Has anybody else noticed that there are some replays that you can't skip? Every now and then a replay will start, I'll press a button to skip it, but I'm stuck watching it until it's over.
NBA 2K12 Patch 1.04 Available Now - Post Impressions Here (PS3, 360)
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Re: NBA 2K12 Patch 1.04 Available Now For PS3, Post Impressions Here
Has anybody else noticed that there are some replays that you can't skip? Every now and then a replay will start, I'll press a button to skip it, but I'm stuck watching it until it's over. -
Re: NBA 2K12 Patch 1.04 Available Now For PS3, Post Impressions Here
Would like to know if they address the ingame plays selection little screen ? ... like if they added some kind of tabs to separate plays by playtypes, or changed the order of the plays to go by playtypes or added colors to differentiate them, etc.
While there might be things touched that were not advertised, there seem to be some glaring things (mostly bugs/glitches, not necessarily inclussion of features, thus those addings would be inmensively appreciated) that werent addressed. Hopefully there is a subsequent patch for early next year. Anyways, for the things they did advertise and going by the feedback here, they succeed.Comment
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Re: NBA 2K12 Patch 1.04 Available Now For PS3, Post Impressions Here
my impressions after playing 4 hours post patch last night. I played on pro allstar and hall of fame with combinations of default/simulation sliders.
This goes for anything above PRO/Default:
There is still something wrong with the momentum switch in the code - Once it is switched on (either you miss a couple of shots, or the CPU makes a couple) there is (almost) nothing the user can do to stop the CPU by trying to play sim basketball.
The CPU just take it inside morph through my players and score, feels like I am not there.
I saved multiple snapshots / replays CPU going through me and my hands to score.
that's the defense.
On offense,
I play with the shot timing feedback and quality feedback on - just to see if I am taking bad shots. When the CPU is on that momentum run - I miss open A+ to B- quality shots from my player's hot zone. not one not two, 5-6 times in a row. But does it really happen every single game? There is no break, I guess I still could not figure out how to turn that switch off. Because once it is on, it's a joke. It almost feels like - no matter what you do, you wont change the outcome that's based on something other than the basketball being played on the court.
[things that I do to keep the momentum neutral:
-I am taking timeouts (even tried couple full timeouts b2b to cool the cpu down)
-Making defensive adjustments (both in defensive settings and coach profiles - yes I watched Da_Czar's videos etc etc)
- I know my team's hot zones - I run plays %95 of the time and I know my plays.
- etc]
I am not saying that momentum should not exist, it's a game of runs I know. I am saying the momentum should not give a %100 boost to the team that has it and a %100 blow to the team on the other side of the momentum. It used to work as it supposed to. CH2k8.
So what's different after the patch:
-players lose handle of the ball more - much better
-passing is somehow better
-when blocking works it works much better
-definitely more control / more response from LS.
-when the cpu takes the ball inside (as I mentioned above) if you are able to bring more than 2 players to surround the CPU player, they will dish it out (instead of going through all the players as in pre patch) - so I guess now they can only morph their way to the basket when there are 2 players or less defending in the paint. btw, when they dish it out and if they have the momentum switch on - they will make the open jumper.
- I am sure there are other stuff improved that I forgot to mention
overall,
it feels like someone at 2k tweaked the sliders and some roster attributes and set the defaults at those values.
I feel like there is very little core code changes (speed issue is still there, momentum thing, no double teams, and tons of other core basketball issues that people keep repeating here..)
so you might say - why not stick with pro/default or use custom sliders. online association! The only cheesers in the online association are the cpu controlled teams.
If I let my impressions about the patch aside, the default, after 1.04 patch NBA2k12 is a good base to work on to create the ultimate offline sim basketball experience (custom sliders, tweaked roster sets, etc etc) if you can overlook the "stats" bug in associations.Comment
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Re: NBA 2K12 Patch 1.04 Available Now For PS3, Post Impressions Here
It could be the roster update that happened this morning, but after further evaluation and play, my feelings about this game have done a 180 yet again. Whatever enthusiasm I experienced last night is slowly vanishing. The patch, while helpful, still left a lot of areas that needed to be addressed. I'm talking from a gameplay perspective.
As it has been touched on repeatedly in this thread by myself and others, the lack of a speed burst on offense for the user really hurts the overall gameplay. Not only does this affect the fast break, but it also affects the half court game as well. The problem in the halfcourt is that the on-ball defense animations are simply inadequate when it comes to replicating real life defense. What should happen is when the ballhandler is ready to take an aggressive drive to the basket, the defender to angle his hips so that he can keep up laterally. What happens instead is that the defender glides over to the lane, bumping the ballhandler back and impeding his path. The real time collisions that were suppose to be included in the game are noticeably absent in this instance. If you're going to animate the game this way, this should be a foul either way every time.
