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NBA 2K11 News Post


2K Sports' own Ronnie 2K has revealed the details and fixes in the upcoming NBA 2K11 patch.

Approximate Launch Date/Times

Playstation 3: Wednesday, November 24th, 2010 - 2 AM PST
Xbox 360: Wednesday, November 24th, 2010
PC: TBD

Quote:
General Game Features

-Fixed a soft hang that would occur when loading an in-game save that was created during a timeout situation. This change also affects in-game saves created in the various game modes (Association, My Player, etc.). It addresses the My Player freeze issue that some of you have run into: http://www.2ksports.com/forums/showthread.php?t=272363.

-Fixed a hang on startup (when the game went to load files) that would happen when the user had a large number of saved files on the hard drive/storage device.

-The Cleveland Cavaliers court floor has been updated to reflect the design being used for the 2010-11 season.

-The ‘My Rookie of the Year’, ‘One for All’, and ‘Not Over Yet’ Achievements/Trophies should now properly unlock once the necessary conditions are met.

-Long socks should no longer appear visually corrupted during gameplay.

-Correct player signatures are now shown on Pressbooks that are uploaded to the 2K Sports server.

-The ‘Player Progression’ menu (Located in Features -> Living Rosters) should now properly work when new Living Roster updates are applied. Please delete the ‘Player Progression’ save file after the patch is released so the system can bring the file up-to-date.

Gameplay

-Improved Shot Stick shot release timing and consistency across offline and online games.

-Fixed a rare hang that would occur when intentionally fouling the inbounder.

-Dunks will now branch into mid-air collisions, resulting in contact layups and changes in shots.

-Big men with low vertical ratings will now jump the appropriate height when rebounding and contesting shots.

-Addressed an exploit when using the Hopstep Dunk. Players will now branch to a contested shot animation when defenders are nearby.

-The ballhandler will no longer pick up his dribble when a ‘take charge’ attempt fails.

-Users are now able to execute the Crossover move when using the ‘Alternate A’ controller configuration.

-Added high trajectory shots when the shot is taken along the baseline. This will reduce/eliminate baseline shots that just hit off the side of the backboard.

-Addressed a playcalling issue where non-stars are getting a bulk of the plays run for them during specific situations.

-Queued pass/shot commands are now deleted when a fumbled catch occurs.

-Improvements have been made to the directional passing system with the end result being more accurate pass targeting.

-Tuned under-basket shots such that big players are no longer overpowered by smaller defenders, thus forcing a bad shot.

-Body-ups have been re-tuned such that good dribblers do not ‘lose’ during a mismatch or by taking good angles.

-Queuing a fake pass command when catching the ball will no longer result in a touch pass.

-Missed and inaccurate passes will now play at an appropriate rate when passing out of a shot or contact shot.

-Long range passes have been re-tuned to fix a gameplay exploit. Also, improved defender reactions on such passes so that they are properly contested.

-Users are no longer able to call a timeout when they are bobbling the ball.

-Improved AI logic for boxing out, ensuring that players go into boxout situations when appropriate.

-Players boxing out their opponent should no longer be called for Over the Back fouls.

-Tuned ‘Take Charge’ logic such that charges will now be properly called when the defender is set. This includes a fix for the pro-hop exploit where charges were not being called.

-Fixed an issue with player swapping during rolling inbounds; users will no longer be stuck controlling a player with the inability to switch players.

-AI defenders will no longer closely guard bad shooters far from the hoop when not necessary.

-Improved AI steal behavior and tuned the overall steal frequency/difficulty; defenders should now only attempt steals when they are actually looking at the ball.

-On the ‘Casual’ game style only, defenders are now slightly slower to react on passes, thus limiting the number of pass deflections.

Presentation

-Fixed a long hang that would sometimes occur at the end of the highlight reel between quarters.

-When an Arena Music event is triggered, it will now randomly select one of the available songs instead of always playing the first song in the list.

-Addressed a few minor audio issues including instances where the commentators would call a few players by the wrong name, instances where a commentary line would cut out mid-sentence, instances where the commentary would refer to a missed shot as a made shot, and clean-up in the Doris Burke analysis during playoff situations.

-The commentators will now tell Coach ‘stories’ during gameplay. These stories tie-in with the Player/Team stories for an increased presentation experience.

