NBA 2K12 Developer Insight #4 - Playcall System

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  • mutumbo888
    Rookie
    • Nov 2002
    • 308

    #271
    Re: NBA 2K12 Developer Insight #4 - Playcall System

    changing D on the fly has cheese written all over it imo. it's already in the game but this takes it even further.

    changing D on the fly (all in one possession) is very unrealistic. at max you'd see an Nba team doing a press and a zone but that happens pretty rarely.


    I suspect cheesers will be doing something like:

    the opponent inbounds --> press FC trap pressure
    the opponent passes it into the post --> press Lock Down Paint
    the opponent passes it backout to a 3pt shooter --> press Pressure Shooters

    that's cheese if you ask me. it becomes not a game of reactions by manually
    controlling the players, but a game of "coach" reactions, pressing buttons to have the CPU do all the work for you. it's like in a football game someone called a "run-stop" on the fly play AFTER the snap, and after you see that it's a handoff. ...not realistic.

    Nba teams usually stay in the defensive set for the entire possession. it would be almost impossible for the players to collectively react that fast to the coach barking out the play. but in videogames, the players will respond immediately with no consequences.

    there should definitely be a limit on how many times you can switch it up in one possession (pref. 2x or less) and that it tires your team out. this has been some undercover cheese that's gone on in
    nba2k imo.

    that'll be something to watch for when I jump online.

    other than that, this should expand the game a lot and the CPU will probably play alot better too.
    Attached Files

    Comment

    • ffaacc03
      MVP
      • Oct 2008
      • 3480

      #272
      Re: NBA 2K12 Developer Insight #4 - Playcall System

      Originally posted by mutumbo888
      changing D on the fly has cheese written all over it imo. it's already in the game but this takes it even further.

      changing D on the fly (all in one possession) is very unrealistic. at max you'd see an Nba team doing a press and a zone but that happens pretty rarely.


      I suspect cheesers will be doing something like:

      the opponent inbounds --> press FC trap pressure
      the opponent passes it into the post --> press Lock Down Paint
      the opponent passes it backout to a 3pt shooter --> press Pressure Shooters

      that's cheese if you ask me. it becomes not a game of reactions by manually
      controlling the players, but a game of "coach" reactions, pressing buttons to have the CPU do all the work for you. it's like in a football game someone called a "run-stop" on the fly play AFTER the snap, and after you see that it's a handoff. ...not realistic.

      Nba teams usually stay in the defensive set for the entire possession. it would be almost impossible for the players to collectively react that fast to the coach barking out the play. but in videogames, the players will respond immediately with no consequences.

      there should definitely be a limit on how many times you can switch it up in one possession (pref. 2x or less) and that it tires your team out. this has been some undercover cheese that's gone on in
      nba2k imo.

      that'll be something to watch for when I jump online.

      other than that, this should expand the game a lot and the CPU will probably play alot better too.
      It would be unsim but not sure that would be cheesing (something without a counter, unavoidable, a fault in the system, not ment to be) ... at least if it is done like in 2k11 ... while the players did react to your command, the reaction while inmediate, was not instantly ... this created holes on the defense while the players directed to their new set, therefor creating opportunities (think on it like a player always trying to go for steals and offensive fouls, the defense was in constant scramble) ... then again, beyond its effectiveness, what made me unconfortable was the unsim part and that it forced me to go the route of taking what the defense gave me, instead of stablishing my offensive scheme.

      P.S:
      I would welcome the stamina hit if multiple sets are run per possesion
      Last edited by ffaacc03; 09-05-2011, 08:09 AM.

      Comment

      • Knickerbocker
        Pro
        • Apr 2011
        • 508

        #273
        Re: NBA 2K12 Developer Insight #4 - Playcall System

        Originally posted by mutumbo888
        changing D on the fly has cheese written all over it imo. it's already in the game but this takes it even further.

        changing D on the fly (all in one possession) is very unrealistic. at max you'd see an Nba team doing a press and a zone but that happens pretty rarely.


