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How I would 'fix' badges in 2k19

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Old 01-21-2018, 11:19 PM   #33
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Re: How I would 'fix' badges in 2k19

there is way too many badges and attributes even, they should simplify it down so the player can master the game mechanics instead of worrying about this and that about attributes and badges when hes playing.
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Old 01-23-2018, 02:33 AM   #34
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Re: How I would 'fix' badges in 2k19

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Originally Posted by olajuwon34
there is way too many badges and attributes even, they should simplify it down so the player can master the game mechanics instead of worrying about this and that about attributes and badges when hes playing.
I completely agree. There should be a clear distinction in both ratings and in-game performance between a LeBron James and a Bogdan Bogdanovic, but why did it take a truckload of badges to achieve this rather than just make attributes matter more? And what's the point of an 'overall' rating if it's fudged by 'intangibles' and doesn't factor in badges or hot zones?

2k could take a leaf from EA on this one, who use the full 0/1-99 range in sports games rather than 25-99. And said range typically means a lot too; here's a 0 rated player from Breaking Madden...


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Old 01-23-2018, 12:14 PM   #35
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Re: How I would 'fix' badges in 2k19

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Originally Posted by JayOTT
2k could take a leaf from EA on this one, who use the full 0/1-99 range in sports games rather than 25-99.

They can't unless they overhaul their entire rating>production system. Most NBA players aren't bad enough at something to warrant a 25 or 0 in anything outside of point guards that don't rebound or get blocks, or people who don't shoot 3's. I myself set the "soft floor" for most ratings at around a 40 outside of rebounding/block/shooting.
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Old 01-23-2018, 06:54 PM   #36
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Re: How I would 'fix' badges in 2k19

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Originally Posted by Rockie_Fresh88
Badges make pro am arcadey as hell lol especially at the HOF level . This ain’t Pokémon . If im playing good defense I don’t need to think oh this guy has HOF posterizer omg ! No If I have position and forcing him out the paint forget that badge. If I’m guarding a sharp I don’t need to think oh I don’t have HOF defensive stopper so I can’t guard his deadeye ! Just no. If I’m in his face and get an excellent contest it’s good defense regardless. Stop taking the basketball element out in favor of Pokémon cards. It’s a marketing gimmick now anyway for pro am / Park.
Agree.

I do think badges are good to differentiate how players play - which is sim and does reflect the real NBA. Curry as a 3 pt shooter is different from Ray Allen, corner specialists, deadeye midrange shooters like Kobe, etc. And it does also add a strategic element to choosing archetypes and building your roster, etc.

But, it needs to be refined a lot. 2K needs to get rid of the unrealistic badges like HOF limitless range. The moment a badge OVERRIDES situational basketball realism (good defense = missed shot, etc) is the moment the badge has gone too far and the game becomes way less about skill and iq, and more about "character powers". This ain't Street Fighter or Pokemon like you said, where it's about getting "the best weapon" or whatever. It's a simulation based on a real-life sport, and there are physical limits to what players can do (sans players like MJ and Lebron). Most guys aren't going to shoot 90% from 45 feet out. The game needs to reflect that.
I will say that 2K18 > 2K17 as far as the badges. There's less BS stuff that happens, but it still happens.
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Old 01-23-2018, 07:01 PM   #37
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Re: How I would 'fix' badges in 2k19

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Originally Posted by Keith01
Agree.

I do think badges are good to differentiate how players play - which is sim and does reflect the real NBA. Curry as a 3 pt shooter is different from Ray Allen, corner specialists, deadeye midrange shooters like Kobe, etc. And it does also add a strategic element to choosing archetypes and building your roster, etc.

But, it needs to be refined a lot. 2K needs to get rid of the unrealistic badges like HOF limitless range. The moment a badge OVERRIDES situational basketball realism (good defense = missed shot, etc) is the moment the badge has gone too far and the game becomes way less about skill and iq, and more about "character powers". This ain't Street Fighter or Pokemon like you said, where it's about getting "the best weapon" or whatever. It's a simulation based on a real-life sport, and there are physical limits to what players can do (sans players like MJ and Lebron). Most guys aren't going to shoot 90% from 45 feet out. The game needs to reflect that.
I will say that 2K18 > 2K17 as far as the badges. There's less BS stuff that happens, but it still happens.
I think that has to do with 2k 18 being opened up in certain areas.

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Old 01-24-2018, 02:00 PM   #38
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Re: How I would 'fix' badges in 2k19

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Originally Posted by JayOTT
Too many badges, redundancies everywhere I look. The machine is bleeding to death.

I'm not confident that 2k will give my thoughts serious consideration, but nonetheless I must put those thoughts out there. Badges were introduced as a means of covering game situations that attributes cannot, and this, along with limiting redundancies, would be my main goal.

However, I must also keep MyCareer in mind, due to it being the flagship mode for better or worse. So I'll aim for 14 badges, 2 primary for each archetype assuming they keep some form of it in 2k19;

3pt shooting
- Limitless Range (must be balanced so that there's incentive to hold onto the ball for a better shot.)
- Deadeye (merge both existing badges and contested shot ratings into one for simplicity.)

Defending
- Chase Down Artist (BLOCKED BY JAMES!)
- Pick Dodger (out of the other defensive badges, this one has the least correlation with existing attributes.)

