leads to turnovers because your player threw the pass too slow - the pass animation happened too long after you pressed the icon pass button.

        The size up dribbles and hesitation dribble moves also have a very sluggish feel to them, which makes the players feel much slower than in real life - like if you start doing size up moves and then press forward to explode out of the sizeup, your player doesn't feel like he explodes forward...instead he just slowly moves forward at a medium pace.

        Obviously people have mentioned the "lack of speed factor" in 2k12 and this also relates to the strange way the turbo trigger was handled in 2k12. There is just a lot of weird stuff going on with the turbo trigger, and it just doesn't feel intuitive and it doesn't make sense...It feels like the game will only let you speed up in certain situations...it feels like the game controls when your player can speed up, rather than you controlling it with the trigger...this gives the game a more automated feeling and it really takes away the feeling of control, which ruins the experience of controlling a ball handler. The turbo trigger also has very bad input delay (you press the trigger, but your player doesn't speed up for a second or two) - i believe this is due to the fact that the "fake spin" move is also tied to the turbo trigger, so the sprint function has an input delay because the game has to process whether you want to sprint or do a fake spin...strange control choice by 2k here. take the fake spin off the turbo trigger and give us a responsive intuitive turbo trigger like in 2k11.




        2. Truly realistic contact and collision physics - none of this B.S. slip n slide physics that bails out the ball handler by sliding defenders out of the way. This has been discussed in depth in my thread, which contains many videos explaining this problem: http://www.operationsports.com/forum...-included.html
        Originally posted by blues rocker
        I finally got my video camera up and running, so I recorded some video. This shows one of the more annoying things about 2k12 - how annoying is it when you have your defender positioned right in front of the ball handler, but the game just makes your defender slide left or right and the ball handler just slips past you when he should've collided with you?

        In this video you see the lack of contact and realistic collision physics. I call this "slip n slide physics" - meaning a defender will be standing right in the path of the ball handler, but the game will make the defender "slip" left or right...so the 2 players will "slide" past one another rather than colliding - in these situations the physics behave as if the players are sheets of ice sliding past eachother. The players are like slippery cylinders with no friction.


        <iframe src="http://www.youtube.com/embed/0qVNcbplUGI" allowfullscreen="" frameborder="0" height="360" width="640"></iframe>


        update: Here's another video I just made showing more of the same, but this video also highlights the lack of contact on spin moves, hop-steps, and up-n-under shots. Prepare to rage.
        <iframe src="http://www.youtube.com/embed/X21PhRyo0Yc" allowfullscreen="" frameborder="0" height="360" width="640"></iframe>


        update: here's another video I just made. Note: there is a weird glitch in these saved replays with OKC's uniforms-it gave them plain white uniforms for some reason.
        <iframe src="http://www.youtube.com/embed/ONcgVRMZ0L4?rel=0" allowfullscreen="" frameborder="0" height="360" width="640"></iframe>





        3. Layup animations that are much quicker and more contextually appropriate. This was also discussed in depth in my thread, which contains many videos explaining this problem: http://www.operationsports.com/forum...ome-later.html
        Originally posted by blues rocker
        One of the annoying things in 2k12 are the bad layup animations. Rather than doing a quick layup animation that makes sense, the game often forces your player to stop his forward momentum and your player gets sucked toward the nearest defender...seemingly just so the game can force you into a contested shot and a miss. this is the opposite of control and the opposite of choice. this totally defeats the purpose of the shot stick. why even have the shot stick if the game is just going to ignore my controller input and suck me into defenders no matter what direction i press? You would think that the most basic concept regarding the shot stick would work, that concept being: when you move the shot stick right, your player goes right on the layup. when driving and doing layups, you would think that your player would do a layup that makes him avoid the defender as much as possible (like using his right hand when the defender is on his left side)...but instead, it appears 2k's goal with layups is to force your player to move TOWARDS defenders as much as possible so that you often get blocked or contested when you should've had a clean, easy layup.


