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NBA 2k14 how do you guys feel about ball handling/passing this year?

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Old 10-28-2013, 08:18 AM   #1
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NBA 2k14 how do you guys feel about ball handling/passing this year?

I found a used copy of 2k14 so i figured "why not let's see if it's as good as people say." I gotta say, the game could be great, but the semi "live" ball physics and ball handling and passing seem terrible this year. I've lost the ball and caused players to lose the ball WAAAY too easily this year. Doesn't matter if it's chris paul or dwight howard handling the ball, it's way to easy to lose it. Why is the ball so hyper reactive to everything? I've had so many times where i see someone get the ball stolen or lose the ball just because the back of a players hand barely grazes the ball(they aren't even going for a steal). That doesn't happen in the NBA like that, players keep a tighter handle on the ball.

Why is the ball stolen so much in weird/stupid ways? I've had several times where i'm dribbling the ball and low and behold one of my teammates just runs in front of me and knocks the ball out of my hands by just running into it? WTF is that? This is the same problem 2k12 had. The ball reacts mroe like a tennis ball then a basketball the way it goes flying anyway at the slightest touch.

Also, there are too many unforced turnovers with passing and still more unnecessary animations where a player can't make a clean catch on an easy pass when he's wide open and fumbles around with the ball for no reason. I also see players regularly throw a pass out of bounds on an easy inbound pass, and there are a lot of easy passes that just end up nowhere near the target,even with pass accuracy bumped up to 70 for the user and CPU it still happens a lot.

I realize that people make bad passes in the nba at times, but it doesn't happen the way it does in this game. Put it this way, check out this video of boozer making a terrible pass. http://www.youtube.com/watch?v=_a3jVwIh-8g

There's a reason the announcers react to like that to the pass being so bad and a reason it's a big deal, because bad passes like that aren't that common. Yet in this game i'd wager i see a pastis like that by somebody at least once a game.

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Old 10-28-2013, 08:38 AM   #2
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Re: NBA 2k14 how do you guys feel about ball handling/passing this year?

I don't like the ballhandling or passing in this game either. However, its because I think their should be MORE turnovers. The dribble stick is to responsive with players who don't have elite ballhandling skills, and every player on this game can throw one handed pin point passes through traffic while on the move.

Hopefully a patch can bring defense back.
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Old 10-28-2013, 09:08 AM   #3
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Re: NBA 2k14 how do you guys feel about ball handling/passing this year?

I Hate the fact that bounce passes and dump offs in traffic are so damn automatic. And lowering passing sliders dont solve the issues as much as make simple hand off, and inbound passes risky.
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Old 10-28-2013, 09:41 AM   #4
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Re: NBA 2k14 how do you guys feel about ball handling/passing this year?

I disagree about the dribble stick. I was better with the ball last year, but this year players with superior stick skills are rewarded. This reminds me of Fight Night Round 3 and the importance of the right stick.
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Old 10-28-2013, 10:15 AM   #5
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Re: NBA 2k14 how do you guys feel about ball handling/passing this year?

I like the effort to punish excessive dribbling, spinning, etc in traffic. And I like the effort to have a live ball at all times but. I think if they want to pursue this direction it has to accompany more contextual awareness by the character.

If I'm trying to spin away from pressure or crossover, my character should know where the defenders are and would do it in a manner that would protect the ball. He wouldn't do a spin based on a predetermined animation and bounce the ball off of the defender. We want realism but certain things shouldn't be added until the whole picture can be implemented.

All in all its not a huge issue but occasionally when using a good ball handler its frustrating to loose the ball unrealisticly

Last edited by TeeDogg; 10-28-2013 at 12:02 PM.
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Old 10-28-2013, 11:09 AM   #6
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Re: NBA 2k14 how do you guys feel about ball handling/passing this year?