-Users are now able to button through lengthy substitution overlays and get right back to gameplay.

-Fixed a very rare hang that would happen during the Player of the Game segment at the end of the game.

-Fixed an occurrence where the incorrect portrait was displayed for a created/generated player.

Online

-Voice Chat improvements have been made to eliminate/reduce the amount of background static that can be heard in Team-Up/Pick-Up games.

-Users are no longer able to substitute in injured/fouled out players during Crew games.

-Opponents can no longer see Pick and Roll and Play Calling icons during online games.

-Addressed a game disconnect issue when one user would call a timeout, quit out of the game, and attempt to start another game.

Association Mode

-Addressed a hang that would occur in the transition between the 1st and 2nd quarters in the weeks leading up to the All-Star break.

-Injured players will no longer lose their Player Role due to an injury, which ultimately led to may unhappy players around the league.

-Fixed an issue that caused a decrease in trading activity in future years. This same issue also resulted in valued free agents not signing during the free agency time period of the offseason.

-Home court advantage (for simulated games) has been toned down during the regular season, and even more so during the playoffs (this fix also applies to My Player mode).

-Participating in Intra-Squad Scrimmages will no longer disable Intentional Fouls during regular NBA games.

-Addressed an issue where trade values would drop to 1-star when a Weekly Practice was scheduled.

-Fixed a bug where coaches would get fired continuously (this fix also applies to My Player mode).

-Users are now able to properly waive players in the Training Camp period of the offseason when there are more than 15 players signed to the team.

-Corrected an issue where the Qualifying Offers period was automatically getting skipped, thus not allowing users to make qualifying offers to their restricted free agents.

-Addressed an issue where Potential values weren’t being properly updated in the player progression system.

-Existing NBA players should no longer have their signature animations changed at the end of every season based on their skill progression/regression (this fix also applies to My Player mode).

-Fixed an issue where generated players would be created with the award history of a player currently in the Hall of Fame (this fix also applies to My Player mode).

-Tuned rookie generation code such that incoming talent is more in-line with players already in the league. Other generation improvements were made as well, including better secondary position logic along with adjustments to the size of the incoming players (this fix also applies to My Player mode).

-Users are now able to call plays during Intra-Squad Scrimmages in the Live Practice feature.

-Players who have the ‘Prospect’ player role are now much more forgiving of their role, meaning they will no longer become upset when they are in the role until they have reached a high rating.

-Addressed a number of other smaller issues within the mode (better CPU logic when accepting/declining Team Options, undrafted rookies should no longer sign larger than expected contracts, etc.).

My Player

(A number of issues that also affect My Player mode were listed above in the Association section. Those issues were noted as such.)

-Addressed a hang that would sometimes occur when completing a game during the NBA time period.

-The user’s team will now be more efficient in finding a trade to one of the requested teams when a Trade Request is made.

-The Rookie of the Year Milestone should now properly unlock when the conditions are met.

-Addressed a playcalling issue where the dribbler would hold the ball until the last second during My Player games.

-PlayVision art is now drawn on the floor when the CPU calls a play, easily enabling the user to follow the action on the court.

Game: NBA 2K11Reader Score: 9/10 - Vote Now
Platform: PC / PS2 / PS3 / PSP / Wii / Xbox 360Votes for game: 108 - View All
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Member Comments
# 61 greenieblue @ 11/23/10 08:24 PM
Quote:
Originally Posted by bearschicago
Most of the issues I've had with the game this patch seems to address.

Hopefully no more dunking on/through multiple defenders with skilled dunkers (LeBron/Wade/etc.) as it takes no user skill and get's boring fast.

Also glad to see vertical issues when rebounding and contesting shots addressed. Hopefully this means no more 10-15 blocks a game. Far too easy for human users to block AI CPU jumpshots when using turbo.

Things I haven't seen addressed are the following (some are minor issues so not that big a deal):

1. The AI CPU jacks up a lot of bad shots. When open they almost always jack up a shot. For example when playing against the Bulls, Kyle Korver constantly jacks up a 3 even if he has missed 4 shots in a row in a span of 5 minutes. In other words I hope 'Shot Selection' by CPU was addressed. 2K10 the AI CPU had better shot selection.

2. PG's Dribbling the ball up the court (not using turbo) is way too fast. I remember Beluba saying he wanted to add a "Walk-the-ball-up" animation with a patch. Perhaps they added this.

