NBA 2K11 Developer Insights: Making a Smarter Game
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Re: NBA 2K11 Developer Insight "Making a Smarter Game"
Wow, I am really pumped for this game, it looks like 2k really listened this year. I can't wait to see what lies ahead. Oct 5 can't get here fast enough for me. I has a feeling this is going to be a "Classic" from every aspect.Comment
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Re: NBA 2K11 Developer Insight "Making a Smarter Game"
great read although melo still looks like crap and i always hated that dunk animation lebron is doing
carry on
lolComment
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Re: NBA 2K11 Developer Insight "Making a Smarter Game"
For every player on their respective team, I would like to see a player rating called "Offensive Go-To %"
This rating would give each individual on their team a % of offensive set players the coach will run.
For example, let's say 50% of the time, offensive plays will be called for Dwayne Wade, while the remaining 50% will be allocated to the rest of the 11 Heat players.
This way, the cpu will be forced to utilize their superstars the majority of the time.
That was me back on 06-24-2010, 06:13 PM on what I would love to see in 2K11.
Now...
Touches tendency: This was a big one for me. We really wanted players who “dominate” the ball to feel like they controlled the ball on offense much more. Whereas before, the PG typically had the ball a majority of the time in the half-court… when things broke down you’d see the PG take over and shoot more often than we wanted. With the Touches tendency, we can ensure that the stars have the ball in their hands more, and as a result, take those tough shots to bail out their teams when plays break down. It also allowed us to re-work the way we initiate plays, which I’ll expand on shortly.when i read that line, and I couldn't believe Mike Wang had the same idea too.
On a side note, I love this quote too:
Let’s start first and foremost with onball defense AI – preventing the ball handler from penetrating and getting to the hoop. When we first began development on NBA 2K11, revamping the defensive movement model was one of our top priorities - from both user-control and AI standpoint.2018-2019 NBA Champions!Comment
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Re: NBA 2K11 Developer Insight "Making a Smarter Game"
very good way to start the weekend with some really promising info on the what to expect from visual concepts devs.it was good to know that fans of certain team have all of their teams behaviors right down to the playbook at their disposal. the insight on the defensive side of things was lacking on the info at this point in time............ am hoping that they touch a bit more soon to clarify some curiosity still lingering in my head...but all in all great read and more informal than the previous insightLast edited by kolanji; 08-06-2010, 07:44 PM.Humans fear what they dont understand, hate what they cant concur i guess its just the theory of manComment
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Re: NBA 2K11 Developer Insight "Making a Smarter Game"
Disappointed to read that they still only have one way to defend the pick n roll. I wish they had EA's system to defend it, assignable to the offensive player.
But everything else was a great read. Can't wait for the new plays. Can't wait to see what Rob Jones did with the transition game.Comment
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Re: NBA 2K11 Developer Insight "Making a Smarter Game"
This is promising info of course, but 2K Sports has lost all of its equity with me. All insights are for me are things to look at once the game is released to see what 2K thinks it's done.
Two things that I'm curious about:
#1 Will these gametypes (Sim, Casual etc.) be accessible online?
#2 Which one of these gametypes would they consider 2K10 to be?Comment
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Re: NBA 2K11 Developer Insights: Making a Smarter Game
The controls will be ideal for me if:
- They make the ability to walk, jog, and sprint 100% pressure sensitive to the left stick. No context animations. No triggers. Also make the transition from walk to jog to sprint and back gradual and smooth; also have to where a player can't stop on a dime from a sprint and his momentum carries him forward extra steps.
- Bring back the defensive crouch button. Also let me play the ball handler to a particular side similar to what they had in 2K9. Part of player a good ball handler is to try to force him to his weak hand or force him to go the side where your help defense is.
- (Like mentioned a few posts before mine) Bring back the post up button. Allow users to post up ANYWHERE including the perimeter a la Mark Jackson (while still enforcing the 5 sec back to the basket rule of course). Also allow offensive players to back down defensive players. Get rid of that "deadlock" animation where the players just wouldn't move. At least show some resistance for both players if you want to emulate a weaker player attempting to back down a stronger player.
- Bring back the ability to fake pass. I MISS THIS.
- Give me the ability to determine the speed and trajectory of my passes. Make passes pressure sensitive like the Maximum Passing feature in the football games. Tap to throw overhead lob passes; hold to throw chest passes or passes into tight spaces and closing windows. Let passers over lead their recipients (to cause unforced turnovers) or throw the ball well ahead of a teammate initiate fast breaks.
- By 1:1 dribbling controls, I hope they mean the ability to determine WHICH hand a player dribbles with. They already have Offhand Ball Security Ratings in the game. Let's actually make it count this year!According to my old marketing professor, satisfaction is when product performance meets or exceeds consumer expectation.Comment
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Re: NBA 2K11 Developer Insights: Making a Smarter Game
wow i like the simulation style option. you dont need to make drastic changes to your sliders all over and over again. thanks mike more power!Comment
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