        In this first video you see an example of 2k12's frustrating layup animations. You're driving to the hoop and you press the shot stick to the right because the right side of the rim is open...BUT your player ignores your controller input - instead of going right, he stops his momentum and he's sucked to the left and toward the defender...and the layup is blocked. What should've been a smooth, moving right-side layup becomes a bad stopping left-side layup.
        <IFRAME height=360 src="http://www.youtube.com/embed/OEB4Hata6Fc?rel=0" frameBorder=0 width=640 allowfullscreen=""></IFRAME>






        In this second video you see another example of 2k12's often overly-long and inappropriate layup animations. In this clip the ball handler has an easy opportunity to do an explosive, quick layup off the glass with his right hand. Instead he is forced into an overly-long double clutch animation at the front of the rim, which allows defenders to come over and affect the shot.
        <IFRAME height=360 src="http://www.youtube.com/embed/MwfstpoLhC4?rel=0" frameBorder=0 width=640 allowfullscreen=""></IFRAME>






        In this third clip the ball handler has an opportunity to smoothly go to the right side of the rim and do an easy moving layup off the glass with is right hand. Instead he plants his feet and stops driving for no reason and does a strange left-handed floater which allows the defender to get in front of him and contest. It often feels like the game forces the player to do an inappropriate layup which causes him to plant his feet and stop driving just so he can be sucked closer to the defender and contested, when he should've done a normal "moving layup" and gotten a clean score.
        <IFRAME height=360 src="http://www.youtube.com/embed/3Je1YWJwAng?rel=0" frameBorder=0 width=640 allowfullscreen=""></IFRAME>


        I'll be adding more video examples as I get them uploaded.




        4. Eliminate the "stopping lead pass" problem. I covered this in my thread, which also contains a video explaining the problem: http://www.operationsports.com/forum...ad-passes.html
        Originally posted by blues rocker
        I wanted to make a video showing this problem, since it has been bothering me for a while now - this problem is the "stopping lead pass". Many times you will lead pass to a moving receiver, but the receiver will often just stop moving before he catches the ball, which allows his defender to catch up and tip the ball away. This "stopping receiver" problem seems to happen when the receiver is moving away from the hoop or lateral to the hoop. Obviously, when you lead pass to a moving player, you want him to keep moving in that direction so you can "lead" away from the defender as much as possible and create the best passing lane....so when your receiver just decides to stop moving, it can be pretty frustrating.
        <iframe src="http://www.youtube.com/embed/neEHw6q04Dk?rel=0" allowfullscreen="" width="640" frameborder="0" height="360"></iframe>




        5. Smarter off-ball cuts by my AI teammates. AI teammates can be pretty dumb in 2k12...they fail to cut to the hoop when they have an opening....they cut to the hoop when they don't have an opening...they bunch up in the paint...they get in your way when you're driving...they will cut to the hoop for no reason when they are wide open on the perimeter...they fail to recognize open areas of the court. Please give me some smart teammates that move like they know what's happening on the court.

        6. Less scripted scoring runs and scripted comebacks. I'm sick of seeing the losing team's players suddenly become unstoppable and make a cheesy, scripted comeback in the second half. I'm also sick of my players bricking tons of wide open shots in the second half just because I have a lead. It feels like 2k did everything in their power to eliminate blowouts in 2k12...blowouts happen in real life, so if you play well you should be able to blow out the other team...sure I sometimes blow out my opponent in 2k12, but it's very rare...Sometimes the scripted comebacks are so obvious in 2k12 that it's hard to ignore. I'll have a nice double digit lead in the 3rd quarter...then all of the sudden my players start missing wide open shots, and the CPU starts getting every rebound, etc. Then my opponent starts making all kinds of ridiculous contested shots like every player on his team is Kobe Bryant. I can tolerate this type of crap in small doses, but sometimes the scripted comeback cheese is just out of control. The losing team shouldn't get super powers in the second half just because they're losing - it seems like an attempt to make the game harder and keep scores close, but giving the losing team a scoring boost isn't the way to do this. these 2nd half scoring boosts also seem like and attempt bail out casual gamers and allow them to stay in games that should be blowouts.

        7. Better defensive control, more consistent defensive locomotion - in 2k12 the defensive control and defensive locomotion can be a mess - your player often speeds up on his own out of nowhere, or he turns his body around for no reason and rotates in awkward, unpredictable ways - it seems like this was an attempt to make the defensive movement "more realistic" by giving it more variety, but instead it just makes the defensive control feel erratic and sloppy. One second he'll be doing the "defensive stance shuffle" then he'll suddenly turn is body and break into a sprint out of nowhere. When controlling an off-ball defender, he changes his stance, speed, and body position on his own, which feels like you're trying to control a player who has a mind of his own. Go back to the way it was in 2k11 - the players should always move in the "defensive shuffle", unless you hold turbo, in which case they should sprint - this would make the defensive control more consistent and less erratic.

