NBA 2k11 - Lets Talk Gameplay improvements - Operation Sports Forums

NBA 2k11 - Lets Talk Gameplay improvements

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  • Jesus
    Banned
    • Aug 2009
    • 1860

    #1

    NBA 2k11 - Lets Talk Gameplay improvements

    OK, lets talk about gameplay improvements for 2k11.

    -MOVEMENT/FOOTPLANTING (so we can get that out the way lol)

    -Difficult catching in traffic animations that require gathering.

    -Much D better rotations and a sense of priority on better scorers and less on others

    -Better shot blocking mechanics and animations

    -Bring back the ability to make a ball-handler pick up his dribble

    -Add much more off ball contact



    I have many more, but i want some more opinions.
    Last edited by Jesus; 03-10-2010, 02:14 AM.
  • skalagrimsons
    Rookie
    • Jan 2009
    • 26

    #2
    Re: NBA 2k11 - Lets Talk Gameplay improvements

    I agree with all of that and add to that the following:

    1) Outlet passes, make them less perfect, make the ball bounce of the floor before catch, because not allways the ball is going in the fastbreaking players hands for a perfect catch.

    2) Realistic passing awareness. (in 2k10 every player passes like Steve Nash, everyone can find wide open man on the other side of the court, while being crowded, in traffic or doubleteamed.)

    3) CPU doesn't use raised hands animation on defense and disrespects this animation on offense when used by human controled player, meaning, cpu passes through raised hands instead of using bounce pass.

    Comment

    • jeebs9
      Fear is the Unknown
      • Oct 2008
      • 47660

      #3
      Re: NBA 2k11 - Lets Talk Gameplay improvements

      Game perfect in my opinion......lol jk guys

      But some of the things sound good here.
      Hands Down....Man Down - 2k9 memories
      http://www.youtube.com/watch?v=4IHP_5GUBQo

      Comment

      • DaWolf
        Old school
        • Feb 2007
        • 627

        #4
        Re: NBA 2k11 - Lets Talk Gameplay improvements

        Jump Shooting: Smoother transition to the jump shot plus manual releases.

        Comment

        • Jesus
          Banned
          • Aug 2009
          • 1860

          #5
          Re: NBA 2k11 - Lets Talk Gameplay improvements

          - Good passers should have more accuracy and higher velocity. Passers who are not as good shold have lofty passes and should be more difficult to catch.

          - Fancy passes should be much riskier

          - The triple-threat position should be a bit more explosive

          - Post moves should be quicker

          - Tendencies should be absolute, if I put a players 'post' tendency to zero, he should never post.

          - Off-ball screens need to be a little more effective, and help-defense should react to them realistically.

          - When a smaller defender is on a bigger post player and told to 'deny' he should front the Big, and help defense should be ready to pounch from the weak side.

          - Players should go for more charges

          - attempting to steal and block from a stand-still while holding the 'aggressive' button down covers far too much ground. If out of range when the 'jump' button is pushed, a lazy attempt should be made.

          - There needs to be a greater difference between players with low vs. high verticals and low vs. high quickness. Maybe a speed,quickness and vertical threshold slider similar to the one in Madden 10.

          -Spot up shooters often gravitate towards the rim when a player drives to the basket sometimes killing spacing.

          Comment

          • Jesus
            Banned
            • Aug 2009
            • 1860

            #6
            Re: NBA 2k11 - Lets Talk Gameplay improvements

            Originally posted by DaWolf
            Jump Shooting: Smoother transition to the jump shot plus manual releases.

            good point,

            -there should be a larger variety of shots arounds the rim, the amount of hooks is crazy

            - drifting shots should be momentum based: jog= pullup, run w/o releasing 'aggressive'= light drifting shot, full sprint w/o releasing 'aggressive'= heavy drifting shot

            - CPU players should actually shoot non-posting fade-aways. I have honestly only seen one, even after maxing out Dirk's tendency to fade.



