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NBA 2K13 Preview - Improving Collisions (ESPN)

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Old 06-11-2012, 05:22 PM   #33
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Re: NBA 2K13 Preview - Improving Collisions (ESPN)

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Originally Posted by Goffs
Hilarious! A snippet of the new collision system on ESPN and we already have a complaint! smdh...and it's only June..
that's how this community is. smh
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Old 06-11-2012, 05:48 PM   #34
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Re: NBA 2K13 Preview - Improving Collisions (ESPN)

I don't get how anyone can be critical of any of this. There isn't even enough info to comment on it.

People saying contact in the game is bad, obviously have not played an actual basketball game in real life themselves.
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Old 06-11-2012, 05:55 PM   #35
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Re: NBA 2K13 Preview - Improving Collisions (ESPN)

Speaking about controls, it all depends on what one thinks should be the most important factor in determining how successful one is in playing sports games. I feel it should be 70% brains and 30% fingers.

Any User playing the game, if they've got LeBron iso'd on the perimeter against Kendrick Perkins, should be able to easily get by him and either score or force the help to come.

By the same token, LeBron trying to post up Perkins should have a very tough time of it, regardless of User skill. Playcalling, match-ups, execution should be what drive success, not half-circle turns on the L-Stick.

Simple controls do not make the game arcadey or cheesy. The game is made cheesy by poor collision detection, unstoppable animations, warping, phasing, and sliding players, poor tuning of how the game recognizes challenged shots, poor implementation of fouls, fatigue, and injuries.

Wanting complex controls is simply an ego stroke, its has nothing to with making the game more sim/realistic.
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Old 06-11-2012, 06:09 PM   #36
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Re: NBA 2K13 Preview - Improving Collisions (ESPN)

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Originally Posted by jfsolo
Speaking about controls, it all depends on what one thinks should be the most important factor in determining how successful one is in playing sports games. I feel it should be 70% brains and 30% fingers.

Any User playing the game, if they've got LeBron iso'd on the perimeter against Kendrick Perkins, should be able to easily get by him and either score or force the help to come.

By the same token, LeBron trying to post up Perkins should have a very tough time of it, regardless of User skill. Playcalling, match-ups, execution should be what drive success, not half-circle turns on the L-Stick.

Simple controls do not make the game arcadey or cheesy. The game is made cheesy by poor collision detection, unstoppable animations, warping, phasing, and sliding players, poor tuning of how the game recognizes challenged shots, poor implementation of fouls, fatigue, and injuries.

Wanting complex controls is simply an ego stroke, its has nothing to with making the game more sim/realistic.
Knowing what moves to do in a given situation according to player controlled is what its all about. Its 50/50 not 30/70. 2k11 took both and yet because people complained about shooting and paint contact , both were simplified for 2k12 to the point where shot releases almost all have same timing and theres barely any paint contact evrn with slider changes. Simple changes are like making post ups easier but horrible changes are like adding a dunk button. As long as gameplay isnt as friendly as the control scheme i can agree but the arguement wanting complex controls is a "ego stroke" is just LOL. thats the best part about 2k bball games!!, learning all the various moves that others dont know, learning all the iso moves to "achieve isomotion", learning all the various shot releases of players and feel accomplished because you know your time in practice mode has paid off. Sad thing is people dont want to learn games anymore just pick up and play.

Last edited by chandlerbang; 06-11-2012 at 06:18 PM.
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Old 06-11-2012, 06:16 PM   #37
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Re: NBA 2K13 Preview - Improving Collisions (ESPN)

Quote:
Originally Posted by jfsolo
Speaking about controls, it all depends on what one thinks should be the most important factor in determining how successful one is in playing sports games. I feel it should be 70% brains and 30% fingers.

Any User playing the game, if they've got LeBron iso'd on the perimeter against Kendrick Perkins, should be able to easily get by him and either score or force the help to come.

By the same token, LeBron trying to post up Perkins should have a very tough time of it, regardless of User skill. Playcalling, match-ups, execution should be what drive success, not half-circle turns on the L-Stick.

Simple controls do not make the game arcadey or cheesy. The game is made cheesy by poor collision detection, unstoppable animations, warping, phasing, and sliding players, poor tuning of how the game recognizes challenged shots, poor implementation of fouls, fatigue, and injuries.

Wanting complex controls is simply an ego stroke, its has nothing to with making the game more sim/realistic.
I agree it all depends on what they are doing for me vs. What I can do myself determines how cheesy it is. I actually like the complex controls because when executed it feels like I was in total control. I have the feeling they will assign isomotion to buttons or select the type of shot in the paint with a button. All the complex controls are LT+ holding the stick a certain way or back and forth in combination with the shot stick. As long as a user can't press one button and execute a crossover spin into an up and under reverse pivot I am ok as an example lol
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Old 06-11-2012, 06:37 PM   #38
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Re: NBA 2K13 Preview - Improving Collisions (ESPN)

Contact in the paint is not the issue, it's the issue of offensive players making shots too easily in a crowd. In the NBA, defenders and shooters avoid hitting one another in the air for a number of reasons, but if a player drove into a crowd and shot a layup, he'd miss like 30% of the time even if no one jumped.

The success of inside shots is the issue, and the solution isn't to turn basketball into a collision sport. This isn't football.
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Old 06-11-2012, 07:16 PM   #39
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Re: NBA 2K13 Preview - Improving Collisions (ESPN)

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Originally Posted by RyanFitzmagic
Contact in the paint is not the issue, it's the issue of offensive players making shots too easily in a crowd. In the NBA, defenders and shooters avoid hitting one another in the air for a number of reasons, but if a player drove into a crowd and shot a layup, he'd miss like 30% of the time even if no one jumped.

The success of inside shots is the issue, and the solution isn't to turn basketball into a collision sport. This isn't football.
Somewhat agree but something needed to happen about the lack of contact in 2k12 imo. All the complainers about 2k11's contact led to 2k12's outcome. Basketball is a physical game and not every bump/push is called in the NBA- both in the air and on the floor. I'd rather have more mid-air collisions with people falling down than animations that completely negate a defender's presence and pushes them out of the way with an invisible force field. I would not mind your idea of lowered shot %s in paint, but I think the contact animations are the only thing that 2k uses to help identify crowded shots.....
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Old 06-11-2012, 07:31 PM   #40
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Re: NBA 2K13 Preview - Improving Collisions (ESPN)

Quote:
Originally Posted by NINJAK2
Somewhat agree but something needed to happen about the lack of contact in 2k12 imo. All the complainers about 2k11's contact led to 2k12's outcome. Basketball is a physical game and not every bump/push is called in the NBA- both in the air and on the floor. I'd rather have more mid-air collisions with people falling down than animations that completely negate a defender's presence and pushes them out of the way with an invisible force field. I would not mind your idea of lowered shot %s in paint, but I think the contact animations are the only thing that 2k uses to help identify crowded shots.....
http://www.youtube.com/watch?v=Lm4VBy8L7ys

i agee with you man, we dont have things like in this video in 2k12 because of the lack of collision. I am glad its being added back
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