Quote:
Originally Posted by SPRINGS03
I found a used copy of 2k14 so i figured "why not let's see if it's as good as people say." I gotta say, the game could be great, but the semi "live" ball physics and ball handling and passing seem terrible this year. I've lost the ball and caused players to lose the ball WAAAY too easily this year. Doesn't matter if it's chris paul or dwight howard handling the ball, it's way to easy to lose it. Why is the ball so hyper reactive to everything? I've had so many times where i see someone get the ball stolen or lose the ball just because the back of a players hand barely grazes the ball(they aren't even going for a steal). That doesn't happen in the NBA like that, players keep a tighter handle on the ball.

Why is the ball stolen so much in weird/stupid ways? I've had several times where i'm dribbling the ball and low and behold one of my teammates just runs in front of me and knocks the ball out of my hands by just running into it? WTF is that? This is the same problem 2k12 had. The ball reacts mroe like a tennis ball then a basketball the way it goes flying anyway at the slightest touch.

Also, there are too many unforced turnovers with passing and still more unnecessary animations where a player can't make a clean catch on an easy pass when he's wide open and fumbles around with the ball for no reason. I also see players regularly throw a pass out of bounds on an easy inbound pass, and there are a lot of easy passes that just end up nowhere near the target,even with pass accuracy bumped up to 70 for the user and CPU it still happens a lot.

I realize that people make bad passes in the nba at times, but it doesn't happen the way it does in this game. Put it this way, check out this video of boozer making a terrible pass. http://www.youtube.com/watch?v=_a3jVwIh-8g

There's a reason the announcers react to like that to the pass being so bad and a reason it's a big deal, because bad passes like that aren't that common. Yet in this game i'd wager i see a pastis like that by somebody at least once a game.
NBA 2K should go completely with full live ball physics.

People looking for a "physics" based game, but turn around and say there's too much physics implemented. As the saying goes, "you can't have your cake and eat it too." Physics is an all or nothing phenomenon. What you're asking for is "selective physics." That is not how physics work.

So you're losing the ball when you dribble into someone because the ball grazes that someone's body part. Yes, that's how physics (collision detection works). When two objects collide, momentum alters for those two objects. Solution: Don't force your way into traffic.

Edit: plus, even though I don't develop games, I would imagine coding for selective physics is much, much more difficult. Selective physics is not realistic simulation.
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Last edited by strawberryshortcake; 10-28-2013 at 11:16 AM.
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Old 10-28-2013, 11:19 AM   #7
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Re: NBA 2k14 how do you guys feel about ball handling/passing this year?

Ball handling is not truly what it could be as they didn't go full 100% live ball. The CPU warps through me and it's own teammates trying to get into the paint it is not funny. It is like I am ghost at times. Passing out to the perimeter on drive and kick outs and drive and dump offs are way, way too accurate. I should be getting like 20+ steals a game if the game respected live ball, especially noticed against the CPU. The CPU and some users will use that dump off between like 2 defenders like you are not even there in the paint. Sorry but this doesn't occur in basketball because it will be a turnover almost every single time. So that guard has to take that "bad", "tough" layup in traffic, which they would miss more than make to be in line with reality or they have to lower the pass success when the ball should be deflected in traffic. The whole interior passing game needs to be redone IMO from the way the defense responds to the pass to the success rates of the passes.

Ball handling as in handles I think the game doesn't penalize you enough for driving in traffic but they made some strides. Also due to the limitations of the handles you can chain moves that will have you traveling, "carrying", the ball as you try to decide what move to use. The CPU has hit me up with a crazy move that resulted in carrying and taking like 3-4 steps to lay me up a couple times I can only laugh at it though.
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Old 10-28-2013, 11:26 AM   #8
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Re: NBA 2k14 how do you guys feel about ball handling/passing this year?

Quote:
Originally Posted by strawberryshortcake
NBA 2K should go completely with full live ball physics.

People looking for a "physics" based game, but turn around and say there's too much physics implemented. As the saying goes, "you can't have your cake and eat it too." Physics is an all or nothing phenomenon. What you're asking for is "selective physics." That is not how physics work.

So you're losing the ball when you dribble into someone because the ball grazes that someone's body part. Yes, that's how physics (collision detection works). When two objects collide, momentum alters for those two objects. Solution: Don't force your way into traffic.

