NBA 2K17 Hands-On Impessions - Physics, Aiming with Shot Stick & More (PopSci) - Operation Sports Forums

NBA 2K17 Hands-On Impessions - Physics, Aiming with Shot Stick & More (PopSci)

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  • Steve_OS
    Editor-in-Chief
    • Jul 2002
    • 33487

    #1

    NBA 2K17 Hands-On Impessions - Physics, Aiming with Shot Stick & More (PopSci)


    PopSci has posted their NBA 2K17 hands-on preview, as they go over physics tweaking, aiming with shot stick and more.

    To make the game more realistic, the team made sure you could no longer run or jump through an opposing player’s limbs, which was a complaint they heard repeatedly. This also means that the ball will actually ricochet off of a player’s arm or leg, making you fight for better position. The team worked on tweaking the physics of the game, allowing you to play more physically and fight for the ball like real players do.
    Steve Noah
    Editor-in-Chief
    http://www.operationsports.com
    Follow me on Twitter
  • Goffs
    New Ork Giants
    • Feb 2003
    • 12277

    #2
    Re: NBA 2K17 Hands-On Impessions (PopSci)

    When is OS going to get a hands on?

    Comment

    • yellow86
      Banned
      • Sep 2011
      • 454

      #3
      Re: NBA 2K17 Hands-On Impessions (PopSci)

      I like this review, though I do not see at all how these players are supposed to look less like plastic and especially less shiny. Have they watched their own trailer?? And no, sweaty NBA players do not shine like this, it's negrolotion!

      Comment

      • Vni
        Hall Of Fame
        • Sep 2011
        • 14831

        #4
        Re: NBA 2K17 Hands-On Impessions (PopSci)

        The game also changes up shooting a bit, adding in aiming on the joystick to increase difficulty. If you use the stick to shoot (which I don’t, I find I’m better off just using the buttons), you have to try to keep the joystick straight up so that you don’t miss the hoop. You also have to be accurate in the mechanics for layups, which hasn’t been seen before, but movement also allows you to avoid defenders in your way.
        Aiming ? So with the sticks you have to aim but with the buttons you don't ? That's very strange.

        The algorithms that allow you to do dribble moves were pretty good in the past, but they looked like scripted animations that were hard to escape. That made it difficult, in some situations, to capitalize and beat your defender off the dribble. Now, the algorithms are layered, which helps the gamers with better timing and stick skills to actually dice up their opponents, rewarding the better player.
        That sounds good. I'am glad they looked at that.
        Last edited by Vni; 08-22-2016, 06:22 PM.

        Comment

        • alabamarob
          MVP
          • Nov 2010
          • 3314

          #5
          Re: NBA 2K17 Hands-On Impessions (PopSci)

          1. Live ball.2. Dribbling more realistic.


          It all "sounds" good
          Psn: Alabamarob
          Xbox: Alabama Rob

          Youtube: 2k Hawks

          Settings I play on.
          Minutes: 12
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          In a MLO: Yes

          Comment

          • Goffs
            New Ork Giants
            • Feb 2003
            • 12277

            #6
            Re: NBA 2K17 Hands-On Impessions (PopSci)

            The 2K team also told me that they went around to arenas with light measuring equipment so that they could measure how the light would affect colors on jerseys
            Did they also bring equipment for sound so they can capture some authentic crowd noise?

            Comment

            • ProfessaPackMan
              Bamma
              • Mar 2008
              • 63852

              #7
              Re: NBA 2K17 Hands-On Impessions (PopSci)

              To make the game more realistic, the team made sure you could no longer run or jump through an opposing player’s limbs, which was a complaint they heard repeatedly. This also means that the ball will actually ricochet off of a player’s arm or leg, making you fight for better position. The team worked on tweaking the physics of the game, allowing you to play more physically and fight for the ball like real players do.
              I'll be shocked if they get this 100% correct because I've assumed that this is impossible in ANY sports game.


              The game also changes up shooting a bit, adding in aiming on the joystick to increase difficulty. If you use the stick to shoot (which I don’t, I find I’m better off just using the buttons), you have to try to keep the joystick straight up so that you don’t miss the hoop.
              If this is the case, then I already know I'm going to be mainly shooting with the button this year. I may mess around with the shot stick but not as much as I do now.

              In practice, dribbling moves have gotten a lot more difficult to time up, which is good and bad. It makes the game more realistic, but it doesn’t allow you to string together a ridiculously fun sequence of moves like you could in the past. I’m sure that if I became more familiar with the game, as I have with the previous versions, it would make more sense the more I messed around with it. For now, it does seem like a hurdle that the average gamer might not be able to fully clear.
              Are they speaking on responsiveness issues?