        If i remember correctly, in 2k11, if you held down the left trigger it would make your player face his man...but if you released the left trigger your defender would always rotate to face the ball handler...this was a good way to control which direction your player faced...so you didn't have you player randomly rotating his body and changing directions when you didn't want him to.
        Last edited by blues rocker; 04-12-2012, 10:40 AM.

        Comment

        • jamiegotmadskil
          Rookie
          • Feb 2012
          • 22

          #469
          Re: Official 2k13 Wishlist Thread

          Dunk of the night highlights

          ESPN NFL2K5 had highlights from other teams so why shouldn't 2k13 have this?

          I think it'd be sick
          Last edited by jamiegotmadskil; 04-09-2012, 03:10 PM. Reason: wrong game title

          Comment

          • KSOR24
            Pro
            • Jul 2011
            • 949

            #470
            Re: Official 2k13 Wishlist Thread

            I wanna be able to play internationally and oversees in my player, and not just the major FIBA teams, have smaller teams like Egypt (where my family is from).
            GT: assassinK24

            Comment

            • beast10
              All Star
              • Nov 2011
              • 6258

              #471
              Re: Official 2k13 Wishlist Thread

              Scouting
              *Pre Draft Measurements: Vertical, Sprint Timing, Etc
              *Rookie Showcase For Top Rookies
              *Summer League
              *More Than One 5 on 5 Scrimmages
              *Season Stats
              *Player Profiles Similar to DraftExpress
              *Accurate Strengths & Weaknesses, Please Don't Only Focus On Potential
              Last edited by beast10; 04-10-2012, 02:26 PM.

              Comment

              • HypeGG
                Rookie
                • Mar 2012
                • 32

                #472
                Re: Official 2k13 Wishlist Thread

                Should be able to change sock colors
                add Tat's all over your place like Ellis has
                Have Rip Hamilton's Mask we should be able to put it on in my player
                Be interviewed by different teams in my player not every time the same ones
                Have to play a few college or HS games before you go into the NBA draft also commentators to talk about how you might be a top prospect ..

                Comment

                • RyanFitzmagic
                  MVP
                  • Oct 2011
                  • 1959

                  #473
                  Re: Official 2k13 Wishlist Thread

                  -On defense, the right stick should used for face guarding (using one hand to block the defender's eyesight or prepare to contest a triple-threat jumper, and if the player shoots without driving while being face-guarded, the defender raises one hand to contest). Face-guarding should be risk-reward, with the defender being easy to drive past if he's actively face-guarding

                  -Then, in turn, turbo + right stick should be used for the "Two hands up" animation

                  -Outros after the game ends should be more similar to real life, with slow-motion clips from the game being played as Kevin Harlan says "Thank you for watching 2K Sports," etc., and he should also mention who won and who did what (for example, "The Heat take this one in overtime, 104-100, behind LeBron's 32 points and Dwyane Wade's 25. For Clark Kellogg and Steve Kerr, this is Kevin Harlan thanking you for watching 2K Sports."). Just watch a real outro and try to mimic that.

                  -It should not be NEARLY as easy as it is now to block alley-oop lobs. In real life, you RARELY see this, because defenders aren't in a position to be able to jump high enough to knock them down.

                  -Ability to use a user-customized roster in online unranked games if both players agree

                  -If a player with low offensive awareness is trapped, he'll travel/step out of bounds if he doesn't pass soon enough

                  -If a player with low ballhandling is trapped, he'll lose the ball if he tries to dribble out of it

                  -If a player with low ball security is trapped, he'll get the ball slapped out if he doesn't pass soon enough

                  -"Fearlessness" tendency, which determines how likely a player is to attack a good defensive big man on the inside

                  -"Intimidation," which is the opposite of "Fearlessness," which determines how likely a defensive big is to deter a slasher from attacking them

                  -Players should be given more times to make on-the-fly substitutions during dead balls-- perhaps a countdown like during timeouts so players can know how much time they have

