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NBA 2K19 Hands-On Impressions (Forbes)

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Old 07-23-2018, 10:17 PM   #9
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Re: NBA 2K19 Hands-On Impressions (Forbes)

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Originally Posted by redsfan4life
I thought rebounding was decent this year idk. Centers didn't get every single board like in 2k17..if you have an athletic wing you can average 5-7 boards a game even vs comp in pro am play. I really liked that aspect of rebounding.
I can't really speak as much for modes where you control one player like Pro-Am and Park, but in 5-on-5, rebounding can be really unbalanced. You can have three players in position to get the ball and the center will magically come down with it. Or, if you play good, hands up defense on a shooter near the basket, he's probably getting it right back with the board, because you're stuck in the animation. Crash defensive boards doesn't always remedy the situation. From what I hear, MyTeam is even worse for this than PNO can be. I do think the improved interior defensive controls might help a bit.
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Old 07-23-2018, 10:27 PM   #10
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Re: NBA 2K19 Hands-On Impressions (Forbes)

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Originally Posted by LorenzoDC
Based on what Czar was out here saying earlier, I think it's more of a technical problem of making the calculations to make it look sim with so many variables in play simultaneously.


Think about it, that's a lot of bodies at any possible distribution of spots on the floor, with a lot of different physical attributes at once to crunch when the ball goes up and is determined to be a miss. And with that the ball trajectory and such. If they get it 95% right then 5% of situations are janky. If teams take 80 shots or so per 48 minute game than that's 8 rebounding situations per game that don't look right.


It sounds like it's just a technical challenge at this point, not a bug.

It could easily be technical, and it's probably my exasperation with the outcomes skewing my perception, but IMO I feel like it's more like a 60/40 right/wrong outcome on the boards if one doesn't make several slider adjustments. I hope that they can make a breakthrough soon, because it sounds like a lot of the other issues are making some significant strides, so this issue will stand out even more by contrast.
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Old 07-23-2018, 10:42 PM   #11
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Most, if not all of the visual improvements can be attributed to the lighting.* --This was great to hear imo..
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Old 07-23-2018, 10:52 PM   #12
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Re: NBA 2K19 Hands-On Impressions (Forbes)

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Originally Posted by jfsolo
It's obviously speculation on my part, but I feel like there must be some bug that they can't find, in the same way that it was with the excessive clipping. It was such a glaring issue last year that for it to still be a problem makes me feel that this is the case. Madden had this problem with CPU QB AI and CPU play calling for the last couple of years.


Clipping wasnt a bug but an unintended consequence of a 1st year motion/movement system implementation that seems to have been worked on quite a bit this year.
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Old 07-23-2018, 11:09 PM   #13
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Re: NBA 2K19 Hands-On Impressions (Forbes)

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Clipping wasnt a bug but an unintended consequence of a 1st year motion/movement system implementation that seems to have been worked on quite a bit this year.
I got that from this quote from Mike.

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“It was embarrassing,” Wang admits. “There was a bug that we didn't find until very, very late with the collision detection. That's another thing that we're working on right now. We're spending a lot of time trying to make sure you just can't go through players and stopping them when you try to run into guys.”
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Old 07-23-2018, 11:11 PM   #14
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Re: NBA 2K19 Hands-On Impressions (Forbes)

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Originally Posted by jfsolo
I got that from this quote from Mike.
Yeah unintended, but it was more than just a bug because it was visible and worse before release so maybe they just couldn't get to it until late.

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