06-25-2014, 02:37 PM
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#27
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MVP
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Re: Best of 2k Gameplay elements ?
Pick and Roll overall
2k14 (nextgen) had it right imo. Only problem is on the defensive side, you can manage how the pick and roll defender hedges so a lot of the time in myplayer the cpu would call a pick and just have an easy lane to the basket because your guy would just stand there and only guard the guy giving the pick instead of hedging
Rebounding
NBA 2k11
Rebounding ratings, positioning and height were factors. In 2k games proceeding 2k11, you can be 7'1 but just because the 6'9 guy next to you has an 80defreb rating and your offreb rating is 70 you won't be able to get the rebound 80% of the time
Rebound rating should only affect AI logic when it comes to positioning, boxing out, and jump timing. If you're out of position you shouldn't see the ball magnetize into your players had just because you have a high rebound rating.
Also, PLEASE REMOVE THE GOD AWFUL TIPPING MECHANIC IN FUTURE 2K GAMES, PLAYERS CAN EASILY CATCH THE BALL BUT THEY TIP IT UNNECESSARILY AND ALLOW OPPOSING PLAYERS TO CATCH IT
OnBall defense
NBA 2K9.
Maybe it's my rose colored glasses looking back at it, but you could actually guard players reasonably onball and the shading mechanic actually worked. In 2k14 (nextgen) there are too many collision animations on the perimeter that gradually move the offensive player closer and closer to the rim so people could literally fumble around with the shot stick and find themselves close to the basket with the Lebron's/Melo's/etc
Offball defense
Every game before 2k14. The unrealistic hesitation players do before you're allowed to moveon defense is really annoying. The guy you're guarding could literally be 3 feet away from you, but it takes 3-4 seconds just to turn around and take ONE step towards him to prevent a shot
There needs to be animations to emulate momentum shifts. For example, in 2k you can run out to a corner player at full speed to close out and still be able to prevent him from blowing pass you as you stop on a dime to guard him.
Passing
No offense but the passing has been floaty and not realistic in relation to player speed. To my earlier point on offball def, that's probably why that 1 second hesitation animation was implemented in the first place. In previous games, players would be able to run faster than the ball and either intercept or pressure any defender, making zones almost unbeatable because it seemed every player was getting double teamed but no one was ever open
Passing controls
2k14 (nextgen).
Dribbler controls
2k14 (nextgen).
Dribbler responsiveness
NBA 2k14 (next gen)
[b]Dribbler and defender interaction
[/B
2K9 had it best (see above). And for the love of god please remove the awful stumbling animations that take 3-4 seconds to carry out and are non-interruptable.
Perimeter contact
NBA 2k13 had it best
In 2k14, the animations take too long to carry out so it feels like we lose control of our players too often
Interior contact
Its great 30% of the time in 2k14. Too many fouls are called with any interior contact, and it seems strength has nothing to do with how players interact down low. For example an animation Blake Griffin could do on Nick Collison shouldn't be able to occur on Serge Ibaka.
Animations
I'm actually planning to put that share button to use on my PS4 and make a video of all the useless animations in the game. The most annoying being the layup animations around the rim.
I can literally tell they are telling the mocap guys to "do however many different moves you can in front of the rim" because the amount of relaxed, slow layup attempts that are in the game is amazing. No one in real life would flip the ball over the their back in a faux pas skyhook or jump away from the basket too do a layup in front of the rim
My personal favourite is when players do standing reverse layups for no reason at all when their side of the rim is completely clear.
Best footplanting( or least sliding)
NBa2k14
Although, in MyPlayer, the other team doesn't follow the same laws of the game that everyone else does (on defense and offense) so you see a lot of blow-bys, players changing direction without having to slow down at all, etc
Spacing
Very very bad the lasst few years. Teammates literally move into your path of entry to drive into the paint, or run and stand next too you when you're in isomotion vs your defender.
Players don't move to spots on the court where they can
A) Get the ball
B) Score from where they are standing
So many occasions of centers and forwards that can't shoot standing 17 feet away from the rim allowing their guys to roam about on defense
Shooting/ Jumpshots
Too slow in the last two games. One big problem I have is that catching and shooting are two separate animations that have an intermediate animation inbetween them. This causes players to not be able to catch and shoot the ball within 1 sec and get a good release as well.
My biggest challenge too 2k would be to recreate the difficulty system. As it is, all that happens is the CPU gets rating boosts every time you increase the difficulty. What I would propose is make the game change the sliders based on what difficulty you are playing at.
There would no longer be a distinction between difficulty and slider type. Hall of Fame would be a set of sliders that makes the game play as realistically as possible. With more missed shots, more fatigue, less threes etc
The lower the difficulty the higher the sliders are raised to give a more arcadey feeling to the game. The rating boost thing that's currently implemented just turns the game into a cheese fest vs the CPU as you both shoot 70% from the field and score 120+ points.
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