                  -Pre-game routines can overlap (multiple players around the league all touch and squeeze the game ball, etc.), and can be more generic (simple players dapping/hugging their own teammates). The shot of all the players nonchalantly emerging from their benches before tip-off should be removed. Players in general are always doing something before tip. Also, pre-game routines shouldn't all happen from the exact same angle every time (for example, LeBron squeezing the ball and bounce passing it to someone happens from that same floor angle every single time)

                  -Hard hedge/show animations by big men on pick-and-rolls plus appropriate foul calls

                  -Screeners should be able to move slightly if a defender tries to hurry and step in front of the screen, or spread their legs apart to force the defender to have to go around the screener

                  -Defenders should not be stuck to offensive players just because they're in the "Back to the basket, off-the-ball" animation.

                  -Blocks should be stronger overall for everyone. More blocks into the seats, more spike blocks, more blocks off the glass, etc.

                  -Jump-shooters should come off mid-range screens looking to shoot, slashers come off screens looking to C-cut and drive

                  -Coming off screens should force you to drift/fade away if you don't stop to set your feet

                  -"Tip-off difficulty" slider

                  -Tip-offs/jump balls should NOT be dependent on height/vertical rating. It should be almost completely timing based, with height and vertical meaning only little

                  -"Contested Shot Form" tendency that dictates how often the CPU uses their "Contested" sig shot

                  -A way for the user to manually trigger the "Contested" sig shot. We should be able to use the contested shot form if we're wide open if we want. But of course, the chances of the shot going in decrease, since it's a pseudo-fadeaway.

                  -An option to choose how much arc a player uses on his jumper/free throw

                  -An option to choose free throw form and free throw routine separately

                  -"Sizeup jumper" tendency. Obviously, how often a player, when controlled by the CPU, will use a sizeup to get in rhythm and then shoot a jumper

                  -All tendencies should have corresponding global/coach sliders and vice versa

                  -"Off-hand layup" and "Off-hand dunk" rating

                  -Commentators don't have to announce the result of every free throw (i.e., "He makes them both," etc.). They should be having uninterrupted conversations during free throws, usually about the shooter or the shooter's team.

                  -Commentators announce referee crew before or right after tip. In 2K12, Kerr or Kellogg makes one comment about one of the teams, and then there's silence before the first play. They should continue to talk about whatever was first brought up before tip as well as introducing referee crew

                  -"2K broadcast" music (i.e., what would be the equivalent of the ESPN or FSN theme) should play when game first starts up and then fade out after starting lineups are introduced. Then, the arena music should play, and we don't need to hear that buzzer that happens EVERY GAME right before the arena music starts. Also, the arena music should start after the starting lineups are announced, as soon as the camera goes courtside for the first time. We should be hearing arena music during the player routines, and we should be able to see multiple player routines in one pre-game. At least two or three every time, and possibly up to five or six.

                  -During timeouts, arena music should play until inbounder gets ball from referee. It shouldn't end right after the timeout cutscene ends.

                  -"Split pick-and-roll" tendency
                  -"Reject screen" (drive to the side the pick isn't being set on) tendency

                  -Subcategories:
                  "Catch and Shoot"
                  "Shoot Contested"
                  "Shoot Off Dribble"
                  "Shoot From Triple Threat" tendency
                  For Mid-Range and 3PT. This would dictate how often a player will catch-and-shoot, shoot contested, etc., from mid and three. Would help TONS for separating players in regards to the types of jumpers they like to take, and from where.

                  So, for example, someone like Dirk could have a 99 "Shoot Contested" and "Shoot From Triple Threat," but a 60 or so "Shoot Off Dribble." This would make him willing to shoot shots from the triple threat even with a defender close, but if he gets smothered off the dribble, he'll look to pass or use a pump fake/get to the rim.

                  Whereas someone like Kobe could have 99s across the board for Off Dribble, Contested and From Triple Threat, so he could either J your eyes out without dribbling, or take you off the bounce and rise up over you no matter how close you're playing.

                  -CPU's tendency to attack the basket should be handled as follows:

                  Attack: Tendency to drive to the basket
                  Shoot: Tendency to shoot ANY shot on a drive (pull-up jumper, layup, floater, etc.-- which shot will be determined by the tendency values of those respective shots)
                  Pass: Tendency to pass out of a drive

                  This way, you can have someone like Rondo at 20 Shoot and 99 Pass, since he doesn't want to shoot at all, and someone like LeBron at 90 Shoot and 70 Pass, since he wants to score but is very willing to pass.

