Home
Feature Article
NBA 2K12 Developer Insight #4 - Playcall System

Rob Jones here, bringing you an in-depth look at NBA 2K12’s new strategy features and play system.

NBA 2K11 marked a year of many successful implementations by our development team.  From the inclusion of Michael Jordan, with his challenges and rivals, to marked improvements in gameplay, AI and controls, one of the factors we wanted to really step up was the authenticity of playcalling and strategy.  Let’s say just it.  NBA 2K11 boasted the most authentic and varied playbooks for each team to grace any basketball game.    That said, there is always room for improvement.  At 2K, improvement is generally not our target, though.  We aim to create new experiences and, to do that, you have to be willing to sacrifice all that came before.

With that in mind, we set up to do the following things:

  1. Dramatically improve the play system.
  2. Make Playcalling more accessible to the user, so that more players will understand the value of strategic basketball.
  3. Add On the Fly Strategic Adjustments to allow users to change their team’s approach to the game without having to go to the Coaching menu.

PLAYSYSTEM AND PLAYCALLING

Play distribution became a major area of focus for the team this year. First, there were a few major hurdles we needed to overcome to take our system to the next level.

Our fans had voiced their desire for having plays assigned to players, not positions.  As a response, in 2K11, we allowed users to assign four plays to each of their starters.  In addition to the four plays for each starter, we had the ability to share four plays between your bench players who played the same position.

As an intermediate solution, this answered some of the community’s requests, but also introduced a few unintended obstacles.

One of those obstacles was play management. Because the playbooks were hardcoded into our game last year, anytime a player moved from a starter to the bench or changed teams, plays had to be manually tracked and updated, even for the smallest roster move. This resulted in many players having plays assigned to them that did not make the best use of their own abilities.

Another long lamented issue for fans of our game was the four play limitation for plays assigned to each player.  This may not seem like a big of an issue if you play the game sparingly. However, over time, the lack of offensive play variety for specific players became a major limitation to the strategic element of the game.

So when reviewing this internally, we sought out the best solution to this issue. All of our gameplay team and a member of the SIM gaming community (the man behind some of the great playcall videos put together last year – Da Czar) locked themselves in a meeting room for six hours until they came up with an equitable solution.  Yes, we do bring in our most dedicated community members for their opinions - as you’ve seen with Da Czar’s involvement and with our Momentous videos from over the years.

From that meeting we decided that play types distribute themselves into eight key groups:

Pick and Roll Ballhandler

The man who dribbles the ball around the screen in Pick and Roll situations

Pick and Roll Screener

Man who sets a screen on the ballhandler’s man

Isolation

Space created for one-on-one opportunities

Low Post

Post plays where you receive on or near the low block.

High Post

Post plays where you receive the ball at the high post extended

Cutter

Plays where a man comes off a screen or receives a hand off headed towards the basket

Screen Mid

Plays where a player comes off a screen looking to get open for a Jumpshot from Midrange

Screen 3PT

Plays where a player comes off a screen looking to get open for a Jumpshot from 3PT range.

Click here for high resolution

In NBA 2K12, any player in the game can be assigned as many as four different play types.  These four playtypes are ranked 1-4 and weighted accordingly, so those who choose auto playcalling can influence which types of plays are called more often.

This allows a team’s playbook to be created dynamically which means that no manual intervention is needed when a player is moved into or out of the starting lineup and/or is traded.  As in the real NBA, if a player is traded, he will keep his play type assignment and simply inherit all the plays of that type in his new team’s playbook.

Click here for high resolution

We, of course, made sure to have a few plays of each type in every current team’s playbook to account for trades that may happen during the course of the year.

One benefit of this new system is that now, once a player is assigned a play type, he has access to every play of that type in his team’s playbook. So if you have Carmelo Anthony assigned as an Isolation player and you have 10 Iso plays in your playbook, he has access to all 10 of those plays in addition to any other plays in the other three slots.

