why not use the blueprint from 2k11?

Collapse

Recommended Videos

Collapse
X
 
  • Time
  • Show
Clear All
new posts
  • JasonWilliams55
    MVP
    • Jul 2012
    • 2045

    #61
    Re: why not use the blueprint from 2k11?

    Originally posted by killerx2
    people just love complaining about everything.i love how it has been mentioned a few times by the 2k13 and 2k12 haters that the game is aimed more at casual players now, whatever person is bragging about how easy 2k11 was is a casual gamer, if stats did all the work for you then every game against the cpu would be a kill if you had an elite team versus a bad team.2k13 has tougher controls to master to make you work for that win.i loved the liveball from 2k12 , it wasnt executed perfectly but i think it would have been better to improve it instead of removing it from 2k13.
    Agreed. Now they need to remove the force field for offensive players that are dribbling on the baseline. Right now you can be bodied up with someone and the defender will continue out of bounds while the offensive player stops due to the force field.

    Get rid of the force fields for out of bounds all the way around the court. But I know it probably won't happen, if people couldn't handle live ball what are they gonna do with a live court?
    "Most people would learn from their mistakes if they weren't so busy denying them"

    Comment

    • blues rocker
      MVP
      • Sep 2007
      • 1921

      #62
      Re: why not use the blueprint from 2k11?

      2k13 does a lot of things well, but there are some area where 2k11 was better.


      2k11 half-court passes were quicker, and pass types were more appropriate in some cases. passes in the paint specifically were better in 2k11. the icon lead passing in 2k11 also gave you much more nuanced control over the direction of your receiver.

      interior shot animations - layup animations and shots under the hoop just made sense in 2k11. they have been much improved in 2k13, but there are still some wonky things going on with the layup animations in 2k13.

      2k13 has some annoying "automatic" animations going on - in 2k13, when you do a hopstep, the game often automatically makes you shoot after the hopstep - this wasn't a problem in 2k11. the hopstep button should be for hopsteps only...it's not call the "hopstep + shot button".

      2k11 had more consistent contact and foul calls in the paint. now in 2k13, it's a roll of the dice. sometimes when you defend a shot in the paint, you get called for a foul, other times you'll get the same contest animation but that time it's not a foul....sometimes there's contact, other times there isn't. due to this inconsistency, it's hard to figure out why things happen and you can't consistently get the desired results on defense. how are you supposed to play defense if the game isn't consistent about what happens based on your input? you should have to wait for an opening before taking in inside shot...if a defender is right in front of you and you just try to shoot into him, it should just be considered poor shot selection and you should miss...you shouldn't get bailed out and rewarded with free throws for ramming into a defender who has established position on you.

      defending big men in the paint is especially unpredictable....you're just standing there and you get sucked into a contact animation and get called for a foul when all you did was stand still in front of the guy as he went up for the shot.
      Last edited by blues rocker; 12-08-2012, 10:02 AM.

      Comment

      • ExtraWhistle
        Rookie
        • May 2012
        • 188

        #63
        Originally posted by JerzeyReign
        FYI: The Spurs are one of the highest scroing teams in the league and have been that way for the last couple of years. They don't really 'grind' anymore and look to attack the jugular early and often.
        You are right, I should've used another example.

        Comment

        • Sasquash
          Rookie
          • Dec 2010
          • 236

          #64
          Re: why not use the blueprint from 2k11?

          Honestly Overall 2k11 still is the best 2k game... 2k11 Had crew,unranked lobbies, and while people point out the flaws of 2k11 most people agree 2k11 once patched was the best gameplay wise
          T.R.U. 2 MY REALIGION

          ''I'm Just laughin To the Bank All you do is ''Giggle''

          Comment

          • ..GameOver..
            Pro
            • Sep 2010
            • 575

            #65
            Re: why not use the blueprint from 2k11?

