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NBA2K17 - Fatigue system
This is a discussion on NBA2K17 - Fatigue system within the NBA 2K Basketball forums.
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08-26-2016, 12:58 PM | #41 | ||||||||||||||||||||||||
MVP
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Re: NBA2K17 - Fatigue system
Pappy Knuckles likes this.
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08-26-2016, 02:19 PM | #42 | ||||||||||||||||||||||||
All Star
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Re: NBA2K17 - Fatigue system
But it's only an idea. I highly doubt they'll ever remove the turbo trigger. |
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08-26-2016, 04:19 PM | #43 | ||||||||||||||||||||||||
MVP
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Re: NBA2K17 - Fatigue system
I think putting a stamina limit on players, based on the percentage of minutes played and the amount of stamina drained during those minutes, would make people think about their rotations (and laying off R2 as well). You can leave Lebron in for now, but he might not have anything left in the 4th quarter. And no, you're not going to be able to call a bunch of TOs in a row and bail yourself out of poor substitution management. Meanwhile your opponent, who's been rotating his guys, is going to have a fresh lineup for that 4th quarter. This would be a fun element to bring into the game. But like you said, it isn't present right now because all you have to do is call a couple timeouts and everybody is fully recovered. |
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08-26-2016, 05:21 PM | #44 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
MVP
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Re: NBA2K17 - Fatigue system
Fatigue summarized by impressions
Popular Science http://www.popsci.com/nba-2k17-impro...-gaming#page-2
http://www.ign.com/articles/2016/08/...asketball-game
http://www.polygon.com/2016/8/22/125...on-impressions
ksuttonjr76 likes this.
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08-26-2016, 07:13 PM | #45 | ||||||||||||||||||||||||
MVP
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Re: NBA2K17 - Fatigue system
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08-26-2016, 07:57 PM | #46 | ||||||||||||||||||||||||
MVP
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Re: NBA2K17 - Fatigue system
Didnt mean it was a issue, if I Played online I might on occasion play with the Spurs who I enjoy watchin IRL play and their coach being from Indiana, although I probably only do that if someone picked the Pacers,lol. I think you should play with who ever you want, but those who just hop on the bandwagon of a team because of how good they are annoys me, IRL, because once they suck again they go to a different team. So if I played online, which I dont, I would get tired of always having to play the same team or the same couple teams all the time, especially when they are picking them just because that team or teams is so good. Especially if your playing someone that you can tell has very little knowledge yet they are able to hang with you or beat you. Thats why I think the OP was right in a fatigue carry over system, so thse types get some penalty, just as you would IRL by playing back2 back or a stretch of 3 games in 4 days. Dont know if the devs could individualize something like this to each online player, but the OP has a great idea on how to negate those fools. If your one of those online players that has a high basketball IQ and rest guys, and dont abuse turbo/sprint and just play with your favorite team, then you should still be capable of playing thru the fatigue against a idiot opponent. Again this might be impossible to make happen, but if the devs could implement this, it might help with stopping the moronic fools online, Im sure they will still whine and cry cant please some of these kids, but atleast the higher basketball IQ guys would be happy.
chris11sg and Black Bruce Wayne like this.
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08-26-2016, 08:20 PM | #47 | ||||||||||||||||||||||||
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Re: NBA2K17 - Fatigue system
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08-30-2016, 09:13 PM | #48 |
MVP
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Re: NBA2K17 - Fatigue system
To me, it sounds like they're actually going to nerf Turbo a bit by actually penalizing excessive use of Turbo.
Currently, the only disincentive to using Turbo is in how it creates inertia that reduces how snappily one can change directions. There is also a general increase in the decrease of Energy during the course of a game, but we all know that there are exploits to this*. But, otherwise, one can Turbo constantly, limited only really in the need to wait for Turbo capacity to replenish. Now, it sounds like, when you Turbo, there will be a short-term hit to base Ratings to reflect extra momentary fatigue from extra hard increases in effort. So, now, when you Turbo up the court, maybe your player's base Ratings decrease by 5%. And maybe there is some mechanic by which this is cumulative with every use of Turbo within whatever the interval is for this short-term hit to fade away. I think there was also some statement made whereby they are looking at the ability of players to perform at peak levels for critical plays at the end of the game, even though they may have played a lot of minutes. If not done correctly, this could really undermine the effect that fatigue should have on the game, but if done right, it really does mimic the ability of a player to play 40 minutes and, in crunch time, buckle down and play at their best. * Everyone knows that judicious timing of Time Outs, along with Quarter and Halftime breaks, can allow one to play one's starting lineup for the entire game, or close to that, with no, or minimal, performance hit. What can have an even more profound affect is the Energy buffing that comes with the Posterizer and Eraser badges. If you have two or three guys with one of those badges getting blocks or posterizing opponents, one doesn't even need to call time-outs to replenish Energy. |
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