First tho, I wanted to touch on how the highest level of gaming rewards users for out-thinking the opponent and taking advantage of their mistakes. It also punishes failure and mistakes. It provides a paper-rock-scissors kind of balance that provides counters...NOT DOING THIS goes against everything gaming is...its a core aspect. Consider these:
Planetside 2, super hardcore shooter I play. Not paying attention (which I usually do) I walk right into a proximity mine someone placed on the steps for a sucker. BOOM. I made a mistake and sealed my own fate.
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Same game. Guy bearing down on me in a Sunderer (troop carrier--small arms fire won't hurt it) I run--he chases me. Hurt, I set a trap with C4, bait him...the rest is history.
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Madden. 4th down, 4th quarter, down six points this guy goes for it. I know the QB sneak is coming and counter it by pinching my line and committing to inside run. ENJOY.
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Planetside 2 again. Notice how bad aim (again: failure) gets these guys killed in a one on four. I also use the environment to engage them one by one instead of allowing them to overwhelm me. Failure is also represented in me losing count of how many there were and not looking for the last cloaked guy in the corner who ultimately kills me:
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Madden again, OVERTIME. After 2 inside runs by Sproles this guy moves his weakside corner inside to help and I see it. One audible later......................
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You kinda see the recurring theme. A crucial part of gaming is the User vs User strategy. Someone makes a mistake, you recognize it, counter it and Voila! Success.
Which brings me to the aspect of NBA 2K that breaks that crucial, unwritten Dev-User agreement to allow us to outsmart people and punish bad decisions...and not rewarding FAILURE. Block and Steal Timing (and ratings--which represent skillset)
First the good: There are countless instances of good steal/block timing coupled with a player with the actual skillset. I played a guy with MN the other night that got 10 blocks (the equivalent of 24 blocks in 12 min quarters) and while 2 were bad--the rest were fine, I went to the basket alot, he got bigs and went and got blocks. SIMPLE.
The same is true of steals, examples of good timing are everywhere: Here are two.
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<iframe width="560" height="315" src="https://www.youtube.com/embed/Q1yPUEVTdmw" frameborder="0" allowfullscreen></iframe>
Now? The BAD. If good steal timing equals success? BAD timing equals what? FAILURE....right? Good and Bad timing should both attack the ball....its ridiculous that bad attempts would swing at air all of a sudden. More importantly: Bad things have to happen when you fail, no? I mean you wouldn't provide this HUGE window for success and a tiny one for actual failure....would you? You wouldn't allow failed attempts (spam essentially) to benefit the defense....Because then, savvy users would just use that to their benefit, like I did here:
End of game situation, so the clock is the 6th defender. I take a second defender (Bayless) run to Harden's outside shoulder so he's boxed in and spam steal...could a foul be called? Sure. But its unlikely--FACT: It simply doesn't happen often enough to alter my behavior. As expected, Harden gets trapped in an animation (note: I haven't stolen the ball, or even deflected it so i'm getting a favorable interaction for what is essentially failure) user panics and throws 2 bad passes (probably from hitting pass and getting no reaction) BALLGAME.
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Here's what should have happened:
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At best missed steals can't allow me to remain in optimal defensive position. If the reward is HUGE (and it IS--a turnover in a game with less than 40 possessions) the risk has to be significant, failure should cause me to lunge out of defensive position at the very least, see below:
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<iframe width="560" height="315" src="https://www.youtube.com/embed/FcQsUA1QEKo" frameborder="0" allowfullscreen></iframe>
While they look cool. Prolonged animations when defenders aren't successful is a SUPER BAD IDEA. It rewards spam and is potentially game-breaking in end-of-game situations and can force players into violations. Three seconds for instance.
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Blocks are (if you can imagine it) worse....i'll touch on them in part 2.
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