NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

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  • Speedy
    #Ace
    • Apr 2008
    • 16143

    #316
    Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

    Originally posted by Beluba
    It's confusing I know.

    2 years ago, you picked a release and base and we blended those two animations to create a frankenstein jump shot.

    Last year, you could only pick a single motion captured animation.

    With the shot creator, you can pick two releases and set how much we blend toward one or the other. So for example...

    this would be a perfect tween between 2 guys:
    Kobe release = 50%
    Steph release = 50%

    this would mostly look like Kobe, but some of Steph's motion would be there:
    Kobe = 80%
    Steph = 20%

    Then you pick a base (how the player jumps)

    So essentially, you're frankenstein-ing 3 animations together. It's pretty cool tech. but basically, just play around with it until you get the jumper to look the way you want in the previewer. Then play around with it in practice mode to see if it feels right to you.

    And you should note, the Shot Creator isn't instantly available in MyCAREER. It comes as a reward in the mode.


    How I wish MLB: The Show would do this.
    Originally posted by Gibson88
    Anyone who asked for an ETA is not being Master of their Domain.
    It's hard though...especially when I got my neighbor playing their franchise across the street...maybe I will occupy myself with Glamore Magazine.

    Comment

    • Rockie_Fresh88
      Lockdown Defender
      • Oct 2011
      • 9621

      #317
      Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

      Gotta unlock that shot creator .
      #1 Laker fan
      First Team Defense !!!

      Comment

      • 23
        yellow
        • Sep 2002
        • 66469

        #318
        Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

        Originally posted by Dione2014
        For all of those guys who were certain there was no rubberbanding (CPU attribute boosting) in 2K. I've always been around these forums and one person I specifically remember Saying along with a few others (who's names i don't recall) that there was no rubberbanding or attribute boost in 2K was a guy named 23. Well people there's the proof. I'm just glad they finally addressed the issue. I think it's safe to say that We all get a W in this instance. Nobody likes cheesy A.I.


        Words of Mike Wang himself,

        "we also greatly flattened out the boosts that the CPU was getting on Hall of Fame difficulty and have put more of a focus on making the game tougher through making the AI more intelligent in its decision making."

        You're calling mike wang a liar?



        So... I usually don't write books, but it's sad that this has to be repeated time and again every single year over and over to the same people

        I'm sorry to tell you that your so called "gotcha" post with "proof" has failed, but yeah it failed.


        I'm only going to say this once, and afterwards never call out my name again saying you have proof and you don't.

        When people say "there is rubberband AI, there is comeback code"....

        The specifically mean, when they get leads, they tend to lose them, specifically in the 2nd half of the game where their runs cool down, the other team (the AI) goes on its own run while they miss shots ,etc..

        This applies to all modes.





        FACT: THERE IS NOT one single line of code that says, okay now make the user miss everything and you the AI make everything. It simply doesn't exist.

        The AI in the game is dumb, it knows nothing until there is something coded to tell it what to do. So Mike tried to let people know, as well as Da_Czar and many others, people who have seen the code, people who interact with those people to let you know that it doesn't happen.

        What people like you do is ignore things like ACE, and the coach making adjustments on you, and when your same tactics stop working you start missing shots and get cold because the AI has countered. Sadly your ego can't take losing so naturally you blame the game/developer.






        SECONDLY: Hall of Fame was made difficult for all of the years people kept coming here saying "the game is too easy, i got this handled I need a challenge" within a month of the games release.

        That mode specifically is set to not have comeback AI, but to have the CPU take advantage of every mistake that you make. Basically your window of screwing up is shorter than any other mode, and there is your challenge.

        The game is fine on other levels but you wanna be superheros who feel they have the game mastered in a week want to jump directly into HOF, then claim the game is a cheesefest to the rest of us.


        Now, when you provide me evidence of the proof that this "comeback code"actually exists, and make the gameplay makers and engineers liars, then we will believe you.

        What I see, you don't even understand what people mean when they say comeback or rubber band AI, and don't even realize they aren't even the same thing.

        There is a lot of history on these forums that i'm sure you've missed, and may not even know where some of it started, so i'm just trying to help you.

        Last edited by 23; 09-01-2016, 10:51 PM.

        Comment

        • Vast
          MVP
          • Sep 2003
          • 4015

          #319
          Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

          We’re also now using a dynamic blending system that calculates the most ideal blend times for different parts of the body when transitioning from one animation to another in an effort to smooth out things like posture and back angle changes, facing pops, etc. while still maintaining the responsiveness that gameplay animations require. One of our engineers also created a new limb collision system that combines animation and a physical simulation to allow limbs to collide with other objects/players and react in a more natural and dynamic way. Sometimes you have to pause the game and watch a replay up close to appreciate just how amazing the tech is. We’ve seen players get wrapped up during rebounds, react to glancing collisions as players brush past each other and everything in between. It really brings the game to life and most of the time we can’t tell if the new limb collision system is at work or if we’re watching


          I've been waiting for this my whole life. lol
          "I'm addicted to Video Games, and i chase it with a little OS." -Winston Churchill

          Comment

          • Ball2Win3
            Rookie
            • Sep 2015
            • 54

            #320
            Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

            I hope they keep all these improvements they have put into the game... Last year once they dumb down the game with one of the patches, because people were complaining it was too hard to score. It took the joy of the game away from me. And I barely played it after that.