        I suspect cheesers will be doing something like:

        the opponent inbounds --> press FC trap pressure
        the opponent passes it into the post --> press Lock Down Paint
        the opponent passes it backout to a 3pt shooter --> press Pressure Shooters

        that's cheese if you ask me. it becomes not a game of reactions by manually
        controlling the players, but a game of "coach" reactions, pressing buttons to have the CPU do all the work for you. it's like in a football game someone called a "run-stop" on the fly play AFTER the snap, and after you see that it's a handoff. ...not realistic.

        Nba teams usually stay in the defensive set for the entire possession. it would be almost impossible for the players to collectively react that fast to the coach barking out the play. but in videogames, the players will respond immediately with no consequences.

        there should definitely be a limit on how many times you can switch it up in one possession (pref. 2x or less) and that it tires your team out. this has been some undercover cheese that's gone on in
        nba2k imo.

        that'll be something to watch for when I jump online.

        other than that, this should expand the game a lot and the CPU will probably play alot better too.
        Changing defenses will not only create window of oportunity (open players) but most likely mismatches too (if you go from defending the paint to pressuring the perimeter), so I would welcome anyone to do it in an online match.
        “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 Malone

        Comment

        • stillfeelme
          MVP
          • Aug 2010
          • 2405

          #274
          Re: NBA 2K12 Developer Insight #4 - Playcall System

          Originally posted by mutumbo888
          changing D on the fly has cheese written all over it imo. it's already in the game but this takes it even further.

          changing D on the fly (all in one possession) is very unrealistic. at max you'd see an Nba team doing a press and a zone but that happens pretty rarely.


          I suspect cheesers will be doing something like:

          the opponent inbounds --> press FC trap pressure
          the opponent passes it into the post --> press Lock Down Paint
          the opponent passes it backout to a 3pt shooter --> press Pressure Shooters

          that's cheese if you ask me. it becomes not a game of reactions by manually.
          I don't think it will be cheese because it is a risk and reward for each strategy you select. The defense may win some the offense may win some. You have to know who to foul who to let get theirs and try to shut down the rest of the team.
          Defense

          This gives the user a quick access to setting up the Defensive Settings on the fly:
          • Pressure Shooters – for opposing players good at med/long range shots; tight onball, deny ball, go over screens, hedge on screens
          This is designed to take away the perimeter players, but it leaves your post defense with no help. If you have a good offensive post player you have a one on one matchup. I hope there is a fatigue negative for pressure on high. If 2K gets the on ball defense right for each player example just because you put on ball defense on tight and your player is not a good on the ball defender it should hurt you by selecting this strategy. Think Mike Bibby on Derrick Rose as an example.
          • Lock Down Paint – double down in the post for all players, go under screens
          By your example if they switch to this you make the defense pay by kicking the ball back out and take the open jumpshot or you pass it to the open man that doubled off of you. Third option is to split the double team and take the shot anyway may get fouled may make the shot. On the offensive end you would want to space the floor and let your post player work.
          • Focus on Stars – for opposing star players; always double, tight onball, deny ball
          This is designed to take the star players out of the game. Again like above you can make the defense pay if you spot the double in the post and know who to pass to. Now if your player is a guard that has the ball in their hand a lot you are trying to get it out of their hand. This may not work if the star can spot the open man that can make a shot, if they miss then it works. This is the type of defense you would try to use on the Bulls IMO, a team with a dominant star and not consistent shooters on the floor.
          • Constant Pressure – double team on drive for guards, double team in post for bigs, play tight on stars, go over screens, hard hedge
          Now this one seems to be combining a lot of different things into one strategy. However you can counter this by passing out of the double team. Someone will be open if they are doubling the post and doubling the drives. I actually think there should be some increase in fatigue rate drop for using this one too. This one involves a lot of movement for everybody on your defense to help out.

          Comment

          • Matty Aqua
            Pro
            • Oct 2009
            • 1298

            #275
            Re: NBA 2K12 Developer Insight #4 - Playcall System

            Da Czar - Firstly thank you for answering everybody's questions!...and giving us info that helps us pass time until October release date!...The wait kills me every year!


            My only questions at this point of time are - in a match (12 min quarters) are you guys getting realistic stats?...and were there major changes to things like player tendencies to get players to play a certain style?
            Last edited by Matty Aqua; 09-05-2011, 09:41 AM.

