NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang - Operation Sports Forums

NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

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  • VinnyVegas28
    Pro
    • Jan 2012
    • 842

    #61
    Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

    Mike, excellent post.. Question regarding the new post up game, you mentioned the dream shake, are we going to have signature moves like that? If so, will the ai utilize the post up moves especially when playing as classic teams? I want to see the ai dominate inside with Shaq, the dream, Wilt, Ewing and others.

    Sent from my E6833 using Tapatalk

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    • Beluba
      Gameplay Director, NBA2k
      • Jul 2002
      • 1389

      #62
      Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

      Originally posted by GuwopGeezus
      Mike, can you answer a question about the shot stick? Does the direction you need to pull the shot stick change based on camera angle/where the player is on the court or is it the same no matter what? Because one of the community day guys said that it changes but I hope not.
      No. For ideal Pro Stick aiming, you always pull straight down toward 6 o'clock or straight up to 12, whether you're in Broadcast or 2K or any other camera.

      As for the boost you get with Aiming, I don't want to give you the exact number because that conversation could spiral out of control. But the boost is noticeable if you're really good with aiming. Of course, if you're inconsistent with it, it actually might be to your benefit to shoot with the Shot Button.

      I like to think of the aiming mechanic as driving manual or turning off driving assists in a racing game. If you suck, you should probably stick to Automatic with assists on (shoot with the button), but if you're really good on the sticks you'll probably see a boost to your %'s if you exclusively use the Pro Stick.

      Comment

      • Ed21
        Rookie
        • Aug 2009
        • 372

        #63
        Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

        Originally posted by scottyp180
        It was confirmed in this thread. Beluba is Mike Wang, the developer who wrote this blog, so anything he posts on this site can be taken as fact.
        Sorry, I definitely should've checked the thread! Thanks for the heads up!

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        • MeloJello
          Rookie
          • Jan 2012
          • 163

          #64
          Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

          Really hope the flashy passes have been tone down and be more inaccurate to guys who can't do them.

          Im sick and tired of flashy passes being on point from guys like JR Smith or other players who are not known to make. They look like the ******* Harlem globetrotters team.

          Really hope 2k17 addressed this.



          Sent from my SM-G935V using Tapatalk

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          • Beluba
            Gameplay Director, NBA2k
            • Jul 2002
            • 1389

            #65
            Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

            Originally posted by LO6IX
            Will there be more charging/blocking fouls in the paint this year? In 2K16 the defender would often bump the offensive player instead of trying to take the charge, resulting in blocking fouls.
            Also, will pull up shots with the stick go in at a higher rate? Can I pull up with players Curry, or Durant smoothly without being penalized, or will I have to stop and pop?
            Yes to both, you'll see more blocking and charging fouls on dribbler/onball defender collisions this year. As I mentioned in the blog, it's important to take proper driving angles this year. If you try to truck through the defense it'll almost certainly be a turnover.

            Pull-up jumpers have been re-tuned and we're bringing back the Shoot off Dribble rating, plus a Difficult Shots badge. Makes the pullup game much more usable this year.

            Also, if you undercut shooters, there's a good chance you'll get called for a shooting foul this year. So you have to be careful about sprinting into shooter's legs as a defensive strategy.

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            • Vni
              Hall Of Fame
              • Sep 2011
              • 14831

              #66
              Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

              The risk/reward stick vs shot button is a brillant idea honestly. There is no reason to really decide between one of them but rather use both at different times. Wide open corner three with Klay you might want go for the button but say a difficult mid range pull up for the win you might want go for the stick to get that bonus if you aim it well.

              Very very neat.

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              • scottyp180
                MVP
                • Jun 2007
                • 2130

                #67
                Originally posted by Ed21
                Sorry, I definitely should've checked the thread! Thanks for the heads up!
                No worries man. It can be a pain trying to read through a thread just to find that one bit of important information you want to see.

                Comment

                • GuwopGeezus
                  Rookie
                  • Nov 2014
                  • 117

                  #68
                  Originally posted by Beluba
                  No. For ideal Pro Stick aiming, you always pull straight down toward 6 o'clock or straight up to 12, whether you're in Broadcast or 2K or any other camera.

                  As for the boost you get with Aiming, I don't want to give you the exact number because that conversation could spiral out of control. But the boost is noticeable if you're really good with aiming. Of course, if you're inconsistent with it, it actually might be to your benefit to shoot with the Shot Button.

                  I like to think of the aiming mechanic as driving manual or turning off driving assists in a racing game. If you suck, you should probably stick to Automatic with assists on (shoot with the button), but if you're really good on the sticks you'll probably see a boost to your %'s if you exclusively use the Pro Stick.
                  Thanks for the clarification. I am a shot stick guy so I agree with the whole mechanism just wanted to make sure how it worked. I am sure the boost is not enough to severely disadvantage button users, just a cool bonus for using a method that requires some more skill. Can't wait to see if I'm as accurate with the shot stick as I thought I was.