The only drawback to this system is that the playbooks are created dynamically based on which play types you select for each player; therefore, you cannot choose the order in which the plays show up in the play call screen. The order the plays appear will remain static until you choose to change the play types assigned to a particular player. Then, the play call list is dynamically recreated again and remains the same until changed.

The Regular Playcalling interface remains virtually unchanged.

Bring up the Playcalling interface by tapping LB (R1 on PS3).  Then select the icon of the player you wish to run a play for.  Once you get here, the plays display for that player.

This menu has changed a bit from 2K11. Last year you had four plays to choose from. This year you have five. You can call a play by selecting either A, B, X, Y, or LT on the 360. However, if a player has more than five plays assigned to his selected play type, then at the bottom of the menu you will see a RT followed by current page / Total number of pages. Advanced users can use the RT to page through all available plays for this particular player.

Click here for high resolution

Now users are freed from the four play limitation and can get as creative as they desire (as all current teams play-books are fully editable). You are free to stack your playbook with plays that only apply to the play types of your stars or spread the playtypes evenly between the different types of player personnel on your team.

You can choose to look for players that fit within your current play scheme or expand your horizons as your front office increases your talent pool.

A second and quicker way of calling a play is to touch D-Pad Right and select RUN BEST PLAY.  The AI will select the best play at the time and set it up for you to run.  This feature can turn even the most casual player into a veritable Phil Jackson.

Click here for high resolution

Now that the interface and play selection part is done, let’s get to what I consider the most exciting part about the play system changes that are implemented in NBA 2K12.

Living Branches

We went back to the well as a team, along with Da Czar, to provide additional feedback to help us design a system that surpasses any before it in play execution and implementation.  It quickly became apparent that our current play system would need to be refactored in order to do the job.   One of our top engineers was tasked to redesign our play system to accommodate the massive overhaul to both play logic and play execution.  We believe NBA 2K12 offers the most up-to-date and authentic NBA play calling experience available today.

One of the main critiques was that our plays were too static and lacked the ability to branch into other scoring opportunities. In addition, some plays just took too long to get started while others were just plain ineffective.

While past branching systems relied heavily on the pass or no pass option to initiate a branch, NBA 2k12's Living branch system is the first to allow branching based on a pass / no pass option, as well as branches initiated by movement including off the dribble or dribble entry branches. We also have off-ball movement options where the play can branch depending on which way the offensive player decides to run off of available screens

We are also excited to be the first to offer you plays with nested branching. Traditional play branch options usually only provide the option to branch on the initial pass / no pass opportunity. Nested branching is the key to some of the more advanced offensive options we will discuss as we continue.

Persistent Offense

In most basketball games, it has been relatively easy for a savvy defender to take away your best offensive option by simply fronting or denying your star offensive player the basketball. This leads to the offense being forced to freelance at the end of games when they really should be going with an established play. The limited number of plays and the lack of intelligent teammates has given the defense a decided advantage in key moments.

This year, we developed what we call Persistent Offensive technology. These are key plays that some teams have available for their stars. These plays are identified in your team playbooks with a capital P in the name of the play.

These are highly advanced and resilient plays that anticipate a defender attempting to take your star out of the play. As an example, we will review a play for the Knicks called NYK P 3 Ice High. In this play, Carmelo Anthony posts up on high post extended. If open, the pass is made from the top of the key and Melo has the ball 17 feet from the basket and can either post or face up.

After you run this play a few times, the defense will more than likely adjust. If they front him or play off the passer, you have the option to run a dribble entry. Once the dribble entry option is initiated the PG (Chauncey Billups) runs a Pick and Post with Carmelo. Now you have Chauncey and Carmelo isolated on one side of the floor with Melo having great post position. If the defense is somehow able to deny the post entry pass to Carmelo or if you see a bigger stronger post defender guarding Melo you can initiate another dribble branch towards the top of the key that will make Carmelo give up the post up opportunity and cut to the Wing for the isolation.

Some of the more advanced Persistent Offensive plays can offer you as many as six opportunities to score the basketball within the same play.