3. What about the Play-Call disappearing for the rest of the game during the 1st Quarter? It just shows a black blank screen.

4. The AI CPU usually shoots around 10-15% from 3's on Simulation GameStyle. One main reason is they jack up a lot of bad shots and it becomes predictable for me when to contest. Also if you give Rondo space, he usually jacks a 3 pointer which is not his game.

5. When the 'Sprite Spark of the Game' highlights come up before the 4th Quarter begins, the 3rd and 4th highlight 90% of the time is the exact same replay.

6. In Association, what about 6th Men players always becoming starters? Guys like Jamal Crawford, Manu Ginobili, etc.

This has been an issue in the past 2K games as well. This occurs because the 6th man has a higher overall rating than the starter.

So Manu Ginobili is higher than George Hill so Ginobili ends up taking his spot.

7. Some plays in-game are wrong from practice plays. Some are just wrong period. The number doesn't match up to the play or when watching the play diagram in Playbooks section:

- For the Bulls 42 side roll for backup SG. Shooting Guard pops out to the 3 point line and Power forward is to set the pick. This is what happens in practice mode but in-game the Small Forward sets the screen for the Shooting Guard.

- 41 Gut assigned to Jason Kidd of the Mavericks is wrong. SG gets the ball and the PG sets the pick when the PF is supposed to set the screen for PG.

- Mavericks 41 roll 2 for Barea (backup PG) is wrong. PG sets the screen for SG.

- Mavericks 42 Fade for Starting SG and SF. This does not involve the 4 man (Nowitzki).

- 32 Post for Brandon Roy is wrong. It posts up the 4 man not Roy.

- 12 Dub for Dwyane Wade is wrong. Center sets the screen for PG and Wade is not involved in this play at all. Replace with a Wade/Bosh PnR or Wade Iso.

- Charlotte Bobcats entire bench playbook is that of the Philadelphia 76ers. Please change it to Bobcat plays.

There are more plays that are not run correctly. Andrew Bogut for the Bucks has one and etc.



Hopefully this does not mean the lead pass/cheese pass is back. If it is I'll be very disappointed. However with the addition of GameStyle this year, I believe lead pass will not be an exploit once again.



Hopefully this does not mean you can go around defenders with ease:



The main problem with 2K10 was that offensive players going around defenders was the same speed as going straight at them. A physical impossibility. Any mediocre ball-handler can make that move. It made perimeter defense weak.

Also I hope this glitch is not back if perimeter bumping is completely removed:

-What happens is say I’m the PG with the ball and I go near to my SG. I pass it to my SG and player defending PG will freeze and stay next to SG for 1-2 secs allowing PG an open shot. Can take advantage of this almost every time.

You don't even have to pass to the SG. You can just dribble (PG) towards the SG.
This should be their guide:

http://hoopsapedia.webs.com/nbahandchecking.htm

First the rules, then notice the pictures that give a perfect illustration of normal contact on the perimeter (i.e. technically illegal but allowed).

If not for this patch, then possible the next. Worst case 2k12.
 
# 62 greenieblue @ 11/23/10 08:32 PM
Quote:
Originally Posted by Shinyhubcaps
GREAT work. I'll have to see the Cavs' court, but I noted how poor it was the other day, and being able to fix that through a patch is incredible.



Are you sure that's not a feature? Just ask Wesley Matthews.
I'm pretty sure they mean undrafted free agents who have never signed a contract with an NBA team. Which is a really welcome correction.

But, yeah, that Jerry Sloan endorsement holds a lot of weight (measured in coins).
 
# 63 amedawg00 @ 11/23/10 08:38 PM
Glad to see the rebounding box out issues and insane verticals have been addressed.

Sad to see that the high frequency rate with which the contested shot animations fall was not addressed.
 
# 64 Cr0ss0ver @ 11/23/10 08:44 PM
Lovin the list of things being patched but..

-Improved Shot Stick shot release timing and consistency across offline and online games.

and...

-Body-ups have been re-tuned such that good dribblers do not ‘lose’ during a mismatch or by taking good angles.

have me a lil worried. Hopefully they don't go overboard.
 
# 65 DocHolliday @ 11/23/10 08:46 PM
I wish they would just come out and say if this patch will work for CURRENT associations, and if it will fix an association that has had the inter squad scrimmage bug hit.