            Originally posted by Sasquash
            Honestly Overall 2k11 still is the best 2k game... 2k11 Had crew,unranked lobbies, and while people point out the flaws of 2k11 most people (?) agree 2k11 once patched was the best gameplay wise
            Those modes received zero playing time from me. I played offline unless I was playing with a friend or something like that. 2k13 is better overall, in my opinion.
            Last edited by ..GameOver..; 12-08-2012, 09:16 AM.

            Comment

            • green225
              Rookie
              • Dec 2010
              • 404

              #66
              Re: why not use the blueprint from 2k11?

              if they brought the 2k11 servers back, i would throw 2k13 in the trash.
              crew, my player pickup>2k13

              Comment

              • cj2008nw
                Rookie
                • Nov 2012
                • 225

                #67
                Re: why not use the blueprint from 2k11?

                2k12 was the best to me considering it has a balance of realism and able to still have fun 2k11 alley oops were way too strong and defense was not there....

                Comment

                • willIam9387
                  Pro
                  • Jun 2010
                  • 640

                  #68
                  Re: why not use the blueprint from 2k11?

                  2k13 is the best version for me in terms of gameplay. I think the new control stick is a nice added addition, passing seems more responsive, fast breaks are easier. There is a more noticeable speed gap between top end speed guys and average speed guys. Offensive rebounding was a problem before the patch, now it's more balanced. I don't see the justification in saying that 2k11 is the more sim game, and I played 2k11 more than 2k12 and 2k13 combined.

                  The problem is really the definition of what is sim in relation to what we can expect from a videogame. I primarily play NBA 2k to relax, try building a winning team, etc. I'm not playing 2k to see an exact representation of what I can easily see by turning on ESPN or TNT without any glitches, canimations, etc. By nature I'm a perfectionist, so yes it does bother me that NBA 2k13 has non-sim aspects but so did 2k12 and 2k13. And also we are controlling one team most of the time, implementing our own strategies and inputting our own commands, which essentially renders the concept of what is sim moot. I can't be expected to act like Greg Popovich when calling plays, then try to be Tony Parker and the rest of the spurs and execute the play in a sim-like fashion exactly how they would do it.

                  What I'm trying to get at it is that by interjecting our own input and playing the game, the notion of what is sim has been compromised. Sure we might get sim-like results but we can't be expected to match an expected output. Add to that the fact the there is no actual physics in NBA 2k, which means the number of outputs has been reduced.

                  There's a high standard for what is truly considered sim, and NBA 2k13 does a good job. Will the virtual Kevin Love over a virtual NBA 2k season exactly match his real life statistics, no he probably won't, but that to me doesn't detract from the fun of NBA 2k. Anyway, this post might have been over the place, but I think the discussion on what is sim is all over the place, which can take away from a fun game.

                  Comment

                  • BluFu
                    MVP
                    • May 2012
                    • 3596

                    #69
                    Re: why not use the blueprint from 2k11?

                    anklebreakers were proper in 2k11. people get dropped in 2k13 for no damn reason.

                    Comment

                    • JazzMan
                      SOLDIER, First Class...
                      • Feb 2012
                      • 13547

                      #70
                      Re: why not use the blueprint from 2k11?

                      This thread annoys me. People disregard any sort of positive additions that 2k13 has made by pointing out its flaws and saying 2k11 did so-and-so better than 12 and 13. I for one feel that 2k12 was a better game than 11, and 13 is better than both. 2k12 was the first sports game on the 360 that I actually played essentially for a full year. With custom rosters, sliders, and draft classes, 2k12's Association was near-perfect sim ball for me. It was actually challenging to play the CPU, unlike on 2k11. I'm sure 2k13's Association will be even better for me when I get the simworld rosters. I owned 2k9, never played 2k10, so when I got 2k11, I was blown away. However, I think that the majority of the guys who say 2k11 is better is due to nostalgia.
                      Twitter: @TyroneisMaximus
                      PSN: JazzMan_OS

                      Green Bay Packers
                      Utah Jazz
                      Nebraska Cornhuskers

                      Dibs: AJ Lee

                      Comment

                      Working...