Before NBA 2K12, it was only necessary to know the play that was being run to be able to fully shut it down. In NBA2K12 and beyond, knowing is only half the battle. Multiple offensive decision points means a greater interactive experience, be it User vs. Computer or User vs. User. There have been some epic battles going on during this development cycle. User vs. User games have an added strategic layer that makes NBA2K12 a blast to play.

Not every play in the game is as complex as the one mentioned above. There are plenty of simple and effective plays that allow everyone from beginners to seasoned experts an opportunity to channel their inner Phil Jackson.

Another area that benefits greatly from nested branches are alley oop plays. In the past, alley oops were a hit or miss proposition. If the play was well defended, there was rarely any time left on the clock to run another play. With the introduction of nested branching, if the defense takes away the lob, you have another option that flows naturally. Many times the defense’s overreaction to stopping the embarrassing alley oop sets them up perfectly for the counter.

Out of Bounds Plays

It's been awhile since a videogame has treated out of bounds plays with the proper respect. In the NBA, out of bounds plays are a crucial part of either winning or losing a game. In most basketball videogames up to this point, they have been more of an afterthought.

With all of the new options mentioned above, NBA 2K12 looks to change that in a big way. All of the inbounds plays from NBA 2K11 have been destroyed. Some plays have retained the same name but have all-new designs. For the first time in the NBA 2K series, we have authentic NBA out of bounds plays for your gaming enjoyment.

The out of bounds plays range from simple and effective to layered and lethal. The plays for this year’s game were created to fit within the following categories for Baseline and Sideline out of bounds.

Inbound protect / secure ball plays

These are plays were the goal is to get the ball to a specific player if possible usually your best free throw shooter.

Quick 2 plays

These are plays were you need a quick 2 point field goal.

3PT plays

We have plays for when you need a 3 for the tie or win

Post

These are plays were you want to get a post up opportunity

Alley

Some plays give you two alley opportunities. One from the inbounder and another once the ball has been inbounded.

You can call inbound plays from the Quick Play menu (D-Pad Right), or for finite control of play type and targets, choose the Inbounding Play Selection Tab in the Time Out overlay. 

Click here for high resolution

QUICK STRATEGY OPTIONS

NBA 2K12 also offers brand new quick strategy options to the user.  These options, both on offense and on defense, allow the user to quickly adjust their style of play based on their preference and/or game situation.

Offense

These offensive options are tied to individual tendencies and behavior and affect the directives of each player on the team to achieve the approach dictated by the User.

  • Space the Floor – Better spacing from the ballhandler; less running around / no onball screens
  • Screen for Shooters – set up shooters on team to get open using Offball screens
  • Leak Out – Outside player leaks out on shots to get a break going
  • Collapse and Rebound – team attacks the basket for offensive boards
  • Coach Default – resets current active strategy

Click here for high resolution

Defense

This gives the user a quick access to setting up the Defensive Settings on the fly:

  • Pressure Shooters – for opposing players good at med/long range shots; tight onball, deny ball, go over screens, hedge on screens
  • Lock Down Paint – double down in the post for all players, go under screens
  • Focus on Stars – for opposing star players; always double, tight onball, deny ball
  • Constant Pressure – double team on drive for guards, double team in post for bigs, play tight on stars, go over screens, hard hedge
  • Coach Default - resets current active strategy

Click here for high resolution

That about wraps it up - as you can see, a ton of effort has been put into improving the strategic elements of NBA 2K12.  We’ve always longed for a time where an older user can compete against his gaming wiz child and be successful due to his understanding of the game.  NBA 2K12 takes a giant leap forward in achieving that goal.

Also, I hope you caught me on Spike TV this past Thursday night with Geoff Keighley of Game Trailers showing off the first gameplay of NBA 2K12. Hope you enjoy!

- Rob Jones

Gameplay Director


NBA 2K12 Videos
Member Comments
# 221 Spydermaan @ 09/03/11 02:19 PM
Realism or Sim vs Default. The arguement goes on.
 