            Sent from my iPhone using Tapatalk
            Only The Strong Survive- Allen Iverson

            Comment

            • LorenzoDC
              MVP
              • Sep 2010
              • 1857

              #321
              Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

              Originally posted by Vast


              I've been waiting for this my whole life. lol
              What, you're not going to miss players morphing through defenders for layups, the ball morphing through guys heads for another guy to get the rebound, and the occasional dislocated arm flying out of a socket and falling back into place during contact under the rim?

              Comment

              • The 24th Letter
                ERA
                • Oct 2007
                • 39373

                #322
                Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

                Originally posted by 23
                Spoiler
                ">
                Spoiler
                Yeah, whatever.

                See you in the

                "They HAVE to get rid of comeback code" thread in 3 months.

                Comment

              • LorenzoDC
                MVP
                • Sep 2010
                • 1857

                #323
                Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

                Originally posted by The 24th Letter
                Yeah, whatever.

                See you in the

                "They HAVE to get rid of comeback code" thread in 3 months.
                That's why I bookmarked this. Gonna have it ready, and spam it as necessary.

                As for the momentum thing, there's really nothing more I can say. It still doesn't exist. The only features that might manifest themselves as rubberbanding would be the hot/cold streak system (which has zero knowledge of time and score) and ACE. I think what happens with a lot of people is that they tend to let up when they have a big lead, or vice versa, tend to concentrate more when they're trailing. Executing poorly could lead to an increase in cold streaks while concentrating would tend toward hot. So you'd see runs in either direction there. ACE is, by nature, an adaptive system. So whether it's the offensive AI learning what's successful and continuing to exploit it, or the defensive AI adjusting to your gameplan and stopping you, that might also look like rubberbanding? Not sure what else to say. The only explicit rubberband code that was ever in 2K since I've been here is the Clutch Factor stuff from circa 2K5. But that was eliminated LONG ago.

                Comment

                • Baebae32
                  Pro
                  • Nov 2015
                  • 880

                  #324
                  Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

                  Originally posted by redux1000
                  I won't derail the thread w/ any additional posts on this topic, but I take the non-answer on this to mean no. If true, very disappointing as it is a realism killer in my opinion for CPU offenses and as a result user defenses. The pick and roll/pop is an absolutely integral part of today's NBA and to have AI ballhandlers only be able to go in one direction in an on ball screen situation is a huge oversight. I'm actually very surprised more people here aren't concerned/interested about this with how many that consider themselves wanting a pure simulation experience.

                  Sent from my Nexus 5X using Tapatalk
                  You arent the only one who was waiting to hear the answer to the question you proposed. Ball screen rejection is a lethal tactic in real life. Hopefully the AI will grow to the point where there is a tendency that dictates how often a guy rejects the screen.
                  Last edited by Baebae32; 09-01-2016, 10:38 PM. Reason: Typo

                  Comment

                  • Jrocc23
                    MVP
                    • May 2010
                    • 3206

                    #325
                    Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

                    I am wondering if the canned foul animations was reworked or at least tuned down so it wouldn't happen as much. One of the very few issues I have w/ the gameplay.


                    Sent from my iPhone using Tapatalk
                    HATE LOSING MORE THAN I LOVE WINNING!

                    NBA 2K11
                    XtremeXplicit Crew
                    Ranked
                    35



                    Check us out: http://www.youtube.com/jroccdagameboy

                    Comment

                    • Vast
                      MVP
                      • Sep 2003
                      • 4015

                      #326
                      Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

                      Originally posted by LorenzoDC
                      What, you're not going to miss players morphing through defenders for layups, the ball morphing through guys heads for another guy to get the rebound, and the occasional dislocated arm flying out of a socket and falling back into place during contact under the rim?

                      Haha not one bit. My biggest gripe was when my hand would go through the ball when i should've blocked it. Love these guys and how they are treating this game on the gameplay front.
                      "I'm addicted to Video Games, and i chase it with a little OS." -Winston Churchill

                      Comment

                      • 23
                        yellow
                        • Sep 2002
                        • 66469

                        #327
                        Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

                        Originally posted by The 24th Letter
                        Yeah, whatever.

                        See you in the

                        "They HAVE to get rid of comeback code" thread in 3 months.
                        ...and then I will ask for the actual CODE

                        Since I went to school for web design this year, I know a little about code.

                        So if they can't provide me with that, then pffft....

                        Comment

                        • exposedaking
                          Pro
                          • Jun 2011
                          • 782

                          #328
                          Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

                          Mr Wang,

                          Can we please have tv cycle cams back from previous games..it added so much more to the immersion.

                          Sent from my SM-G935P using Tapatalk

                          Comment

                          • ProfessaPackMan
                            Bamma
                            • Mar 2008
                            • 63852

                            #329
                            Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

                            Dre out here looking like OJ with that essay. Longest post I've seen my man type since I've been on OS.[emoji38]

                            You know the drill...spoiler that **** bruh lol jk
                            #RespectTheCulture

                            Comment

                            • MarkWilliam
                              72-10
                              • Oct 2012
                              • 2325

                              #330
                              Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

                              Just if he sees this, thanks Mike Wang.

                              Amazing stuff.

                              Edit: Also for taking the time to answer all the questions. This is the stuff we LOVE about 2K.
                              Last edited by MarkWilliam; 09-01-2016, 11:03 PM.

                              Comment

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