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When will 2K have real time physics ?
This is a discussion on When will 2K have real time physics ? within the NBA 2K Basketball forums.
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09-15-2014, 06:19 PM | #49 | ||||||||||||||||||||||||
Pro
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Re: When will 2K have real time physics ?
If anyting, 2K should strive for that and should actually be working on it, right now. They need to take the step sometime. Or are they going to wait again until the NEXT generation of consoles gets released, which will be in 2021. That's too long. The current 2K game is still influenced by what we had on the old consoles. They changed a lot but there is still a part of DNA that they kept. |
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09-15-2014, 06:45 PM | #50 |
Pro
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Re: When will 2K have real time physics ?
I don't believe the game needs real-time physics. 2K needs more simplification, if anything. Greater control comes in the form of the game mechanics being less complex.
Isomotion should be in consideration of being canned. How about a one button cross-over, like the old days? A defender should be susceptible to a cross-over if he's out of position. Period. Oh, is that person a poor ball-handler? Well, press the steal button. Poorly timed steal? The defender is now either out of position, or picks up a foul. End of story. There won't be any need to wonder where the foul was, or watch an instant replay and see a defender's hand clip through body parts, or even the ball. Why? Because everything will be sewn up nicely by animations that signal the player as to what his or her limitations are in every scenario. Here's an analogy: Developed societies have given up some of their freedoms in exchange for security. In turn, that added security allowed for societies to turn to what's important in their lives. In other words, 2K should consider restricting or cutting down unnecessary gameplay mechanics in order for everyone to focus on the bigger picture, because animations and physics aren't it. |
09-15-2014, 07:14 PM | #51 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
MVP
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Re: When will 2K have real time physics ?
Its not common but I have seen guys land in an unscripted position while the game continues-to-play on allowing you to posture to a scripted position or fight in some rare odd unscripted tangle. This is something they can build on. If EA is ambitious enough (loaded question) they would have the means to increase the amount of possible animations to the point where the entire ground game feels unscripted. Ive also grappled people in mid high kick pinning their leg in the grapple leaving them on one leg making for an extremely easy trip.
I did not mention anything about ball physics. Thats not to say Visual Concepts cant learn from Fifa's ball physics. Improving dribble physics is more of a process. I have more patience in that area. Its easier to program a genius chess AI than it is to program real time dribbling, with ball protection.
We would need strong enough defensive controls so the defensive players have the ability to not just stay in front of their opponent but also to avoid initiating contact with them.
tedus likes this.
Last edited by Kaanyr Vhok; 09-16-2014 at 11:52 AM. |
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09-15-2014, 07:29 PM | #52 | ||||||||||||||||||||||||
MVP
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Re: When will 2K have real time physics ?
__________________
San Francisco Giants 2010, 2012, & 2014 World Series Champion Oakland A's 2012 & 2013 AL West Champion Golden State Warriors 2015 NBA Champion Oakland Raiders Just Win Baby |
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09-16-2014, 01:14 AM | #53 | ||||||||||||||||||||||||
D* B**rs!
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When will 2K have real time physics ?
You make a good and fair case for your point, so I won't beat this to the ground. I just want to reiterate that the differences in the dynamics of the sport and video game lends FIFA quite a few advantages. But if you don't agree, that's fine. Last edited by Boilerbuzz; 09-16-2014 at 07:16 AM. |
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09-16-2014, 10:56 PM | #54 | ||||||||||||||||||||||||||||||||||||||||||||||||
MVP
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Re: When will 2K have real time physics ?
I’ll give some detailed examples. This is the forum for constructive criticism and the more I examine what Fifa does well the more im reminded about how NBA 2k14 has tools that Fifa doesn’t. There are three areas in Fifa’s gameplay that are pacing NBA 2k in quality, contact, defensive controls and acceleration. Fifa has big collisions, in air collisions, lose ball collisions, the contact with players who are on the ground. Those are the obvious examples because they are all but missing from NBA 2k14 When a defensive player trails an offensive player in 2k14 and collides with them from behind while they are both moving in the same direction the defensive player will get bumped backwards and there is never a foul. This could not be handled any worse. If the same occurs in Fifa it could be a foul if there is a significant tripping collision otherwise they ride with them while the defender has the option to grab jersey. If the defensive player approaches from the side in 2k14 they won’t engage contact and ride with the offensive player like the picture of George and Durant. If the defensive player moves into their path with any amount of speed there is not threat of a foul. If the defensive player is giving ground and there is contact of the sort that rarely warrants a whistle its either a restrictive scripted bump that prevents the offensive player from moving or the defensive player bounces off. This is why running through the baseline behind the basket like Steve Nash is impossible. In Fifa the defender has their shoulders facing the offensive player from many angles and many speeds. When they come in to contact if its subtle. The offensive player will fend them off with their hands and the defensive player has the option to grab slightly or excessively depending on how long you tap the button. Defensive players can usually get away with hand contact in the NBA when they are giving ground and offensive players are always pushing off. This could translate better in NBA 2k which actually uses its right stick on defense. The problem with 2k14 was the stance didn’t turn its hips and give ground with the player driving well. That’s where the defensive controls come into play. Both games have the same basic philosophy with the stance. Both stances are bouncier and faster at a distance before you hold the stance button. Both games allow you to Turbo in the stance. The difference with Fifa is that players transition better at different speeds and angles out and into the stance. Also in Fifa the control is adjusted based on distance and not holding the button. On face I would say that isn’t the best way to animate the defender but it works for Fifa. By narrowing the controls based on distance it means you have more time to recover when you are faked out from further away and you are more likely to stay close to someone when they beat you in a phone booth. Its easier to stick with someone and it does not feel cheap. Defenders turn their shoulders and exploded backwards faster and at more angles in Fifa. In comparison NBA 2k has always felt sluggish in this area. We need an acceleration rating. If taller athletes had the faster speed ratings they deserve smaller athletes would need that relative acceleration advantage to distinguish their advantage. High acceleration players in Fifa feel more explosive. Imagine the difference between a Bill Russell with a high acceleration rating in respect to his height and a generic Bill Russell. Last edited by Kaanyr Vhok; 09-16-2014 at 10:58 PM. |
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09-17-2014, 07:47 PM | #55 |
Rookie
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Re: When will 2K have real time physics ?
It would be amazing if they had real time physics, could only imagine how much better it would make the game.
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