# 222 Knickerbocker @ 09/03/11 02:24 PM
Quote:
Originally Posted by 2slik
I don't need to look at it from those other people's views. They lack reading comprehension. They fail to realise that now that the plays are more complex there is less need to save plays. Saving plays was only necessary because so many of the plays in 2k11 are absolute garbage.
Was it? What about people wanting to play their own brand of basketball, their own system and they want to save the playbook because of that?
 
# 223 iRebound @ 09/03/11 04:01 PM
Hats off to you sir, Da Czar.

This insight just sold it for me. Finally an effective inbound play. This will really help the last second crunch time play.
 
# 224 NINJAK2 @ 09/03/11 04:28 PM
That was one heck of an insight. So much info to take in my brain is pulsating. I'm gonna have to wait on DaCzar to break that down visually in a video. Everything sounds so in depth. Great job 2k (Atleast on paper it sounds like it...need 2 see it in execution.)
 
# 225 MVP23 @ 09/03/11 08:10 PM
My question now is. WHERE IS THE DEMO?!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
 
# 226 Da_Czar @ 09/03/11 08:12 PM
Quote:
Originally Posted by Goffs
What I'm interested in seeing is how they actually move now when setting up the play. As smooth and pretty the animations are there are instances where the animation would play out and they end up running in place when someone is on the way. There is no break animation in between so off ball contact animations are needed.
Goffs can you show me some video of what your describing ?
 
# 227 Da_Czar @ 09/03/11 08:41 PM
Quote:
Originally Posted by tcnumba10
Just wondering if there are different ball carriers up the court now? I remember reading that plays now does not have to start with the PG. So for example does Wade, James and Chambers take turns bringing the ball up for Miami?
Yes although they had this in last year. I like the implementation this year even better. With Wade and James on the floor James will do most of the play initiating. If James subs out Wade and Chalmers split it depending on the play calls ( wade won't initiate plays he finishes).

When Chalmers is on the floor with out either of the big 2 he is the primary ball handler.

Quote:
Originally Posted by tcnumba10
question is that, is the catch and shoot less effective this year? I remember in 2K11 that the cpu ran the same plays for Deng, Carter, Durant and others to catch and shoot after an off-ball screen which was very annoying especially when you are playing against the Bulls since the cpu didn't focus (run as many plays) on utilizing on Rose on offense like they should.
There were a few indirect issues with this. I don't know what the end result will be but when I played last this was not an issue. In 2k11 the 4 play limit really screwed you with your stars or main scorers.

The combination that caused this were too few authentic plays for your main guy. Last year you were forced to have plays for EVERY player on the floor even a guy who may never shoot. So although the plays were authentic they weren't deep enough to allow you to see a guy score in the variety of ways he might.

The cpu was also limited in not knowing playtypes and which one a player should prefer.

The defense was at a supreme disadvantage trying to trail a guy coming off any types of screens due to movement/ animation limitations.

This year you have play types which are ranked in order 1-4. They looked at the AI for calling plays and made sure the AI would have access to and utilize all plays in the playbook.

Think about it. Last year you played 48 minute games ( some of you) with 4 plays and now you can have 1 play type with as many of those types of plays in your playbook. So if you have 20 iso plays and you have a player who is an Iso he has access to all of those AND all of up to 3 more types of plays.

So the play pool has greatly expanded. This means the cpu can have multiple post and iso and pick and roll plays that are only limited by the playbooks.

The defensive movement has also been improved which will cut down on the number of wide open shots wing players will receive.

So from a design standpoint all the major issues with that were addressed. Now the only question is how well was it implemented.

Also when you get the game don't forget we didn't want the cpu to just run away from plays that were working and just have generic play distribution. If you can't stop something then why would we run anything else ?

So there is a delicate balance there and we won't know till you guys get it and play it if went to far or stopped too short. So good quality feedback will definitely be helpful prior to any patches if there are any.

