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NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

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Old 09-01-2016, 02:23 PM   #113
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Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

Quote:
Originally Posted by Beluba
Basically, I tasked the team with moving as much of our tunables to our slider system as possible because we now have the ability to tweak our default slider set post-ship with a roster update. This is especially helpful if we want to have offline be different than online (we can tweak Park differently from ProAM or Play Now Online, etc.)

So for example...

We used to have these shot tables that gave the human or CPU shot % boosts or penalties that the end user couldn't access. Those were merged into the Close/Med/3PT sliders.

There were tunables for thresholds for the allowable distances/angles we triggered 2P body ups. Those became a new Body Up Sensitivity slider.

Live ball was something that we could only tweak through patches last year. This year, there's a Ball Security slider. The higher it is, the less "live" the ball will be to incidental collisions. But if that slider is really low, you'll see the ball colliding more when it glances off of body parts.
I made the "ooooooooooo" sound, followed by a potentially manic chuckle at the bold. Really looking forward to testing that out -- finding my personal sweet spot for the live ball last year was a bit frustrating, but having the ability to dictate it through that slider is going to be big for me.

Much thanks for the answer.
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Old 09-01-2016, 02:23 PM   #114
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Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

My favorite nuggets of info from that great read:

And one word of advice about the new body ups, don’t try barreling toward the basket in a straight line through the defense. It’s almost guaranteed to be a charge, lost ball, or picked up dribble. You have to take proper driving angles when going 1-on-1 in NBA 2K17.
Last note on physicality, we decided to re-design our fatigue and injury models to better replicate the rigors of playing in the NBA. This year, we’ve added a new short-term fatigue system that represents being winded when doing things that require a lot of physical exertion. Both the short term and long term fatigue levels are represented in the meter on the top side of the player indicator. A number of events will cause the meter to “jump” down or drain more quickly, such as: blocks, taking heavy contact, sprinting, dunking, etc. When your energy bottoms out, your long term fatigue starts to drain at a higher rate, you take a significant hit to several attributes and you lose the ability to sprint at full speed. Long term fatigue also works as a ceiling for short term fatigue, so the lower your long term fatigue level is, the less short term fatigue you have to work with. Additionally, the likelihood of injury increases if you consistently wear your player down so it’s important this year to pace yourself and not overwork your guys.

  • Choose from seven specific playing styles: Slasher (all positions), Shot Creator (PG/SG/SF), Sharpshooter (all positions), Playmaker (PG/SG/SF), Lockdown Defender (all positions), Glass Cleaner (SF/PF/C), Post Scorer (SF/PF/C)
  • Each archetype has its own unique badges (including an exclusive Hall of Fame badge), skill sets and specializations.
  • The goal behind the new archetypes was to force gamers to make a choice when creating their characters. We’re really trying to individualize players in our online modes so not everyone ends up being the same 2 or 3 types of guys. So a lot of effort went into balancing and tuning all of the various archetype/position/height/weight/wingspan combinations (not an easy task). At the end of the day, though, we feel like each of the archetypes (and the multitude of iterations you can dream up) make for very compelling gameplay experiences, with totally different pros and cons, and each can add a unique value to the makeup of a team.


I've been begging for more physicality(especially advocating for more forced dribble pickups) and a more diverse fatigue system and I'm really happy about this. I also was in favor of specific play styles in mycareer/mypark. There was so much great info in that blog I will make this the day officially the day for 2k16's trade in..lol


Mike--Did you happen to add the ability to clear out after rebounds like we could back in the old days of 2k?
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Old 09-01-2016, 02:24 PM   #115
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Awesome read... Mike Wang you are greatly appreciated
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Old 09-01-2016, 02:24 PM   #116
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Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

Quote:
Originally Posted by Caelumfang
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.
This is really the main thing I'm going to be monitoring post release. Out of the box, I can confidently say it'll be nowhere near Patch 4 2K15, but there's a chance I will have to tweak the system a bit to accommodate for some of the guys who do nothing but play 2K 10 hours a day.
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Old 09-01-2016, 02:27 PM   #117
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Are there any sliders in MyCareer by chance???
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Old 09-01-2016, 02:27 PM   #118
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Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

Quote:
Originally Posted by Beluba
I don't like answering this question because our userbase has grown and is so diverse. Some people will find they can get realistic stats and game outcomes on Pro, some Superstar, etc.

Rookie is definitely designed for kids or people brand new to the series.

I would say, generally speaking, Pro is easier than it was last year.

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.
Wooow new years presents arrived early!
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Old 09-01-2016, 02:28 PM   #119
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Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

It might be too late for this question (wasn't in a previous wishlist), because I feel like I'm a dying breed when it comes to icon passing.

Were there any changes, by coincidence, made to icon passing to give us more control of the passes? When I use icon passing, I felt that contextual pass wasn't consistent enough for selecting the correct pass. Also, I felt the AI, whether it was offline or in PNO, was "reading" my button presses which lead to some unbelievable turnovers or interceptions when moments before it looked like a clean pass.

Last edited by ksuttonjr76; 09-01-2016 at 02:56 PM.
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Old 09-01-2016, 02:29 PM   #120
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Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

Mike,


Layup controls


  • Are strong totally in your control for example you can do a strong left hand layup and right by pressing up and to the right or left?
  • Evasive layups are Left and Right on the Pro stick
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