The user's ballhandler has to take steps to get from Point A to Point B, but the defender gets to slide from Point A to Point B. The opposite happens when the user is on defense. Quick CPU ballhandlers can snake and weasel their way through traffic like it's nothing, but the human defenders struggle to stay in position because the ride the hip animation is completely absent.
To get back to my point about the speed burst, the lack of explosiveness from human ballhandlers makes it more difficult than it needs to be to attack certain mismatches. Everyone knows that height matters in the NBA, but there's a reason why smaller guys still get roster spots: Speed is an asset, too. However, speed guys can't really standout because of the issues I already mentioned. It's got to the point that you're better off just settling for three pointers and jumpshots on offense than actually trying to establish an inside-out game.
And while passing is no longer slow and floaty, it still remains a problematic part of the game, mostly in terms of pass type selection and accuracy. There simply needs to be more animation fluidity in the passing game. The catching animations really slows down execution at times. So while the pass may get there quicker than before, you still have to deal with a defense that is able to recover because of how slow the receiver catches the ball and regains composure.According to my old marketing professor, satisfaction is when product performance meets or exceeds consumer expectation.Comment
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Re: NBA 2K12 Patch 1.04 Available Now For PS3, Post Impressions Here
my impressions after playing 4 hours post patch last night. I played on pro allstar and hall of fame with combinations of default/simulation sliders.
This goes for anything above PRO/Default:
There is still something wrong with the momentum switch in the code - Once it is switched on (either you miss a couple of shots, or the CPU makes a couple) there is (almost) nothing the user can do to stop the CPU by trying to play sim basketball.
The CPU just take it inside morph through my players and score, feels like I am not there.
I saved multiple snapshots / replays CPU going through me and my hands to score.
that's the defense.
On offense,
I play with the shot timing feedback and quality feedback on - just to see if I am taking bad shots. When the CPU is on that momentum run - I miss open A+ to B- quality shots from my player's hot zone. not one not two, 5-6 times in a row. But does it really happen every single game? There is no break, I guess I still could not figure out how to turn that switch off. Because once it is on, it's a joke. It almost feels like - no matter what you do, you wont change the outcome that's based on something other than the basketball being played on the court.
[things that I do to keep the momentum neutral:
-I am taking timeouts (even tried couple full timeouts b2b to cool the cpu down)
-Making defensive adjustments (both in defensive settings and coach profiles - yes I watched Da_Czar's videos etc etc)
- I know my team's hot zones - I run plays %95 of the time and I know my plays.
- etc]
I am not saying that momentum should not exist, it's a game of runs I know. I am saying the momentum should not give a %100 boost to the team that has it and a %100 blow to the team on the other side of the momentum. It used to work as it supposed to. CH2k8.
So what's different after the patch:
-players lose handle of the ball more - much better
-passing is somehow better
-when blocking works it works much better
-definitely more control / more response from LS.
-when the cpu takes the ball inside (as I mentioned above) if you are able to bring more than 2 players to surround the CPU player, they will dish it out (instead of going through all the players as in pre patch) - so I guess now they can only morph their way to the basket when there are 2 players or less defending in the paint. btw, when they dish it out and if they have the momentum switch on - they will make the open jumper.
- I am sure there are other stuff improved that I forgot to mention
overall,
it feels like someone at 2k tweaked the sliders and some roster attributes and set the defaults at those values.
I feel like there is very little core code changes (speed issue is still there, momentum thing, no double teams, and tons of other core basketball issues that people keep repeating here..)
so you might say - why not stick with pro/default or use custom sliders. online association! The only cheesers in the online association are the cpu controlled teams.
If I let my impressions about the patch aside, the default, after 1.04 patch NBA2k12 is a good base to work on to create the ultimate offline sim basketball experience (custom sliders, tweaked roster sets, etc etc) if you can overlook the "stats" bug in associations.
another note if 2k patches the speed of the user and tone cpu recovery speed then this game will be just amazing.#1 Laker fan
First Team Defense !!!Comment
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Re: NBA 2K12 Patch 1.04 Available Now For PS3, Post Impressions Here
Sorry if this has been mentioned; I read up until page 24-25 without any mention of it.....but....the My Player all-star game glitch is still in, where if you actually PLAY any minutes, you'll be sent to the bench the following game(s) with your real team.