            -

            Comment

            • jeebs9
              Fear is the Unknown
              • Oct 2008
              • 47660

              #7
              Re: NBA 2k11 - Lets Talk Gameplay improvements

              Why does everyone think the triple threat needs be more explosive? Its perfect the way it is. The other way it was. Human opponents couldn't even reaction to any move.

              Same goes for the post moves. (maybe a little but not that much)
              Last edited by jeebs9; 03-10-2010, 03:18 PM.
              Hands Down....Man Down - 2k9 memories
              http://www.youtube.com/watch?v=4IHP_5GUBQo

              Comment

              • jeebs9
                Fear is the Unknown
                • Oct 2008
                • 47660

                #8
                Re: NBA 2k11 - Lets Talk Gameplay improvements

                Whats up with this

                - When a smaller defender is on a bigger post player and told to 'deny' he should front the Big, and help defense should be ready to pounch from the weak side.

                I think denying the ball has more to do with defense awareness.
                Hands Down....Man Down - 2k9 memories
                http://www.youtube.com/watch?v=4IHP_5GUBQo

                Comment

                • Jesus
                  Banned
                  • Aug 2009
                  • 1860

                  #9
                  Re: NBA 2k11 - Lets Talk Gameplay improvements

                  Originally posted by jeebs9
                  Why does everyone think the triple threat needs be more explosive? Its perfect the way it is. The other way it was. Human opponents couldn't even reaction to any move.

                  Same goes for the post moves. (maybe a little but not that much)
                  If "everyone" thinks that the triple-threat/post moves needs to be more explosive and you are the minorioty, maybe theres something to it.

                  The fact of the matter is that there is a reason those moves are hard to defend in real life and the speed at which there are done is a factor.
                  Last edited by Jesus; 03-10-2010, 07:00 PM.

                  Comment

                  • Jesus
                    Banned
                    • Aug 2009
                    • 1860

                    #10
                    Re: NBA 2k11 - Lets Talk Gameplay improvements

                    Originally posted by jeebs9
                    Whats up with this

                    - When a smaller defender is on a bigger post player and told to 'deny' he should front the Big, and help defense should be ready to pounch from the weak side.

                    I think denying the ball has more to do with defense awareness.

                    No, no matter what someone's d awareness is, when told to 'deny' in the menu, they will attempt to deny the ball. Just like in actual basketball if you want to deny a player the ball you will try, but your effectiveness will rely on your individual defensive ability. Serious question: have you ever played real organized basketball?

                    Comment

                    • skalagrimsons
                      Rookie
                      • Jan 2009
                      • 26

                      #11
                      Re: NBA 2k11 - Lets Talk Gameplay improvements

                      Yes, i think he has played. NBA 2k10. Or You think he's an impostor? GUARDS!!!

                      Comment

                      • BroMontana82
                        Support Sim
                        • Nov 2004
                        • 2230

                        #12
                        Re: NBA 2k11 - Lets Talk Gameplay improvements

                        only a few....

                        - bring back defense. there has to be some sort of medium to this year's and the lock down in the past. WAY too easy to get around people in 2k10.

                        - more control over passing

                        - MOVEMENT! more weight to players and steps.

                        - more control - manual post up, more dynamic passing.

                        - there needs to be more air under blocked shot attempts depending on the vertical rating. i posted this on the defense / rebounding dissertation thread:


                        nice this is back. i was pumped to hear about 2k's blocking overhaul this year. after getting the game, i don't think things are nearly as good as they said they would be. guy's are still tied to set animations and pre-determined verticals when going for a block rather than how high they can really jump. vertical mostly factors into block success and horizontal distance. if im dwight howard, i should be getting my hand up to the top of the backboard square every time whenever i want b/c that's how high he can get. there could be some way to control vertical leap on D - like tapping Y vs. holding it for maximum vertical. why can't vertical be relative to a players actual vertical?