                  -Different jab step/triple-threat animations (Melo's is different from Duncan's is different from Dirk's is different from Kobe's is different from LeBron's, etc.)

                  -Melo's "Hold ball above head" and LeBron "Hold ball close to hip" triple-threat animations

                  -No set jumpers in the paint/right outside of it (fadeaways, leaners, floaters, layups should be the only options from 3-4 feet and in. It just looks silly seeing set jumpers from right at the restricted area).

                  -Commentators should announce who controls the tip-off and then something along the lines of "Here comes [whichever player gained possession of the ball and is bringing it up]"

                  -There should be an "In-and-out+crossover" (one move) sizeup and a "Double crossover" sizeup

                  -Perhaps consider including actual FSN intros for every team before game starts

                  -There needs to be a way to do a drop step layup/hook in one motion. Blake Griffin does it very often.

                  -If possible, spin lobs would be nice, plus corresponding tendencies (both throwing and catching) and rating

                  -Players should be able to drop step even after driving/spinning out of the post. However, depending on the player, it should warrant the risk of a travel.

                  -"Footwork" rating determines how likely a player is to travel after up-and-unders and such

                  -"Reach-In Inside," "Reach-In On Perimeter" tendencies. Some players (big men, for example) won't reach on the perimeter but will reach a lot on inside shooters.

                  -Ability to tell defense to help more strongly on certain players' drives, i.e., in Defensive Matchups menu, I can set LeBron to "Strong" help defense rotation when he drives, and players like Chalmers I can set to "Medium"

                  -Every tendency should be tuned so that 99 or 100 makes a player do something WAY more than anyone would EVER want him to, and 0 should make them NEVER do it

                  -Players don't have to walk to the foul line IMMEDIATELY after being fouled. They should take their time, interact with their teammates, and the camera should pan away to other players or the coach, or a replay

                  -Ability to tell screener when to get out of pick position and roll/pop. Similar to NBA Live, which allowed you to hold the button and then release it when you want the screener to roll/pop

                  -"Rotations" system that allows user to set how many minutes a player gets and when he comes out. So instead of setting a player to 22 MPG and being forced to watch the CPU sub him out with 9 minutes left in the 1st quarter (which is WAY earlier than anyone IRL ever subs consistently), I can set him to 22 MPG and "Leaves game for first time with 3:00 left in 1st." Obviously, it wouldn't be absolute-- it'd be okay for the CPU to do it maybe a minute later or a minute earlier. Or even two minutes. But the subbing with 9-10 minutes left in the 1st has to go.

                  -"Clutch plays" system that allows user to set which plays a team/player will use when they need a basket in crunch time

                  -If possible, ability to make fake passes on the move and continue driving (but again, this risks a travel, AND if you're trying to drive, then fake pass, then lay it up, faking the pass first should make the layup more difficult and it should be almost impossible to dunk after a fake pass on the move)

                  -CPU should draw shooting fouls on pump fakes by jumping into the defender (and a corresponding tendency to control this action)

                  -CPU anticipate screen or ballhandler going opposite (i.e., if the CPU sees the screen coming before it's used, they can try to go that way and beat the ballhandler to the spot, but if the user starts to go opposite the screens, the CPU can adjust and be ready for it)

                  -Ability to customize shot stick controls (i.e., we can set which direction does what for layups, dunks, etc.)

                  -Player tendencies that determine how often a player brings the ball up after getting a defensive rebound, and how often the team inbounds to that player so he can bring it up

                  -Instead of dunk/layup packages, let us choose like 10 or 15 different layup/dunk animations a given player can do. For example, if I see a package I like for a player, but it has one dunk in it that wouldn't fit that player at all, I can't use that package at all now. Letting us choose the individual dunks and layups would make almost every player's package unique and more realistic.

                  Also, perhaps there should be separate sections for selecting half-court dunks and solo-break dunks. This way, the windmills, 360s and through-the-legs dunks in the half court will be a thing of the past.

                  -"Timeout" tendency for coaches. The CPU's timeout-calling is sickeningly predictable. Also, official timeouts need to be implemented, the rules of which are as follows:

                  During a regular timeout, both teams may have unlimited substitutions.