It seems if they are just avoiding this, which makes me assume it will not work on current associations.
 
# 66 bearschicago @ 11/23/10 08:46 PM
Quote:
Originally Posted by greenieblue
This should be their guide:

http://hoopsapedia.webs.com/nbahandchecking.htm

First the rules, then notice the pictures that give a perfect illustration of normal contact on the perimeter (i.e. technically illegal but allowed).

If not for this patch, then possible the next. Worst case 2k12.
I agree but it would be difficult to implement. Perhaps they may need a new engine to do this. Or they may wait until next-gen consoles comes out.

Well just to add:

8. CPU doesn't take enough charges.

9. Post-up shots made outside the paint almost always is a bank shot. I don't know if this was done on purpose. In real life NBA players most of the time don't try to bank the shot. Unless they are very skilled at it like Tim Duncan.

10. Sometimes when you contest too closely the offensive player falls down. Problem is a foul is never called when sometimes it should.

11. The CPU shows no sense of urgency trying to inbound the ball (excluding after a made basket). They take too long and often force a terrible long distance pass that results in a turnover.

12. Defenders can stand next to the inbounder & spam the steal button to deflect the pass & hit the inbounder for a turnover. In the NBA you must give the inbounder space, not enforced in 2K11.
 
# 67 hokupguy @ 11/23/10 08:50 PM
i see that they well have the correct cavs court, but still not the new amway center "building" for the magic? Oh well at least its something.
 
# 68 bearschicago @ 11/23/10 08:57 PM
Quote:
Originally Posted by tcnumba10
Ah, didn't see that they addressed the repetition of the same play calls being made by the opposing CPU team and lack of randomization on offense.

A positive is that it seems that they've addressed the high amount of dunks performed by installing more contact animations.
I think they addressed this issue:

Quote:
- Addressed a playcalling issue where non-stars are getting a bulk of the plays run for them during specific situations.
 
# 69 green94 @ 11/23/10 08:59 PM
Quote:
Originally Posted by chinkiwinki
arghh disappointed they didn't mention the PS3's high bank layups.
I know right... I thought Mike said they fixed this pre release but I notice it quite frequently on the PS3. Was it mentioned that this didn't make it in when the game shipped?
 
# 70 greenieblue @ 11/23/10 09:04 PM
Quote:
Originally Posted by bearschicago
I agree but it would be difficult to implement. Perhaps they may need a new engine to do this. Or they may wait until next-gen consoles comes out.
That's probably true.

The hand check rules have completely eliminated bumping on the perimeter (in the backcourt) in the NBA. All you really have to do is watch 2:00 of an NBA game to see this. You basically have to let the guy go right by you. I hope 2k12 can at least fake this. Otherwise guys like Rajon Rondo, Russell Westbrook, etc. are useless.


Or maybe with the patch and sliders, it can happen.
 
# 71 The 24th Letter @ 11/23/10 09:05 PM
great stuff.....lets pray this isnt "2k8 missed layups" part 2.....I swear every person who complains the game is "too easy" post patch after whining it was too hard pre patch should be insta banned.
 
# 72 GOBLUE_08 @ 11/23/10 09:05 PM
Lol @ PC patch TBD, I'm assuming that means 8 months or so after consoles..

Sent from my SGH-T959 using Tapatalk
 
# 73 oo7Soxs @ 11/23/10 09:06 PM
Great stuff, but I wished they made a slight tweak to the AI in MyPlayer mode for teammates to play a bit more consistently.
 
# 74 bearschicago @ 11/23/10 09:07 PM
Quote:
Originally Posted by greenieblue
That's probably true.

The hand check rules have completely eliminated bumping on the perimeter (in the backcourt) in the NBA. All you really have to do is watch 2:00 of an NBA game to see this. You basically have to let the guy go right by you. I hope 2k12 can at least fake this. Otherwise guys like Rajon Rondo, Russell Westbrook, etc. are useless.


Or maybe with the patch and sliders, it can happen.
I see what you are saying. I made a post about this a while back:

Quote:
The problem is having too much control/options/realism can be a bad thing. If you want ultra realism/Sim you need everything that occurs in the NBA. If you want realistic perimeter defense you need everything that occurs in perimeter defense/offense in the NBA. The following that is not in 2K11 but in real life NBA:

1. All the fouls in the NBA. Hand-check/pushing/tripping/holding/offensive fouls where you clear your off arm/illegal use of hands/illegal use of elbow/away from the ball (off-ball) fouls//double fouls/flagrant/technical/delay of game; 2 delay of game=technical foul.