Driving & Finishing
- Strong Finisher (merges Relentless, Posteriser and Contact Dunk into one badge for heavy contact shots on the inside.)
- Pick & Roller (I'm fine with having a badge for P&R specialists. Could merge Pick and Pop into this.)

Passing & Ball Handling
- Pick & Roll Maestro (see Pick & Roller)
- One Man Fast Break (I didn't like the other playmaker badge options so this makes my cut.)

Post Scoring
- Post Spin Technician (a drop step is a variation of a spin from what I can gather so that can be merged.)
- Up & Under Specialist (also the post scorer needed two badges in this system.)

Rebounding
- Putback King (as a situational use badge, it's existence makes sense.)
- Break Starter (I can't think of anything else for rebounding so this also makes the cut.)

Shot Creating
- Tireless Scorer (another solid idea that has situational use.)
- Inside Finesse (would combine Tear Dropper and Acrobat into one badge for unconventional layups.)

Every badge not mentioned here is one I think the game can do without, either due to being already covered by an attribute (difficult shots vs off dribble shooting), or just being gimmicky (dimer).

Lastly, make Gold the maximum badge level again, and also nerf most badge effects. Some badges need a small nerf, others a big one, but as a general rule I'm thinking 2k19 Gold would equal 2k18 Silver.

As a whole, I think this would make the game less gimmicky and improve the realism for sim players whilst still keeping the good elements of the badge system intact. Please let me know your thoughts on this, I might have overlooked something due to not playing enough 2k.
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Old 01-24-2018, 03:10 PM   #39
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Re: How I would 'fix' badges in 2k19

Ratings need to be more significant from 25 to 50, 50 to 70, 70 to 90

I remember in 2k17 I had two distinctly different builds: a 6ft5 194 Lockdown PG and a 6ft10 246 Glass Cleaner PF. I was shocked when I saw the vertical reach on the Glass Cleaner!

At 91 vertical rating, the 6ft5 Lockdown PG has a 41 inch vertical reach.

At 65 vertical rating, the 6ft10 Glass Cleaner (GC) has a 40 inch vertical!!!

If I add a 5pt boost, the GC will be at 70 and his vertical reach will be on part with the 6ft5 Lockdown who is 50 pounds lighter and 5 inches shorter!!!

Another crazy thing about 2k17, and some people see it more clearly now when they revisit 17 after experiencing 18, is the shooting or ability to score in general! Damm near any build can finish with bodies around them in the paint. Then out on the corner 3, a 55 to 60 with badges and hot zones can trigger steady greens! Then on the perimeter, anything beginning at 66 can start triggering steady greens with the same applicable badges and hot zones.

Now, in production, a 65 should not equate to only a 1 point difference in objective data compared to a 91! This 6ft10 246 Rebounding build is not supposed to be athletic but that Vertical output says otherwise. Now, if this 65 rating was triggering a vertical output of 30 or even 25 or less, that would appease me and would seem more reasonable to my mind.

If say, 99 is a 50 inch vertical which it isn't; how do you share 65 so close to 99 in translation? A 99 vertical rating in 17 would net you about a 43 inch vertical which is only 3 pts higher than someone at 65.

Now, considering wingspan, this is a factor in games but the sheer athletic differences in the sport could do well to become more noticeably different in all modes. Something like Speed should be able to be translated with a bigger threshold. The tighter the threshold on these athletic ratings the tighter the skill gap and also the less simulated the product becomes.

A 2k player with a 35 speed rating should feel and look like someone who runs a 40 yard dash in 6 seconds. The John Wall type runners should feel and look like someone who can easily finish a 40 in the low 4 seconds. 4.5s is my best recorded time as a semi professional athlete and I'm positive Wall is faster than me so he could easily clock a 4.4 or better which is significantly faster than someone who finishes the 40 in 5 seconds or greater.

This difference in speed and acceleration ratings is not translated to a simulation point in 2k. The threshold is still too tight on what difference the athletic ratings produce. The 40 is a measure of speed and acceleration. Some accelerate well and are quick, agile players but not exactly super fast. In basketball we see how some are quick and fast with the ball and others not so much but there is usually a close relationship there to with and without ball.

The 2k product will continue to be plagued by arcade like gimmicks for as long as there is only about a 1 inch difference in vertical leap translation between a 65 rating and a rating in the 90s. There needs to be a willingness to more accurately translate differences in ratings compared to production.

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Old 01-24-2018, 03:48 PM   #40
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Re: How I would 'fix' badges in 2k19

some badges are so OP at HOF, like limitless, posterizer

as pure lockdown i cant stop posterizers, 90% of the time he will blowby me and dunk on me, i know rim protector afftect that, but i dunked loads of time with my gold posterizer on hof rim protector

freaking limitless is so OP, and it makes pro am so boring, just 5 out and standing in corner and waiting for ball, and pg and center just pnr.
i wonder what will they do to make e-league competative cuz every top match now is boring and no one will wanna watch that

not sure about ratings, with my lockdown sharp (73 open 3pt) i can shot 1/7 one game and 6/7 next game, but im on average now 50% with hotzones and boosts, on sharpshotcreator i shoot around 60% with boosts/zones, and pure sharps with 99 3pts go crazy when open and hit 80/90% with good screens

i would like them to make it realistic for e-league, and make it separate game mode, i would pay maybe 20-30 usd for new game, no badges, respecable builds, like all mmorps (which NBA 2k18 is with all grind and MT), and make it fun to play and watch
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