It's a mother******' crime that my 85-rated all star PG has to sit behind Chris Duhon in the rotation. Luckily I have a 2nd save where I didn't play at all in the game, so I'm not TOO salty about their oversight. But still, 2K, fix This pleaseComment
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Re: NBA 2K12 Patch 1.04 Available Now For PS3, Post Impressions Here
I may be wrong, but if you've EVER played an entire season, or at least a good amount of the games yourself, you'd notice that trades happen less if you simulate an entire season, versus being active playing user games.
Again, I may be wrong, but from my experiences in Madden I've always noticed this.
I'm playing through as association where I played maybe 45 of the 82 game schedule and there were tons of CPU trades. I was even offered CPU trades a good dozen times over the course of the season.Comment
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Re: NBA 2K12 Patch 1.04 Available Now For PS3, Post Impressions Here
Yep. Defense feels much better. It just feels like 2k11 now..Comment
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Re: NBA 2K12 Patch 1.04 Available Now For PS3, Post Impressions Here
defenders tip fewer inside passes now...sometimes it's just because they can't get to it, which is good...other times the ball just whizzes right by them like in 2k11...it's a decent balance though...it's harder to pass inside than it was in 2k11, but much easier than it was pre-patch...some will say it allows too many lead passes to cutters, but i'd rather have it a bit too easy than way too hard.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
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Re: NBA 2K12 Patch 1.04 Available Now For PS3, Post Impressions Here
Well I'm on 360 but since they said the 3 MB download is the patch, I'm definitely noticing some differences in one quick ranked game:
PROS:
-PASSING! Passing is back, very few laggy delayed passes and passing overall is more crisp. Also passing into the post is better.
-Finally guys can't just use the X button ad nauseum and call it 'defense'. Reach in fouls seem to happen more frequently.
-Movement seems to be a bit smoother overall, though I did have some delays trying to explode from the triple threat.
-Shot off dribble seems to be harder and shots overall seem a bit more context based. Hopefully now I won't have to deal with guys just running around swishing shots off dribble.
CONS:
-Still see the canimation dunks. I was playing a guy who was using the Mavs and had old man VC pull off two of these.
-One of the downsides to passing being easier is that you do see the lead passes to the paint being more effective. I'm ok with this tradeoff if it means passing overall is better, but some might be upset with that.Comment
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Re: NBA 2K12 Patch 1.04 Available Now For PS3, 360 - Post Impressions Here
Playing online definitely feels different. Everything is smoother. 3's are really toned down now. Passing is crisper. Ball handling is improved.Comment
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Re: NBA 2K12 Patch 1.04 Available Now For PS3, Post Impressions Here
It could be the roster update that happened this morning, but after further evaluation and play, my feelings about this game have done a 180 yet again. Whatever enthusiasm I experienced last night is slowly vanishing. The patch, while helpful, still left a lot of areas that needed to be addressed. I'm talking from a gameplay perspective.
As it has been touched on repeatedly in this thread by myself and others, the lack of a speed burst on offense for the user really hurts the overall gameplay. Not only does this affect the fast break, but it also affects the half court game as well. The problem in the halfcourt is that the on-ball defense animations are simply inadequate when it comes to replicating real life defense. What should happen is when the ballhandler is ready to take an aggressive drive to the basket, the defender to angle his hips so that he can keep up laterally. What happens instead is that the defender glides over to the lane, bumping the ballhandler back and impeding his path. The real time collisions that were suppose to be included in the game are noticeably absent in this instance. If you're going to animate the game this way, this should be a foul either way every time.
The user's ballhandler has to take steps to get from Point A to Point B, but the defender gets to slide from Point A to Point B. The opposite happens when the user is on defense. Quick CPU ballhandlers can snake and weasel their way through traffic like it's nothing, but the human defenders struggle to stay in position because the ride the hip animation is completely absent.
To get back to my point about the speed burst, the lack of explosiveness from human ballhandlers makes it more difficult than it needs to be to attack certain mismatches. Everyone knows that height matters in the NBA, but there's a reason why smaller guys still get roster spots: Speed is an asset, too. However, speed guys can't really standout because of the issues I already mentioned. It's got to the point that you're better off just settling for three pointers and jumpshots on offense than actually trying to establish an inside-out game.
And while passing is no longer slow and floaty, it still remains a problematic part of the game, mostly in terms of pass type selection and accuracy. There simply needs to be more animation fluidity in the passing game. The catching animations really slows down execution at times. So while the pass may get there quicker than before, you still have to deal with a defense that is able to recover because of how slow the receiver catches the ball and regains composure.Last edited by Mos1ted; 12-14-2011, 02:39 PM.According to my old marketing professor, satisfaction is when product performance meets or exceeds consumer expectation.Comment
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