                  During a 20-second timeout a team may only substitute for one player. If the team calling the 20-second timeout replaces a player, the opposing team may also replace one player.


                  There must be two 100-second timeouts in the first and third periods and three 100-second timeouts in the second and fourth periods. If neither team has taken a timeout prior to 5:59 of the first or third period, it shall be mandatory for the Official Scorer to take it at the first dead ball and charge it to the home team. If no subsequent timeouts are taken prior to 2:59, it shall be mandatory for the Official Scorer to take it and charge it to the team not previously charged. If neither team has taken a timeout prior to 8:59 of the second or fourth period, a mandatory timeout will be called by the Official Scorer and charged to neither team. If there are no subsequent timeouts taken prior to 5:59, it shall be mandatory for the Official Scorer to take it at the first dead ball and charge it to the home team. If no subsequent timeouts are taken prior to 2:59, it shall be mandatory for the Official Scorer to take it and charge it to the team not previously charged. The Official Scorer shall notify a team when it has been charged with a mandatory timeout. Any additional timeouts in a period beyond those which are mandatory shall be 60 seconds.




                  -Crowds need to be MUCH more active. I hit a game-winning floater with Chris Paul earlier today with 10 seconds left in the game, and Harlan's call ("GOOD!") was well done, but the crowd was dead. I didn't hear them (they should have exploded-- I was at home), and when I looked at the replay, none of them jumped up and cheered as one would expect.

                  And if you hit a game-winner/big clutch shot on the road, the crowd should collectively groan while the smattering of the road team's fans should cheer.

                  -Ability to set all accessory/headband colors, and ability to differentiate between which color is worn with which jersey (perhaps allow us to switch jerseys in the player edit screen and match the accessories accordingly as we please)

                  -With the Dwight Howard Adidas arm sleeves, we should be able to choose the base color of the sleeve and the color of the design on it

                  -The starting lineup pictures should just be faces, not full body shots. The full body shots look bad because they're in-game models, and you get the jaggies, and I don't think I've ever seen full body shots during starting lineup presentation in real life
                  Last edited by RyanFitzmagic; 04-11-2012, 02:21 AM.

                  Comment

                  • Fitnessboy
                    Rookie
                    • Aug 2009
                    • 27

                    #474
                    Re: Official 2k13 Wishlist Thread

                    Just dont use the graphics of 4 years ago make something new because its always the same. And it sucks to see that you have to pay for second upgraded graphics. For the rest the game is rock solid but focus more on defense in stead of offense. And make the game more real more fluid.

                    Comment

                    • daveberg
                      MVP
                      • Sep 2008
                      • 2788

                      #475
                      Re: Official 2k13 Wishlist Thread

                      Have I mentioned MORE LEGENDS? No? Well....MORE LEGENDS please 2k. Or specifically, MORE LEGENDARY/CLASSIC TEAMS.

                      97/98 Heat
                      93/94 Suns
                      95 Rockets
                      94 Bulls (With afro Pip)
                      98 Pacers
                      96/97 Knicks
                      93 Sonics
                      91 76'ers
                      96 Lakers
                      96 Pistons
                      94 Spurs
                      98 Hornets
                      97 Hawks

                      Specific rules for specific eras. Handchecking. Bigs in the paint. Illegal Defense calls.

                      Give the legendary Pistons the ability to select the 'jordan rules' as a defensive set....(I'm reaching now, I know)

                      Signature triple threat animations. I wanna see MJ palm the rock before driving out and scoring.

                      Legends playoff mode. Playoff rosters from several different years - chose your team and re-write history.

                      Revamped dunk packages. The game needs new AND reworked dunks. More one handed jams please. A little more effort put into dunks for MJ/Kemp etc....

                      Reworked AI defense. 2k, please remove the super glue AI defense, when I use Iso motion or a triple threat with guys who can pull that stuff off, I expect to get results, not have my man or a big stay in front of me like a brick wall.

                      Classic/legendary arena music to work for ALL game modes. You did a great job of the classic arena's and their music, especially the Bulls teams - but it was a complete head scratcher that once you completed the legends mode and unlocked the teams, the arena music was gone, replaced with generic 'CHARGE' effects. Fix this please.