                  Comment

                  • Beluba
                    Gameplay Director, NBA2k
                    • Jul 2002
                    • 1389

                    #69
                    Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

                    Originally posted by LO6IX
                    Are lobs in the half court improved? Not being able to rely on DeAndre Jordan to catch lobs from CP3 made the Clippers not feel like the Clippers. There was also a lot of instances where lobs were being thrown with the wrong hand resulting in turnovers and inaccurate passes.
                    Alleys are one of the toughest things to balance. Seems like a small tweak here or there is the difference between a clear exploit or a useless mechanic. We spent a lot of time on them this year and added some very cool alley-oop lay ups that really help. I think out of the box they're much more useful this year but you can also defend them if you can impede the oopee or time the pass steal. We can also post-ship tune alley success now, so I'll be looking for feedback on how the balance is.

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                    • LorenzoDC
                      MVP
                      • Sep 2010
                      • 1857

                      #70
                      Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

                      Someone mentioned this question earlier, but I'd like to ride shotgun: what are the new sliders added this year affected gameplay?

                      Thanks so much for dropping by and answering questions, Mike.

                      Comment

                      • ataman5
                        MVP
                        • Jun 2007
                        • 2620

                        #71
                        Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

                        Originally posted by Beluba
                        No. For ideal Pro Stick aiming, you always pull straight down toward 6 o'clock or straight up to 12, whether you're in Broadcast or 2K or any other camera.

                        As for the boost you get with Aiming, I don't want to give you the exact number because that conversation could spiral out of control. But the boost is noticeable if you're really good with aiming. Of course, if you're inconsistent with it, it actually might be to your benefit to shoot with the Shot Button.

                        I like to think of the aiming mechanic as driving manual or turning off driving assists in a racing game. If you suck, you should probably stick to Automatic with assists on (shoot with the button), but if you're really good on the sticks you'll probably see a boost to your %'s if you exclusively use the Pro Stick.
                        That's a great mechanism eventhough i still haven't experienced i can understand the logic behind and i can see that this will get developed on over the next iterations.

                        As a player who likes to go all the way to manualism of what you control (passing to shooting to dribbling or anything control wise etc.), i hope that you'll start thinking about "manual passing". I know maybe it's not relevant as of now yet; to make you think about is enough for me now because you'll figure it out or already did who knows for the next iteration developments.

                        As far as the controller mapping goes 2k with NBA 2K ofcourse; is whole lot further and more like future of controllers mapping than any other game i can think of. There are no games out there that makes use of controller as widely and intuitively as 2k does atm so props on that though you already know it.

                        Well thanks again Mike.

                        Comment

                        • GuwopGeezus
                          Rookie
                          • Nov 2014
                          • 117

                          #72
                          Keep thinking of questions. With the new wear and tear system, will things like weight and strength factor into how much wear and tear a player accumulates? Will there be a badge related to this? Also, does any of this factor into your MyPlayer/MyCareer?

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                          • Beluba
                            Gameplay Director, NBA2k
                            • Jul 2002
                            • 1389

                            #73
                            Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

                            Originally posted by MFDOOMBOT
                            I haven't heard much about off ball movement on offense, do we get the right stick manual cuts & movement back from 2K15 beluba?
                            No, the right stick cuts are gone. We needed the right stick to control the offball collision stuff that OG worked on.

                            Jerson, however, did integrate many of the situational motion animations like launches and stops into the offball movement. So the offball movement looks much better now IMO.

                            Comment

                            • scottyp180
                              MVP
                              • Jun 2007
                              • 2130

                              #74
                              "Pump fake auto-fouls in the paint are gone. If you “do nothing” on the sticks as a defender, you won’t incur a shooting foul."

                              Hey Mike does this apply for jumpshots outside the paint as well? I hated when I would be controlling an offensive player, get a defender jumping with a pump fake, but my player would automatically draw the foul with me even touching a button. I'd much prefer to either draw the foul myself, so I feel like I can control whether or not the shot goes in, or be able to just drive around the defender while he is going for the block. Last year it felt like catching a defender with a pump would automatically initiate a shooting foul.

                              Comment

                              • MFDOOMBOT
                                The Illest Villain
                                • Mar 2006
                                • 259

                                #75
                                Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

                                Originally posted by Beluba
                                No, the right stick cuts are gone. We needed the right stick to control the offball collision stuff that OG worked on.



                                Jerson, however, did integrate many of the situational motion animations like launches and stops into the offball movement. So the offball movement looks much better now IMO.


                                Thanks for the answer Mike, and may the basketball Gods bless you
                                Just Remember ALL CAPS When you spell the man's name

                                @Jermain_Santana
                                Pro Am Twitter: @RatedSim
                                Twitch: xDOOMBOTx

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