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2k's "slip n slide" physics and lack of contact (youtube video included)

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Old 05-14-2012, 09:36 AM   #97
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Re: 2k's "slip n slide" physics and lack of contact (youtube video included)

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Originally Posted by SalutationsNJ
I honestly think they did this to make 2k easier for the casual player. Just think, last year people were complaining of too much contact.

I can't wait for "the competition" -- that way 2k can stop listening to 'casual complaints' and goes back to its 'sim foundation'.
There are many so called hardcore players that don't take the time nor have the skill to master the extensive move list either - it was frustrating to have someone bump you back 1-2yds consistently w/o having a foul called, or for it to be extremely difficult to drive to the basket with a guard. I don't think the lessening of the contact was done simply to appease casual players. Imo the contact/bumping was overdone last year, and this year it can be argued that it's not restrictive enough. I don't think there's one absolute answer, the answer lies somewhere in the middle.

Still I don't think the issue rises to the level of the contact "being a complete joke" when people take isolated instances that don't hold up over the course of a full game. Or the view that competition will somehow make some monumental change, when the competition was so bad last time out that it took the near-unprecendented step of not releasing a product. That isn't a slap at Live; I just don't understand how some of you casually dismiss these games extensive track records. I do feel too often the game (NBA2K) will work to produce a pre-determined outcome on a possession, which can be frustrating. But that's been an issue with the game for a few years at least; it's not something that just started with 2K12 imo.
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Old 05-14-2012, 10:12 AM   #98
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Re: 2k's "slip n slide" physics and lack of contact (youtube video included)

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Originally Posted by spankdatazz22
There are many so called hardcore players that don't take the time nor have the skill to master the extensive move list either - it was frustrating to have someone bump you back 1-2yds consistently w/o having a foul called, or for it to be extremely difficult to drive to the basket with a guard. I don't think the lessening of the contact was done simply to appease casual players. Imo the contact/bumping was overdone last year, and this year it can be argued that it's not restrictive enough. I don't think there's one absolute answer, the answer lies somewhere in the middle.

Still I don't think the issue rises to the level of the contact "being a complete joke" when people take isolated instances that don't hold up over the course of a full game. Or the view that competition will somehow make some monumental change, when the competition was so bad last time out that it took the near-unprecendented step of not releasing a product. That isn't a slap at Live; I just don't understand how some of you casually dismiss these games extensive track records. I do feel too often the game (NBA2K) will work to produce a pre-determined outcome on a possession, which can be frustrating. But that's been an issue with the game for a few years at least; it's not something that just started with 2K12 imo.
At this time I will have to humbly disagree. My response would create a 2k/Live debate so I'll just wait until that thread comes along. Good points though and I got you covered but not at this time
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Old 05-14-2012, 12:12 PM   #99
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Re: 2k's "slip n slide" physics and lack of contact (youtube video included)

It's my opinion that NBA 2K12 offensive ratings have too much influence on the defensive outcome. Looking at the examples, those players illustrated in the clips have very strong offensive ratings. So the algorithm (probability factors) results in a highly rated player's 'success' regardless of the defensive presence. On the flip side, ironically, a human controlled player rarely goes through a defender; at least IMHO. If I'm controlling OKC players, i won't get that imploding result as often.

Also, without producing contact, watch the CPU work wonders with Westbrook/Durant where each consistently underhands shots finding its way to the basket. you could have Gasol, Bynum, and Metta in front of them, but someway/somehow....

However, if the computer is attempting to do the same with a lesser rated player, human defense prevails.

Just tweak it in 2k13 please....
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Old 05-14-2012, 01:02 PM   #100
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Re: 2k's "slip n slide" physics and lack of contact (youtube video included)

There are a lot of problems I have with 2K12 and I think 2K11 is easily the better game but I never see what people are posting in these vids in my game. Maybe it's because of the rosters I'm using but if anything there is too much contact and old school 2K "the D sliding into position unrealistically" nonsense.
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Old 05-14-2012, 06:40 PM   #101
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Re: 2k's "slip n slide" physics and lack of contact (youtube video included)

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Originally Posted by ehh
There are a lot of problems I have with 2K12 and I think 2K11 is easily the better game but I never see what people are posting in these vids in my game. Maybe it's because of the rosters I'm using but if anything there is too much contact and old school 2K "the D sliding into position unrealistically" nonsense.
Maybe you're not watching enough slow-mo replays. it's easy to miss the warping when the game is running at full speed. I see this stuff all the time. Most hop-step and spin animations result in some type of cheesy warping or defenders sliding out of the way.

Last edited by blues rocker; 05-14-2012 at 06:42 PM.
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Old 05-14-2012, 09:04 PM   #102
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Re: 2k's "slip n slide" physics and lack of contact (youtube video included)

I don't doubt what your seeing (obv, since you have video proof) but the hex-edited rosters make a big difference. I have checked out the replays in my games many of times because I get so mad at the defense stopping me in my tracks like Live '10 or warping me in front of me to cut off a wide open driving lane.
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Old 05-14-2012, 10:55 PM   #103
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Re: 2k's "slip n slide" physics and lack of contact (youtube video included)

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Originally Posted by ehh
I don't doubt what your seeing (obv, since you have video proof) but the hex-edited rosters make a big difference. I have checked out the replays in my games many of times because I get so mad at the defense stopping me in my tracks like Live '10 or warping me in front of me to cut off a wide open driving lane.
I'm with you on this...I don't see half the stuff others see and I watch a lot of my replays because if it's something good I will slow it down and show the wife...But as for the slip and slide yes 2k really needs to fix that part in 2k13.
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Old 05-24-2012, 08:36 PM   #104
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Re: 2k's "slip n slide" physics and lack of contact (youtube video included)

Quote:
Originally Posted by ehh
I don't doubt what your seeing (obv, since you have video proof) but the hex-edited rosters make a big difference.
Can I ask where do you get the hex-edited rosters for Xbox 360 from? I've seen some of this stuff in games before. Id be curious to try the hex-edited rosters out to see if it makes a difference. Thanks!
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