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NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

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Old 09-01-2016, 02:13 PM   #105
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Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

A concern of mine: When the game has been out for a few months, and people have gotten a chance to master the shot stick, will Sharpshooters turn the competitive scene into Patch-4 2K15? Considering only Lockdown Defenders can get gold LD badges, I hope this doesn't turn into a problem.
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Old 09-01-2016, 02:16 PM   #106
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Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

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Originally Posted by MeloJello
Has loose balls being addressed, in nba 2k16 it was a huge problem. For example every time I block or knock the ball out of CPU hand. They recover the ball very quickly unrealistic fast.

Sometimes I will still be in blocking animation, the guy I block recover quickly and scores. It's really annoying. Sometimes I will block the ball hard sending it almost out of bounds but the CPU will make a Randy Moss catch to prevent it from going out of bounds.

Same things with steals, you knock the ball out of their hands and they recover so fast. While your player is in recovering the ball animation, the CPU already recover it and scores.

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We definitely tried to address it. We now let defenders immediately (and automatically) search for pickups when they knock the ball loose. Last year, we didn't search unless the user actively tried moving toward the ball... even if it was right in front of him. We also refreshed the shooter and ball handler reactions when getting the ball blocked or stolen, so the reaction time to loose balls should be more realistic this year. Hopefully those two things help a lot.
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Old 09-01-2016, 02:16 PM   #107
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Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

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Originally Posted by Beluba
We definitely tried to address it. We now let defenders immediately (and automatically) search for pickups when they knock the ball loose. Last year, we didn't search unless the user actively tried moving toward the ball... even if it was right in front of him. We also refreshed the shooter and ball handler reactions when getting the ball blocked or stolen, so the reaction time to loose balls should be more realistic this year. Hopefully those two things help a lot.
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Old 09-01-2016, 02:17 PM   #108
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Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

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Originally Posted by Barnsey
How do you feel about modern day defensive schemes in the NBA making post isolation become almost obsolete? Lol
Too much zone + swarming switching for it these days
I loved 2k16 post game. I always give HUGE props to my opponents for learning more then the stupid spin move (that everyone did).

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Old 09-01-2016, 02:18 PM   #109
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Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

Thank you for all the details Mike. I like others here like to play a more sim brand of basketball and given the new mechanics have some concern about becoming so efficient with the shot stick, that I might overperform with certain players/teams. Is there a slider available to us that could adjust the boost that we receive from using the shot stick?
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Old 09-01-2016, 02:19 PM   #110
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Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

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Originally Posted by Beluba
We account for dead zone and filter out false inputs. So like you're saying, there's a min. threshold you have to deflect the stick before we count it as valid. And I believe we read the left stick at the moment the pass command comes through.

If you're getting a guy in the complete opposite direction you deflected the stick. Chances are the desired receiver was an invalid target (maybe standing out of bounds or in some locked state) or the left stick input was late. Pass targeting is complex though... could just be a bug.
Thanks for that explanation.

What may be happening is I'm trying to hit such a narrow window of a cut to the basket by a roll man or or wing shooter off a down screen that I'm hitting the pass button so close to when my thumb hits that the system is reading directional data based on thumb impact and not based on where my thumb direction ends up. Just a possibility.
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Old 09-01-2016, 02:20 PM   #111
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Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

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Originally Posted by Beluba
2K vets should probably at least start on All-Star or Superstar.

Hall of Fame this year, by Da Czar's request, is actually tuned almost identically to Superstar but ACE is cranked up on both the offensive and defensive AI side so that's where the increased challenge comes from.
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Here's my beef with HoF in the past: it encourages a form of play that is against most of the design of the game and a basketball sim overall. With dishonest ratings nerfs/boosts and unreliable AI teammates, exploits and hero ball become the tools to overcome the "extra challenge" of HoF.

I know boosting AI difficulty is way harder than boosting AI stats when it comes to providing maximum challenge, but pride makes hardcore players want to play on the hardest level. If that hardest level is cheesy, that's going to affect the community.
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Old 09-01-2016, 02:22 PM   #112
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Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

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Originally Posted by Finepanther
Mike can you explain the shot creator a little more? What do you mean by deciding how multiple releases are blended? Thanks
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.
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