                        also, when you go for a block, it is not "dynamic" like they claimed. your hand still only goes in a fixed direction - the original direction the ball is heading. in real life, players will move their hands towards the ball in whichever direction it is going. there needs to be some sort of tracking. again, height seems to be the biggest factor in block success again. yeah there are some nice animations now, but it's all "canimation"

                        ball physics are still a problem. too many floater blocks. not enough backboard pins like in real life. shot blocking should be about timing. in 2k, it's about pressing Y when the ball handler presses shoot. you want it to be pretty much at the same time. this triggers an animation. this is not how it is in real life. most of the big blocks or chase down blocks happen after the shooter is already shooting or going for a layup. patience is key.

                        Comment

                        • NINJAK2
                          *S *dd*ct
                          • Jan 2003
                          • 6196

                          #13
                          Re: NBA 2k11 - Lets Talk Gameplay improvements

                          samb-
                          certainly agree about the floaters. They need to have much more of an arc than they do now.
                          EA and 2k have the unfortunate task of trying to balance on a tightrope of fun and sim while trying not to fall 10,000 feet to their death. Instead of a safety net waiting down below there will just be angry customers quick to move out of the way and talk of their failure.

                          Comment

                          • ifriedrice
                            Pro
                            • Sep 2002
                            • 807

                            #14
                            Re: NBA 2k11 - Lets Talk Gameplay improvements

                            In addition to the drifters that you're all referring to, 2K needs to add in pull up jumpers out of the triple threat.

                            In real games, several offensive players explode out of a triple threat and while the defender backs up to cut off the offensive player, the offensive player pulls up for a quick jumper without foot planting for their traditional jumper. In the 2K series, if you explode out of the triple threat and try to do a pull up, it always makes the player set their feet (unless you do a drifter/leaner/etc.)

                            <object width="640" height="385"><param name="movie" value="http://www.youtube.com/v/Hx7NQWDehgE&hl=en_US&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/Hx7NQWDehgE&hl=en_US&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="640" height="385"></embed></object>

                            Comment

                            • Jesus
                              Banned
                              • Aug 2009
                              • 1860

                              #15
                              Re: NBA 2k11 - Lets Talk Gameplay improvements

                              Originally posted by sambf12
                              only a few....

                              - bring back defense. there has to be some sort of medium to this year's and the lock down in the past. WAY too easy to get around people in 2k10.

                              - more control over passing

                              - MOVEMENT! more weight to players and steps.

                              - more control - manual post up, more dynamic passing.

                              - there needs to be more air under blocked shot attempts depending on the vertical rating. i posted this on the defense / rebounding dissertation thread:


                              nice this is back. i was pumped to hear about 2k's blocking overhaul this year. after getting the game, i don't think things are nearly as good as they said they would be. guy's are still tied to set animations and pre-determined verticals when going for a block rather than how high they can really jump. vertical mostly factors into block success and horizontal distance. if im dwight howard, i should be getting my hand up to the top of the backboard square every time whenever i want b/c that's how high he can get. there could be some way to control vertical leap on D - like tapping Y vs. holding it for maximum vertical. why can't vertical be relative to a players actual vertical?

                              also, when you go for a block, it is not "dynamic" like they claimed. your hand still only goes in a fixed direction - the original direction the ball is heading. in real life, players will move their hands towards the ball in whichever direction it is going. there needs to be some sort of tracking. again, height seems to be the biggest factor in block success again. yeah there are some nice animations now, but it's all "canimation"

                              ball physics are still a problem. too many floater blocks. not enough backboard pins like in real life. shot blocking should be about timing. in 2k, it's about pressing Y when the ball handler presses shoot. you want it to be pretty much at the same time. this triggers an animation. this is not how it is in real life. most of the big blocks or chase down blocks happen after the shooter is already shooting or going for a layup. patience is key.

                              For 2k to allow leapers to jump as high as they do in real life, they would have to include off. awareness as a variable in shot arch, exponetially increase the off ball contact to add it as another variable to curve abuse, and create a realistic momentum system. All of which id love to see.

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