              To replicate this, NBA 2K17 strayed away from a long-term energy tank and refocused on short term maximum energy use. What this means is that you can no longer sprint constantly, just like an NBA player doesn’t sprint the length of the court five times in a row. This prevents players from riding the turbo button, making you use your energy more wisely.
              Hasn't this always been in the game though?

              Good and interesting read though, nonetheless.
              #RespectTheCulture

              Comment

              • Vni
                Hall Of Fame
                • Sep 2011
                • 14831

                #8
                Re: NBA 2K17 Hands-On Impessions (PopSci)

                Yeah well if shooting is essentially harder with the stick I don't see any reason to use it. Unless there is something else to it. That sounds like they weren't sure of that mechanic so they left the button unchanged just in case it was overkill.

                Comment

                • RyanFitzmagic
                  MVP
                  • Oct 2011
                  • 1959

                  #9
                  Re: NBA 2K17 Hands-On Impessions (PopSci)

                  The biggest change comes in the form of a mix of reality and gaming. In the previous 2K games, when your player would be low on energy, his attributes would suffer and he would have to be subbed out of the game. If you watch basketball, you know that this isn’t how professional athletes work. Yes, they need rest, but they often play just as well in the closing minutes of the game as they do at the beginning.

                  Does the person who wrote this preview realize that this is because they do get rest? There's a reason hardly anyone plays 40+ minutes per game. Players play worse when they're tired, with some (rare and inconsistent) exceptions. I feel like the long-term fatigue system was fine as it was.
                  Last edited by RyanFitzmagic; 08-22-2016, 06:55 PM.

                  Comment

                  • ffaacc03
                    MVP
                    • Oct 2008
                    • 3478

                    #10
                    Re: NBA 2K17 Hands-On Impessions (PopSci)

                    Improved AI is hinted at in the trailer, when a defender blocks a layup from behind. You see a vastly improved help defense system in the game, where computer players are much more aware of their surroundings. Instead of simply moving from point A to point B, or sticking with one player on defense, the 2K team told me that computer players are much better at understanding what to do on the court and why.
                    Hope this is well done and it accounts both, on a player to player and on a team to team bases.

                    We need even more signature individuality and more signature team, in terms of performances.

                    Hopefully, the surroundings means they are aware of what type of player is the one with the ball (if he isnt a great finisher, maybe just kind of fake show, or commit if he is a great finisher ... or if there are great catch and shoot players, dont let them alone to fully help, etc)
                    Last edited by ffaacc03; 08-22-2016, 06:49 PM.

                    Comment

                    • ProfessaPackMan
                      Bamma
                      • Mar 2008
                      • 63852

                      #11
                      Re: NBA 2K17 Hands-On Impessions (PopSci)

                      I wonder if fatigue will be noticeable for a team that's on a B2B in MyLeague? Because I felt like before, it didn't really make all that much of a difference.
                      #RespectTheCulture

                      Comment

                      • RyanFitzmagic
                        MVP
                        • Oct 2011
                        • 1959

                        #12
                        Re: NBA 2K17 Hands-On Impessions (PopSci)

                        Originally posted by ffaacc03
                        Hopefully, the surroundings means they are aware of what type of player is the one with the ball (if he isnt a great finisher, maybe just kind of fake show, or commit if he is a great finisher ... or if there are great catch and shoot players, dont let them alone to fully help, etc)
                        I've wanted this for years. A way to tell your teammates that a LeBron drive requires more help-defense attention than a James Jones drive.

                        Comment

                        • eko718
                          MVP
                          • Sep 2005
                          • 2257

                          #13
                          Re: NBA 2K17 Hands-On Impessions (PopSci)

                          I am interested in seeing the new contact dynamics. Haven't seen this captured quite right as of yet.

                          Comment

                          • tt500
                            Pro
                            • Jul 2015
                            • 749

                            #14
                            Re: NBA 2K17 Hands-On Impessions (PopSci)

                            I like the sound of the new fatigue system. stopping the nonstop turbo game is a good step in making the game more sim.

                            Hopefully the physic system took out canned animations on defenders. Especially guys who abuse the hopstep, I'm tired of seeing my defender jump backwards to accommodate the offensive player jumping into the paint.

                            Sent from my SM-N910W8 using Tapatalk

                            Comment

                            • WTF
                              MVP
                              • Aug 2002
                              • 20274

                              #15
                              Re: NBA 2K17 Hands-On Impessions (PopSci)

                              To make the game more realistic, the team made sure you could no longer run or jump through an opposing player’s limbs, which was a complaint they heard repeatedly. This also means that the ball will actually ricochet off of a player’s arm or leg, making you fight for better position. The team worked on tweaking the physics of the game, allowing you to play more physically and fight for the ball like real players do.
                              This would hopefully resolve one of my biggest pet peeves w the game. Sounds promising. Cmon 2k... deliver on it
                              Twitter - WTF_OS
                              #DropMeAFollow

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