2. All the violations when trying to dribble or ISO a guy. Palming/double-dribble/carry/traveling. In 2K11 you can constantly chain crossovers without these risks. NBA players don't constantly cross-over because of these risks. Generally they make one or two crossovers and they are gone.

3. Main reason the cutoff dribble in 2K11 is needed is because of this major glitch/exploit that was in 2K10:

-There is this semi-glitch on defense. What happens is say I’m the PG with the ball and I go near to my SG. I pass it to my SG and player defending PG will freeze and stay next to SG for 1-2 secs allowing PG an open shot. Can take advantage of this almost every time.

You don't even have to pass to the SG. You can just dribble (PG) towards the SG.

4. Help defense is still lacking in certain aspects. Such as shading/zoning/roaming if an off-ball offensive player is not a offensive threat.

If you truly want all the perimeter bumping to stop as well as the cutoff dribble, the above things must be implemented/fixed in 2K. If not, the current set-up is the way it has to be.
 
# 75 greenieblue @ 11/23/10 09:10 PM
Quote:
Originally Posted by bearschicago
I see what you are saying. I made a post about this a while back:
Good stuff. And judging by the patch, the 2k guys have seen it.

I also think it's one of the few AI shortcuts in the game. It's meant to prevent "cheesing". But in this case, "cheesing" is actually what happens every night in the NBA. It's a speed game up high, a battle down low (as much as they wish that went away).
 
# 76 FranchiseBoi101 @ 11/23/10 09:11 PM
Quote:
Originally Posted by DocHolliday
I wish they would just come out and say if this patch will work for CURRENT associations, and if it will fix an association that has had the inter squad scrimmage bug hit.

It seems if they are just avoiding this, which makes me assume it will not work on current associations.
this is ronnie's answer...
@Travis__Weaver Patches affect in-progress seasons.

http://twitter.com/Ronnie2k
 
# 77 bearschicago @ 11/23/10 09:13 PM
Quote:
Originally Posted by GOBLUE_08
Lol @ PC patch TBD, I'm assuming that means 8 months or so after consoles..

Sent from my SGH-T959 using Tapatalk
Shouldn't be too long:

Quote:
Hi all,
Below you will find notes for the upcoming NBA 2K11 v1.2 patch update. As you can see, we have worked hard to take fan feedback and make the "greatest sports game of this generation" (IGN) that much better. The update is slated to hit PlayStation 3, XBOX 360, and PC platforms over the next couple weeks. I will be updating this note as we secure official release dates for each platform (we may have an update on one platform very shortly) so please be on the lookout for these additions. Feel free to leave your feedback in the comments below and we'll do our best to answer them as quickly as possible. Thank you!

- Ronnie2K


Quote:
PC is a longer process because we have to send it to D2D, OnLive, Steam etc otherwise it'll crash. Shouldn't be too long.


Quote:
We can't post PC Patch to our sites without posting it on the Digital Distributors. Compatibility issues.


To all those wondering whether the patch will affect existing/current associations:

Quote:
Patches affect in-progress seasons.
http://twitter.com/Ronnie2K
 
# 78 jenglund @ 11/23/10 09:15 PM
-Users are now able to button through lengthy substitution overlays and get right back to gameplay.

Thank you!!!

I'm pretty happy with the gameplay overall, so I just wanted the Association fixes, but I never expected this one. I love the presentation, but when you are playing hundreds of games, I really don't need all the cutscenes. Thanks for helping speed up the games!
 
# 79 Majingir @ 11/23/10 09:15 PM
So I won't need to start a new my player or association mode right?

Also, its great that the audio is finally fixed. Now I can play audio files in the game on my ps3!!
 
# 80 NINJAK2 @ 11/23/10 09:16 PM
Quote:
Originally Posted by The 24th Letter
great stuff.....lets pray this isnt "2k8 missed layups" part 2.....I swear every person who complains the game is "too easy" post patch after whining it was too hard pre patch should be insta banned.
So true 24th. I hope 2k doesn't stray too far from their release day gameplay with this patch...
 


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