Quote:
Originally Posted by tcnumba10
lastly, how does the cpu utilize their superstars and their own playbook? It was great reading Rob's playcalling system and it sounds terrific for the user to utilize, but it would be all useless if the cpu doesn't utilize it as well as the user. Does the cpu run the entire playbook and gets the user guessing every-time the cpu is on offense? Is the AI smarter? How is the substitution patterns made by the cpu?
The CPU is a BEAST on using their stars. Combine the spacing with the branches and the improved defensive speeds ( no real cheat burst on defense)

Like Dirk is unstoppable. Period. I had Lebron score 17 of his teams 25 points in one quarter against me. Just dominate. So for me on the build I played that was not even an issue. I can't lie I have a HUGE smile anytime I see the cpu correctly use a branch on me as I cheat one of the angles.

It's not perfect though its a first year implementation and I didn't get every idea I had in because of time but I think it represents one hell of a first step into making the cpu more life like and less predictable.

Miles ahead of 2k11 anyway.
 
# 228 guesswhozbak17 @ 09/03/11 09:01 PM
Quote:
Originally Posted by Knickerbocker
All strategies do is change your coaching sliders (and def settings), I'm almost certain. Since on the screenshot with strategies there was the option to set to "Coach default". So I think you can't have both, since leak out most likely ups your fastbreak slider.
If the strategies are linked that way with sliders...then that is perfect
 
# 229 adwin7 @ 09/03/11 09:31 PM
Quote:
Originally Posted by iLLosophy
For those who only play online, this is putting the horse before the carriage. Saving plays should be priority #1.
Speak for your self. Man saving plays online is cool but a robust play calling system more than helps me forget about that feature. I think that "play calling is useless without online save" argument should be for another thread as it is irrelevant to this insight.

I play 95 percent online so I know how you feel but it is a little ridiculous to say this is useless.

Sent from my HTC Glacier using Tapatalk
 
# 230 spit_bubble @ 09/03/11 09:54 PM
This looks really cool, but it only makes me wish it were College Hoops instead!
 
# 231 Spartan901 @ 09/03/11 09:56 PM
Quote:
Originally Posted by Da_Czar
Yes although they had this in last year. I like the implementation this year even better. With Wade and James on the floor James will do most of the play initiating. If James subs out Wade and Chalmers split it depending on the play calls ( wade won't initiate plays he finishes).

When Chalmers is on the floor with out either of the big 2 he is the primary ball handler.



There were a few indirect issues with this. I don't know what the end result will be but when I played last this was not an issue. In 2k11 the 4 play limit really screwed you with your stars or main scorers.

The combination that caused this were too few authentic plays for your main guy. Last year you were forced to have plays for EVERY player on the floor even a guy who may never shoot. So although the plays were authentic they weren't deep enough to allow you to see a guy score in the variety of ways he might.

The cpu was also limited in not knowing playtypes and which one a player should prefer.

The defense was at a supreme disadvantage trying to trail a guy coming off any types of screens due to movement/ animation limitations.

This year you have play types which are ranked in order 1-4. They looked at the AI for calling plays and made sure the AI would have access to and utilize all plays in the playbook.

Think about it. Last year you played 48 minute games ( some of you) with 4 plays and now you can have 1 play type with as many of those types of plays in your playbook. So if you have 20 iso plays and you have a player who is an Iso he has access to all of those AND all of up to 3 more types of plays.

So the play pool has greatly expanded. This means the cpu can have multiple post and iso and pick and roll plays that are only limited by the playbooks.

The defensive movement has also been improved which will cut down on the number of wide open shots wing players will receive.

So from a design standpoint all the major issues with that were addressed. Now the only question is how well was it implemented.

Also when you get the game don't forget we didn't want the cpu to just run away from plays that were working and just have generic play distribution. If you can't stop something then why would we run anything else ?

So there is a delicate balance there and we won't know till you guys get it and play it if went to far or stopped too short. So good quality feedback will definitely be helpful prior to any patches if there are any.



The CPU is a BEAST on using their stars. Combine the spacing with the branches and the improved defensive speeds ( no real cheat burst on defense)

Like Dirk is unstoppable. Period. I had Lebron score 17 of his teams 25 points in one quarter against me. Just dominate. So for me on the build I played that was not even an issue. I can't lie I have a HUGE smile anytime I see the cpu correctly use a branch on me as I cheat one of the angles.