                      Classic uniforms. If you're going to have classic teams, make sure you give them ALL their retro uniforms - BUlls NEED their black pinstripe 2k! Suns need their 1993 jerseys!
                      -----------------------------------------
                      NBA 2K Retro Hoops gameplay

                      Comment

                      • ewingandoakley
                        MVP
                        • Jan 2012
                        • 1448

                        #476
                        Re: Official 2k13 Wishlist Thread

                        O.K. 2k12 is a great game and all, but I think that they could have had better legends than some of the ones they included. And more specifically, recent great teams, like the ones everybody will WANT to play with. Nobody except our fathers want to play with Bill Russell, and they don't even know how to play video games. Ask some of those broke dudes like Sprewell, Iverson, Walker, for teams like:

                        1998-99 New York Knickerbockers (My personal Favorite)
                        1998-99 Indiana Pacers (Johnson is fouled.... and HITS! Man your stupid antonio davis)
                        1998-99 Miami Heat (Houston... running jumper... off the front rim and in!!!!)
                        2000-01 Philadelphia 76ers (We need A.I. 2k, please?)
                        2000-01 Milwaukee Bucks (I love those ugly purple jerseys and E.T. Cassell)
                        2001-02 Boston Celtics (Walker is on the disk but I want an actual team with him. CAPs are annoying.)
                        2001-02 Dallas Mavericks (Who wouldn't love this team?)
                        2003-04 Detroit Pistons (No explanation needed except "SHEED!")
                        2003-04 Indiana Pacers (A year before Malice at the palace, but still rivals, and just give reggie what he wants, money or a cover, he was great)
                        2003-04 Los Angeles Lakers (Shaq, Kobe, Payton, Malone, and the best of all, LUKE WALTON!)
                        2003-04 Minnesota Timberwolves (K.G. in his prime)
                        2004-05 Phoenix Suns (Amare without the goggles and knee problems!)
                        2005-06 Miami Heat (Zo got a ring, NO!!!!!)
                        2006-07 Cleveland Cavaliers (Back when I actually liked Lebron)
                        2006-07 Houston Rockets (T-Mac is my favorite player)
                        2006-07 San Antonio Spurs (The end of the dynasty... I hope not...)

                        Any of these retro teams would be great. Just please include the 99 knicks and their rivals. That was the best basketball.
                        Originally posted by Ken Griffey Jr
                        Me, I'm the little guy in the group. People always root for the little guy.
                        Originally posted by Ken Griffey Jr
                        Why should I stretch? Does a cheetah stretch before it chases its prey?
                        Originally posted by Johnny Damon
                        I just go out and play.

                        Comment

                        • KSOR24
                          Pro
                          • Jul 2011
                          • 949

                          #477
                          Re: Official 2k13 Wishlist Thread

                          I want to see these types of blocks in the game:

                          <iframe width="560" height="315" src="http://www.youtube.com/embed/FCosVKXcmTE" frameborder="0" allowfullscreen></iframe>
                          <iframe width="560" height="315" src="http://www.youtube.com/embed/hjxiGP3XNj4" frameborder="0" allowfullscreen></iframe>
                          GT: assassinK24

                          Comment

                          • daveberg
                            MVP
                            • Sep 2008
                            • 2788

                            #478
                            Re: Official 2k13 Wishlist Thread

                            2k11 had one, I have no idea why they took it away.....Jordan one handed ball fakes:


                            <iframe src="http://www.youtube.com/embed/JKTx1F3ml5U" allowfullscreen="" frameborder="0" height="315" width="560"></iframe>
                            Last edited by daveberg; 04-13-2012, 01:17 PM.
                            -----------------------------------------
                            NBA 2K Retro Hoops gameplay

                            Comment

                            • wat3
                              Rookie
                              • Nov 2011
                              • 89

                              #479
                              Re: Official 2k13 Wishlist Thread

                              2 things I really want/think should be in NBA 2K13. First, all I want is to be able to make a my player as short as 5'3. Second I thought it would be cool to add hanging on the rim. Like if you hold the shot stick down or square during a dunk you can hang on the rim. If you hold it to long you get a technical. This used to be in Kobe Courtside on N64.

                              Comment

                              • funkworthy
                                Rookie
                                • Jan 2012
                                • 91

                                #480
                                Re: Official 2k13 Wishlist Thread

                                In my player, if you are an all-star/franchise level player and you switch teams in end of third year contract negotiations, the first game against your old team needs to be a key game.

                                Comment

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