            Comment

            • Da_Czar
              NBA 2K Gameplay Producer, Offensive AI System - SIM NATION
              • Jul 2002
              • 5408

              #276
              Re: NBA 2K12 Developer Insight #4 - Playcall System

              Originally posted by aquaman
              Da Czar - Firstly thank you for answering everybody's questions!...and giving us info that helps us pass time until October release date!...The wait kills me every year!


              My only questions at this point of time are - in a match (12 min quarters) are you guys getting realistic stats?...and were there major changes to things like player tendencies to get players to play a certain style?
              No problem aquaman. The wait kills me too It's almost worse that I get to play it THEN starve until Oct. ver cruel punishment for a hoop fiend.

              The stats were looking very very good in the build I played. Game had a great tempo and pace to it. I can't pinpoint once specific change that made it so.

              Also there was something about the player tendencies that just seemed enhanced somehow. I mean melo really played more like himself once he received the ball. The same for other key players. I don't know what they did honestly and I don't recall if there were new tendencies but what was there just seemed to me to work better as far as players playing like themselves.
              Catch me on that #SimNation #SimHangOut Friday's @ 10:00 pm est https://www.youtube.com/playlist?lis...N7yxMiElOpMl_B

              Comment

              • made in eu
                Rookie
                • Aug 2006
                • 159

                #277
                Re: NBA 2K12 Developer Insight #4 - Playcall System

                Da Czar, can i ask you please if pre set simulation sliders and real player fg% are still in? And are they improved? Thank you.

                Comment

                • mutumbo888
                  Rookie
                  • Nov 2002
                  • 308

                  #278
                  Re: NBA 2K12 Developer Insight #4 - Playcall System

                  Originally posted by stillfeelme
                  I don't think it will be cheese because it is a risk and reward for each strategy you select. The defense may win some the offense may win some. You have to know who to foul who to let get theirs and try to shut down the rest of the team.
                  Defense

                  This gives the user a quick access to setting up the Defensive Settings on the fly:
                  • Pressure Shooters – for opposing players good at med/long range shots; tight onball, deny ball, go over screens, hedge on screens
                  This is designed to take away the perimeter players, but it leaves your post defense with no help. If you have a good offensive post player you have a one on one matchup. I hope there is a fatigue negative for pressure on high. If 2K gets the on ball defense right for each player example just because you put on ball defense on tight and your player is not a good on the ball defender it should hurt you by selecting this strategy. Think Mike Bibby on Derrick Rose as an example.
                  • Lock Down Paint – double down in the post for all players, go under screens
                  By your example if they switch to this you make the defense pay by kicking the ball back out and take the open jumpshot or you pass it to the open man that doubled off of you. Third option is to split the double team and take the shot anyway may get fouled may make the shot. On the offensive end you would want to space the floor and let your post player work.
                  • Focus on Stars – for opposing star players; always double, tight onball, deny ball
                  This is designed to take the star players out of the game. Again like above you can make the defense pay if you spot the double in the post and know who to pass to. Now if your player is a guard that has the ball in their hand a lot you are trying to get it out of their hand. This may not work if the star can spot the open man that can make a shot, if they miss then it works. This is the type of defense you would try to use on the Bulls IMO, a team with a dominant star and not consistent shooters on the floor.
                  • Constant Pressure – double team on drive for guards, double team in post for bigs, play tight on stars, go over screens, hard hedge
                  Now this one seems to be combining a lot of different things into one strategy. However you can counter this by passing out of the double team. Someone will be open if they are doubling the post and doubling the drives. I actually think there should be some increase in fatigue rate drop for using this one too. This one involves a lot of movement for everybody on your defense to help out.
                  .



                  good points. as long as the AI defense doesn't have some godlike response and recovery when switching sets in a possession, and there is a risk to doing it, should be ok.

                  Idk I'm undecided about how realistic it is to have cpu actions that create a magical pressurization at the push of the button. for example when someone presses 'double team' when someone is about to shoot, it's almost like they really pressed "turbo pressure." even if the 2nd defender isn't there, you get a magical pressure effect simply by pressing the double team button. not entirely saying it shouldn't be in the game, just saying that knowing when to press the double team button shouldn't take precedent over 'on the court' instincts of manually positioning your player, etc.