It's not perfect though its a first year implementation and I didn't get every idea I had in because of time but I think it represents one hell of a first step into making the cpu more life like and less predictable.

Miles ahead of 2k11 anyway.

I just gotta say Czar, you are the man and absolutely LOVE the fact that 2k involved you in the process of developing this game. With them reaching out to you in this way and Mo on the trailers, to me it shows an incredible appreciation and respect for their fan base and I am hard pressed to think of another company that includes the people that keep the boat afloat in such a marvelous way. Kudos man and much respect for 2k
 
# 232 tcnumba10 @ 09/03/11 10:08 PM
Thanks again for your insight and answering my questions Da Czar! It's great to have someone like you who represents the NBA 2K Nation Community!

I have a few more questions if you don't mind bud, regarding the penetration and defense.

How's the defense by the cpu when the user tries to force and drive their way in for a dunk? How does the cpu defenders prevent the user abusing this strategy? Faster rotations? More physical one on one D? Less dunks in the paint? Abusing turbo by the user is a non factor this year?

Another main concern was the lack of pull-up Js. It was extremely hard for the user to drive and stop and pull-up esp using Kobe trying to emulate what he does in real-life since he's not as athletic as he once was. Are pull-up Js easier to execute and does the cpu utilize it as well more often?

Although it was confirmed by Mike Wang that there will be a walk-up the court animation this year, I didn't see it in the demo. Can you confirm to us again if it is in 2K12 and it's utilized by the cpu too?

How are accessory colors this year? Can you choose different headband colors for home and away games? I know that in 2K11 that the armband, sleeves would change color if you used the 2ndary accessory color option but those colors were already preset...

Lastly, are there any new user/cpu gameplay sliders and/or player tendency/attributes that are in 2K12?

Thanks alot man, really appreciate your time and feedback!
 
# 233 KyotoCarl @ 09/04/11 07:12 AM
Don't know if this been mentioned in the thread, but court spacing looks really good this year IMO.
 
# 234 stillfeelme @ 09/04/11 09:33 AM
Quote:
Originally Posted by Da_Czar
This year you have play types which are ranked in order 1-4. They looked at the AI for calling plays and made sure the AI would have access to and utilize all plays in the playbook.

Think about it. Last year you played 48 minute games ( some of you) with 4 plays and now you can have 1 play type with as many of those types of plays in your playbook. So if you have 20 iso plays and you have a player who is an Iso he has access to all of those AND all of up to 3 more types of plays.

So the play pool has greatly expanded. This means the cpu can have multiple post and iso and pick and roll plays that are only limited by the playbooks.
Czar in here dropping knowledge. This is the first thing that stood out to me. All of those plays assigned by play types for your stars opens up things by so much compared to last year without you having to change anything at all. I know some in here want to switch up the playbook to have various plays from different playbooks say motion plays from say Utah, or they want specific screens that are ran for the baseline like Boston with Ray Allen or etc. A custom playbook is nice but if you like to play with different teams that means you probably need a custom playbook for every team you like to play with or it wouldn't work out IMO. If sounds like 2K would need implement a way to save mutilple custom playbooks for it to work out for everybody.
 
# 235 TheKasmar @ 09/04/11 11:59 AM
Quote:
Originally Posted by tcnumba10
Another main concern was the lack of pull-up Js. It was extremely hard for the user to drive and stop and pull-up esp using Kobe trying to emulate what he does in real-life since he's not as athletic as he once was.
Not this user. I've had plenty of players light me up with Kobe's pull up J.
 
# 236 kolanji @ 09/04/11 12:46 PM
now that is more like it when it comes to an insight the one before it was like
well that painted a very well rounded offensive approach in nba 2k12, but cant say that much defensive info can be extracted.hope when they do release an in depth info on how the defensive side of things works to kinda balance off the offensive upgrades.
 
