I like the way they game 'flows' overall. But i wouldve liked some footage of the a.i. Being a bit more agressive.
NBA 2K13 Full Game Live Stream Coming September 19th at 5:00 PM EST
Collapse
Recommended Videos
Collapse
X
-
Re: NBA 2K13 Full Game Live Stream Coming September 19th at 5:00 PM EST
I like the way they game 'flows' overall. But i wouldve liked some footage of the a.i. Being a bit more agressive. -
Agreed. Blown dunks aren't very common in the NBA, kinda like broken ankles. There are maybe a dozen or two a season, and they always wind up on blooper reels and SportsCenter's Not Top 10.
I love 2K logic: contested 3's and midrange jumpers are cool, but uncontested layups and dunks? No can do. I lost count of how many dunks bounced out and layups hit the bottom of the rim in 2K12.Comment
-
Add me om PSN for a good game of basketball!
PSN IsomotionKing
Originally posted by JasonWilliams55This video game is a SIMULATION of BASKETBALL. Sure its not 100% perfect, but its pretty damn good. You will not get a SIMULATION STYLE BASKETBALL GAME by PLAYING SOMEONE WHO DOES NOT KNOW WHAT SIMULATION MEANS.
#HelloBrooklynComment
-
Re: NBA 2K13 Full Game Live Stream Coming September 19th at 5:00 PM EST
Every NBA 2k game after 2k8 attempted to accomadate extreme sim players by MAKING us do things so the game LOOKED like real basketball...this is what birthed all those canned animations that we realized we really didn't want. If it wasn't for that, I have a feeling that 2k13 would've been 2k9 to be honest.
Sent from my Verizon Galaxy S3
2K9 was the worst release after 2K8 not because it was overly realistic, but because it played nothing like real basketball while exacerbating all the twitchy, arcade movement of earlier games. 2K13 didn't get where it is without all the experiments with momentum, canned animations and adding realism and keeping what worked and tweaking what didn't in 2K10, 11, and 12.Comment
-
Re: NBA 2K13 Full Game Live Stream Coming September 19th at 5:00 PM EST
Piccolo's idea to balance dunking is pretty good, all I would add is have a specific blown dunk stamina rating which determined just how much a player could push themselves with multiple dunks over what period of time.
Dunking is a little out of control right now and stamina should matter more in doing it.
I'm happy signature skills are tied with stamina though, that's a good sign.
i also like the idea of there being a limit to how many times you can successfully execute certain "overpowered" moves (like dunks in traffic, turn-around fade aways, etc.). this would force people to be conservative about when they use certain moves so they could save them for when they really need them. if a user tries to abuse these moves too often, the player would start to miss these attempts. i'm sure there is a mild version of this already built into the game, but it might be nice for there to be a clearly communicated limit so you know when you've used something too much for it to be successful (almost like the Tony Hawk games where the more you repeat a certain move the less points you get for it). for example, if a guy keeps using the turn-around fade-away with Kobe, after the 4th or 5th attempt within a certain time frame, it will be impossible for Kobe to make the shot again within that time frame - this would force people to mix up their attack and try different things with different players. variety would be rewarded and repetition would be punished.Last edited by blues rocker; 09-24-2012, 11:57 AM.Comment
Comment