                  Comment

                  • Green Magic
                    Banned
                    • Apr 2011
                    • 583

                    #279
                    Re: NBA 2K12 Developer Insight #4 - Playcall System

                    I hope that their wont be so much tweaking to the silders

                    Comment

                    • stillfeelme
                      MVP
                      • Aug 2010
                      • 2405

                      #280
                      Re: NBA 2K12 Developer Insight #4 - Playcall System

                      Originally posted by mutumbo888
                      .



                      good points. as long as the AI defense doesn't have some godlike response and recovery when switching sets in a possession, and there is a risk to doing it, should be ok.

                      Idk I'm undecided about how realistic it is to have cpu actions that create a magical pressurization at the push of the button. for example when someone presses 'double team' when someone is about to shoot, it's almost like they really pressed "turbo pressure." even if the 2nd defender isn't there, you get a magical pressure effect simply by pressing the double team button. not entirely saying it shouldn't be in the game, just saying that knowing when to press the double team button shouldn't take precedent over 'on the court' instincts of manually positioning your player, etc.
                      From what I have been hearing from Da_Czar in this thread the CPU plays real without cheese. I think he was talking about at the All-Star level. There was another preview given by Jr?? in that CBS preview and he was answering some good questions about how realistic the CPU plays. Once you are able to simulate real action without the need to speed up the CPU movement or give the CPU any advantage to keep the score close, then I think we will have a game that comes down to how well we are able to execute. I think this is where 2K is taking it from everything I have read or seen. I don't think it will be like 2K11 where you could see the CPU get a speed burst. I know what you are saying though.

                      Comment

                      • secondcity t
                        Rookie
                        • Jul 2007
                        • 145

                        #281
                        Re: NBA 2K12 Developer Insight #4 - Playcall System

                        Originally posted by mutumbo888
                        changing D on the fly has cheese written all over it imo. it's already in the game but this takes it even further.

                        changing D on the fly (all in one possession) is very unrealistic. at max you'd see an Nba team doing a press and a zone but that happens pretty rarely.


                        I suspect cheesers will be doing something like:

                        the opponent inbounds --> press FC trap pressure
                        the opponent passes it into the post --> press Lock Down Paint
                        the opponent passes it backout to a 3pt shooter --> press Pressure Shooters

                        that's cheese if you ask me. it becomes not a game of reactions by manually
                        On the same token, people online change their plays to lead pass. There needs to be balance on both sides.

                        Comment

                        • vicente
                          Rookie
                          • Aug 2011
                          • 4

                          #282
                          What's the next insight about? And will there be a presentation insight?
                          vicente

                          Comment

                          • mgrand15
                            Rookie
                            • Dec 2008
                            • 61

                            #283
                            Re: NBA 2K12 Developer Insight #4 - Playcall System

                            Originally posted by mutumbo888
                            changing D on the fly has cheese written all over it imo. it's already in the game but this takes it even further.

                            changing D on the fly (all in one possession) is very unrealistic. at max you'd see an Nba team doing a press and a zone but that happens pretty rarely.


                            I suspect cheesers will be doing something like:

                            the opponent inbounds --> press FC trap pressure
                            the opponent passes it into the post --> press Lock Down Paint
                            the opponent passes it backout to a 3pt shooter --> press Pressure Shooters

                            that's cheese if you ask me. it becomes not a game of reactions by manually
                            controlling the players, but a game of "coach" reactions, pressing buttons to have the CPU do all the work for you. it's like in a football game someone called a "run-stop" on the fly play AFTER the snap, and after you see that it's a handoff. ...not realistic.

                            Nba teams usually stay in the defensive set for the entire possession. it would be almost impossible for the players to collectively react that fast to the coach barking out the play. but in videogames, the players will respond immediately with no consequences.
                            I think you're overreacting a bit and forgetting how fast plays happen. In your hypothetical scenario, the defense wouldn't be able to adjust fast enough, so it wouldn't make sense to constantly change your strategy.

                            1. Once you break the full court press, the defense is at enough of a disadvantage where you should be be able to get a good look. (at the very least, you'll have a 4 on 3 or something.

