Don't know if this been mentioned in the thread, but court spacing looks really good this year IMO.
NBA 2K12 Developer Insight #4 - Playcall System
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Re: NBA 2K12 Developer Insight #4 - Playcall System
Don't know if this been mentioned in the thread, but court spacing looks really good this year IMO.What we know so far about NBA 2K14 - FAQ/QA:
http://www.operationsports.com/forum...post2045267769
My thoughts on how replays should be handled:
http://www.operationsports.com/Kyoto...plays-replays/ -
Re: NBA 2K12 Developer Insight #4 - Playcall System
This year you have play types which are ranked in order 1-4. They looked at the AI for calling plays and made sure the AI would have access to and utilize all plays in the playbook.
Think about it. Last year you played 48 minute games ( some of you) with 4 plays and now you can have 1 play type with as many of those types of plays in your playbook. So if you have 20 iso plays and you have a player who is an Iso he has access to all of those AND all of up to 3 more types of plays.
So the play pool has greatly expanded. This means the cpu can have multiple post and iso and pick and roll plays that are only limited by the playbooks.Comment
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Re: NBA 2K12 Developer Insight #4 - Playcall System
Not this user. I've had plenty of players light me up with Kobe's pull up J.Comment
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Re: NBA 2K12 Developer Insight #4 - Playcall System
now that is more like it when it comes to an insight the one before it was like
well that painted a very well rounded offensive approach in nba 2k12, but cant say that much defensive info can be extracted.hope when they do release an in depth info on how the defensive side of things works to kinda balance off the offensive upgrades.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 2K12 Developer Insight #4 - Playcall System
I just gotta say Czar, you are the man and absolutely LOVE the fact that 2k involved you in the process of developing this game. With them reaching out to you in this way and Mo on the trailers, to me it shows an incredible appreciation and respect for their fan base and I am hard pressed to think of another company that includes the people that keep the boat afloat in such a marvelous way. Kudos man and much respect for 2k
Thanks again for your insight and answering my questions Da Czar! It's great to have someone like you who represents the NBA 2K Nation Community!
I have a few more questions if you don't mind bud, regarding the penetration and defense.
How's the defense by the cpu when the user tries to force and drive their way in for a dunk? How does the cpu defenders prevent the user abusing this strategy? Faster rotations? More physical one on one D? Less dunks in the paint? Abusing turbo by the user is a non factor this year?
A few people who have played have mentioned the rotations. Significant changes were made in that area. Can't elaborate as again I don't know if there is a defensive insight but it all comes together to make the CPU play smarter D.
main concern was the lack of pull-up Js. It was extremely hard for the user to drive and stop and pull-up esp using Kobe trying to emulate what he does in real-life since he's not as athletic as he once was. Are pull-up Js easier to execute and does the cpu utilize it as well more often?
Now again after I get the game and play it for awhile then maybe things will be different but as it stood the cpu was no punk and not is a cheese to keep it close way that I could see.
Every year they add more basketball elements that make the game a tad more difficult. This year I believe they added more of those elements than any single year in their past. Just my opinion thought and keep in mind working on a game and sitting there playing it all day are two different things. I spent most of my time evaluating and suggesting so It could be different when I only have to play. That is key to understand when interpreting my answers.
That said I don't feel I should ever be down to the cpu by 26 points on all star.
[QUOTE=tcnumba10;2042806336] it was confirmed by Mike Wang that there will be a walk-up the court animation this year, I didn't see it in the demo. Can you confirm to us again if it is in 2K12 and it's utilized by the cpu too?
are accessory colors this year? Can you choose different headband colors for home and away games? I know that in 2K11 that the armband, sleeves would change color if you used the 2ndary accessory color option but those colors were already preset...
Lastly, are there any new user/cpu gameplay sliders and/or player tendency/attributes that are in 2K12?
Thanks alot man, really appreciate your time and feedback!Catch me on that #SimNation #SimHangOut Friday's @ 10:00 pm est https://www.youtube.com/playlist?lis...N7yxMiElOpMl_BComment
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Re: NBA 2K12 Developer Insight #4 - Playcall System
How's play art handled this year czar? Playing against someone next to you and trying to run a play is no fun since he can see the arrows which tells me to run this way or that way and he would just cut me off which destroys the play I'm trying to run.Comment
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Re: NBA 2K12 Developer Insight #4 - Playcall System
You could turn off play art in 2k11 already.“If you meet the Buddha in the lane, feed him the ball.”-Phil Jackson
“I never thought I’d lead the NBA in rebounding, but I got a lot of help from my team-mates – they did a lot of missing.”-Moses MaloneComment
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Re: NBA 2K12 Developer Insight #4 - Playcall System
I remember when I used to be concerned that the cpu wasn't tuff enough or wasn't able to score against too much pressure. But honestly after the heat had me down 26 in the first half the first time I put it on allstar I was like F the cpu... LOL The game was tougher and you can't just say oh it's tougher for this reason or that. It is a combination of things.
Now again after I get the game and play it for awhile then maybe things will be different but as it stood the cpu was no punk and not is a cheese to keep it close way that I could see.
That said I don't feel I should ever be down to the cpu by 26 points on all star.Comment
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Re: NBA 2K12 Developer Insight #4 - Playcall System
I just don't see how you can run plays playing someone on the same screen without indicating to the other person what the play is. Memorizing is really the only option.Comment
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Re: NBA 2K12 Developer Insight #4 - Playcall System
look...the arrows got to go is all I'm saying ....I.played live 10 with my brother next to me and I had no trouble running plays since its only indicators....
I just don't like seeing arrows as I find it distracting...small indicators I don't mind....ugh...
jeez doesn't anybody here play against people in person?Comment
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look...the arrows got to go is all I'm saying ....I.played live 10 with my brother next to me and I had no trouble running plays since its only indicators....
I just don't like seeing arrows as I find it distracting...small indicators I don't mind....ugh...
jeez doesn't anybody here play against people in person?
For me that's fun.
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I am here: http://maps.google.com/maps?ll=59.335012,18.022366What we know so far about NBA 2K14 - FAQ/QA:
http://www.operationsports.com/forum...post2045267769
My thoughts on how replays should be handled:
http://www.operationsports.com/Kyoto...plays-replays/Comment
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Re: NBA 2K12 Developer Insight #4 - Playcall System
Many thanks again Da Czar for providing your insights and info on 2K12! Can't wait till the PC release date.
Hopefully we don't have to edit the gameplay sliders too much or change the entire playbook for teams in order to make the game emulate the real NBA.2018-2019 NBA Champions!Comment
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