# 237 Da_Czar @ 09/04/11 04:48 PM
Quote:
Originally Posted by Spartan901
I just gotta say Czar, you are the man and absolutely LOVE the fact that 2k involved you in the process of developing this game. With them reaching out to you in this way and Mo on the trailers, to me it shows an incredible appreciation and respect for their fan base and I am hard pressed to think of another company that includes the people that keep the boat afloat in such a marvelous way. Kudos man and much respect for 2k
Much appreciated Spartan and everyone else who dropped in. I feel like a noob if I quote every single post to say thank you but I would. LOL Thanks again I see ya'll family !!!

Quote:
Originally Posted by tcnumba10
Thanks again for your insight and answering my questions Da Czar! It's great to have someone like you who represents the NBA 2K Nation Community!

I have a few more questions if you don't mind bud, regarding the penetration and defense.

How's the defense by the cpu when the user tries to force and drive their way in for a dunk? How does the cpu defenders prevent the user abusing this strategy? Faster rotations? More physical one on one D? Less dunks in the paint? Abusing turbo by the user is a non factor this year?
I don't know if it's just the way I play but on AllStar I wasn't seeing a whole lot of dunks from my team. The new contact around the rim along with better on ball defense and the deepest rotations on defense I have seen in a game= a pretty staunch defensive CPU.

A few people who have played have mentioned the rotations. Significant changes were made in that area. Can't elaborate as again I don't know if there is a defensive insight but it all comes together to make the CPU play smarter D.


Quote:
Originally Posted by tcnumba10
main concern was the lack of pull-up Js. It was extremely hard for the user to drive and stop and pull-up esp using Kobe trying to emulate what he does in real-life since he's not as athletic as he once was. Are pull-up Js easier to execute and does the cpu utilize it as well more often?
I remember when I used to be concerned that the cpu wasn't tuff enough or wasn't able to score against too much pressure. But honestly after the heat had me down 26 in the first half the first time I put it on allstar I was like F the cpu... LOL The game was tougher and you can't just say oh it's tougher for this reason or that. It is a combination of things.

Now again after I get the game and play it for awhile then maybe things will be different but as it stood the cpu was no punk and not is a cheese to keep it close way that I could see.

Every year they add more basketball elements that make the game a tad more difficult. This year I believe they added more of those elements than any single year in their past. Just my opinion thought and keep in mind working on a game and sitting there playing it all day are two different things. I spent most of my time evaluating and suggesting so It could be different when I only have to play. That is key to understand when interpreting my answers.

That said I don't feel I should ever be down to the cpu by 26 points on all star.


[quote=tcnumba10;2042806336] it was confirmed by Mike Wang that there will be a walk-up the court animation this year, I didn't see it in the demo. Can you confirm to us again if it is in 2K12 and it's utilized by the cpu too?

Quote:
Originally Posted by tcnumba10
are accessory colors this year? Can you choose different headband colors for home and away games? I know that in 2K11 that the armband, sleeves would change color if you used the 2ndary accessory color option but those colors were already preset...

Lastly, are there any new user/cpu gameplay sliders and/or player tendency/attributes that are in 2K12?

Thanks alot man, really appreciate your time and feedback!
Didn't have any time or inclination to look into those things tc. Apologies. The game is HUGE. and I tried to focus on the area's I could have the most impact on a short amount of time. So instead of barely looking at everything I looked deep into a few things. Or tried to anyway.
 
# 238 Goffs @ 09/04/11 04:59 PM
How's play art handled this year czar? Playing against someone next to you and trying to run a play is no fun since he can see the arrows which tells me to run this way or that way and he would just cut me off which destroys the play I'm trying to run.
 
# 239 Knickerbocker @ 09/04/11 05:20 PM
Quote:
Originally Posted by Goffs
How's play art handled this year czar? Playing against someone next to you and trying to run a play is no fun since he can see the arrows which tells me to run this way or that way and he would just cut me off which destroys the play I'm trying to run.
You could turn off play art in 2k11 already.
 
# 240 Goffs @ 09/04/11 05:24 PM
yes I know that but I don't know where it begins..I'm not one of those that memorize a few plays as I like to get everyone involved....again you move wrong and the play breaks...
 


Post A Comment
Only OS members can post comments
Please login or register to post a comment.