                            2. Assuming you don't score after breaking the press, let's assume you pass it into the post. If opponent decides to lock down the paint, they'll send a double team at your man. You should have an open man somewhere (most likely 3 pt land), so you pass it out to him.

                            3. If he presses "Pressure Shooters," it's too late because the defense is forced to rotate and they're on their heels. You should have an open shot and if you don't, even with Lockdown Paint on, you'll have a defender flying at you relatively out of control. It won't be hard to pump fake and get past him or just drive right by him. From there, it's all about getting to the rim or finding the open man if the defense rotates in time.

                            I have to say, I'm loving the offensive updates. I've been dying for a playcall system that had multiple options and really used offensive set type designs instead of just singular plays. For example, NBA teams don't really call plays every time down but there is usually a plan and organization that you don't really get when you freelance in 2K.

                            Something like, you call "Set A" - from here the PG can either dribble to the left wing or the right wing. If he goes left, the wing player (lets say SG) on the left cuts down and spaces the floor out. Big man on the left posts up and big man on the right flashes high. If you give it to the man posting up, the PF cuts to the rim and everyone just spaces out and plays over.

                            If you give it to the PF, the C moves towards the middle and tries to post up his man there. If that doesn't work, C clears out of the lane, and the plays dead. If you give it to the wing at the top of the key, you have to swing the ball to the other wing, then the bigs shift over and try to get the ball in the post on the other side.

                            I would love the option for the PG to dribble to the opposite side in the beginning of the play and trigger the same play but with the different players. So everything would be the same except the C would be flashing high and the PF would be posting up this time. This is just a basic play but I'd love to have the option of really running an offense. Not just singular plays.

                            Kinda long winded, but I'm ecstatic about this insight especially the inbound plays. Such a small detail that makes a huge difference - especially since there are so many options and strategies behind out of bound plays. (How many times have you gotten stuck inbounding with your best shooter when you needed a 3 with 1 second left )

                            Comment

                            • NINJAK2
                              *S *dd*ct
                              • Jan 2003
                              • 6185

                              #284
                              Re: NBA 2K12 Developer Insight #4 - Playcall System

                              Originally posted by mutumbo888
                              changing D on the fly has cheese written all over it imo. it's already in the game but this takes it even further.

                              changing D on the fly (all in one possession) is very unrealistic. at max you'd see an Nba team doing a press and a zone but that happens pretty rarely.


                              I suspect cheesers will be doing something like:

                              the opponent inbounds --> press FC trap pressure
                              the opponent passes it into the post --> press Lock Down Paint
                              the opponent passes it backout to a 3pt shooter --> press Pressure Shooters

                              that's cheese if you ask me. it becomes not a game of reactions by manually
                              controlling the players, but a game of "coach" reactions, pressing buttons to have the CPU do all the work for you. it's like in a football game someone called a "run-stop" on the fly play AFTER the snap, and after you see that it's a handoff. ...not realistic.

                              Nba teams usually stay in the defensive set for the entire possession. it would be almost impossible for the players to collectively react that fast to the coach barking out the play. but in videogames, the players will respond immediately with no consequences.

                              there should definitely be a limit on how many times you can switch it up in one possession (pref. 2x or less) and that it tires your team out. this has been some undercover cheese that's gone on in
                              nba2k imo.

                              that'll be something to watch for when I jump online.

                              other than that, this should expand the game a lot and the CPU will probably play alot better too.
                              Maybe these strategies will work similar to the defense, shot selection, rebounding, and (forgot the fourth one) strategy choices during timeouts. In other words once you select a strategy you have to wait for the time of that strategy to elapse before selecting another. If not, hopefully the constant switching of defenses and/or the type of defense selected (ex: constant pressure) will have a bigger effect on fatigue.
                              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

                              • guesswhozbak17
                                Rookie
                                • Feb 2008
                                • 192

                                #285
                                Originally posted by NINJAK2
                                Maybe these strategies will work similar to the defense, shot selection, rebounding, and (forgot the fourth one) strategy choices during timeouts. In other words once you select a strategy you have to wait for the time of that strategy to elapse before selecting another. If not, hopefully the constant switching of defenses and/or the type of defense selected (ex: constant pressure) will have a bigger effect on fatigue.
                                That would be a good idea as well

                                Comment

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