Did you catch my statement "Realism will balance out the game."
REALISM IS BALANCE. You have to stop saying balance over realism when realism is balance.
If strictly "balance" or whatever this "dev and gaming mantra" is working, why do we still have the same issues 20 years into this franchise? Is it because they are so focused on trying to get this balance see-saw working properly that it falls to pieces when the balance tips in one direction. Maybe they have to start thinking differently about how they approach gameplay design.
Of course I'm cool with the entire cycle devoted to creating realistic aspects; just check the forum's complaints including your complaints about 2k19's gameplay mechanics. How well is that traditional "mantra" working?
I don't think you've ever addressed my suggestion on those double jumps. You want balance, I'm giving you real solution on how to achieve balance with realism.
(1) Button sensitive jumps;
(2) Give the offensive player ability to explode immediately after the defender is in the air; are dunks and layups too slow, then increase the speed to match realistic dunks/layups speed;
(3) Give the offensive player the ability to draw a foul while the defender bites on the pump fake.
These are realistic gameplay mechanics that will give you the "balance" that you want without nerfing realistic secondary jumps. Sideline cheese was overpowered because 2k didn't implement realistic "first step" gameplay design. If the defender gets to his spot first, then it becomes a charge; if he's late, it's a block, etc. That's approaching the design focusing on realism, which in turn, will balance the gameplay.
The way you're looking at "gameplay balance" sometimes seems to be nerfing realism (i.e. disliking effective double jumps; wanting extreme lunging steal missed attempts).
The way I'm looking at "gameplay balance" is to introduce realistic simulation gameplay mechanics, which in turn will balance the game (i.e. explosive first steps when someone has a missed steal attempt, faster dunk/layup speed when the defender bites, etc.)
We're saying the same thing. I'm just using the word "realism" while you're using the word "balance." You’re looking to nerf, I’m looking at implementing realistic counters. Which is why I don't get why you constantly harp on "Balance over realism" when "realism is in fact the definition of balance."
Again, obviously whatever design mantra they're following isn't working. Get realism mechanics right and you don't have to keep revisiting the same thing over and over and over again. Get realism right the first time and it'll work always. That's being efficient. Continuing to battle that "balance" seesaw year in and year out is futile; just get realism right, and you can move on to other areas that need "realism".
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Originally Posted by OrlandoTill |
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Can you define what your definition of realism versus balance is? I’ve already stated that realism is balance because every realistic offensive move has a defensive counter, and vice versa. The problem comes down to whether or not 2k knows how to get realism correct. And what do you mean by ‘agency?’
What mechanics are people exploiting? ... in other words, 2k hasn’t recreated the counter balance mechanic properly if people are exploiting something. If something is overpowered, ‘realism’ wasn’t recreated propperly.