Edit: plus, even though I don't develop games, I would imagine coding for selective physics is much, much more difficult. Selective physics is not realistic simulation.
I agree I think it is definitely selective physics they probably did it based off probability but what I notice is people don't play video game basketball the way they play real life basketball even if they know the game. The game (2k14) would be really sloppy for a majority of people if they did bring 100% physics IMO but it would be the only way to learn.
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Old 10-28-2013, 11:39 AM   #9
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Re: NBA 2k14 how do you guys feel about ball handling/passing this year?

Quote:
Originally Posted by strawberryshortcake
NBA 2K should go completely with full live ball physics.

People looking for a "physics" based game, but turn around and say there's too much physics implemented. As the saying goes, "you can't have your cake and eat it too." Physics is an all or nothing phenomenon. What you're asking for is "selective physics." That is not how physics work.

So you're losing the ball when you dribble into someone because the ball grazes that someone's body part. Yes, that's how physics (collision detection works). When two objects collide, momentum alters for those two objects. Solution: Don't force your way into traffic.

Edit: plus, even though I don't develop games, I would imagine coding for selective physics is much, much more difficult. Selective physics is not realistic simulation.
Yeah man, i play bball in real life i know how physics work.The point is don't try to do live ball physics if you can't do it correctly in the current system. You can say whatever you want but you know that the ball doesn't get lost like that in the NBA or basketball in general very much. Coming from someone who actually plays basketball i can tell you i don't lose the ball due to the back of someones arm grazing the ball or a teammate just running into me and knocking the ball out of my hand. And you're assuming already by telling me to not run into traffic, that's not what i'm doing, i know how to play. Did you miss the part where i said MY TEAMMATE RUNS IN FRONT OF ME AND KNOCKS THE BALL OUT OF MY HAND? I think another poster in this thread said it pretty well:

"I like the effort to punish excessive dribbling, spinning, etc in traffic. And I like the effort to have a live ball at all times but. I think if they want to pursue this correction it has to accompany more contextual awareness by the character.

If I'm trying to spin away from pressure or crossover, my character should know where the defenders are and would do it in a manner that would protect the ball. He wouldn't do a spin based on a predetermined animation and bounce the ball off of the defender. We want realism but certain things shouldn't be added until the whole picture can be implemented."

You can't control how much you protect the ball so having ball physics like this doesn't work as well. Don't try to implement something until you can completely do it correctly within the system.

I honestly don't see how you can think that it's ok that i can cause a turnover by just running into the ball somebody is dribbling(how often do you see that happen in the NBA?) or that good ball handlers constantly dribble the ball off of people's legs.

Quote:
Originally Posted by stillfeelme
I agree I think it is definitely selective physics they probably did it based off probability but what I notice is people don't play video game basketball the way they play real life basketball even if they know the game. The game (2k14) would be really sloppy for a majority of people if they did bring 100% physics IMO but it would be the only way to learn.
The game isn't quite realistic enough to play it like i play basketball in real life. In real life i have awareness enough to know where i'm dribbling and where everyone is in perspective to me i would rarely dribble the ball off the back of someones leg(yes even if they're close that's just not a common thing) or have the ball knocked loose by a person who rotates there body and accidentally knocks the ball loose with the back of their hand, not even going for a steal. The ball doesn't get knocked out of people's hands that easily, that's not how it works. The game isn't quite ready for these so called "live" physics yet. It's too clunky for that and it doesn't work well within the game.

Last edited by SPRINGS03; 10-28-2013 at 11:45 AM.
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Old 10-28-2013, 11:44 AM   #10
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Re: NBA 2k14 how do you guys feel about ball handling/passing this year?

The ballhandling in traffic is mostly fine right now. If you get double teamed or try to dribble-drive through three CPU players, the ball is on the floor, as it should be. Running plays to open up the lane or a baseline is the best way to get your slashers to the rim, but isn't guaranteed to work, just like the real NBA.

That said, I am not a fan of the pro stick. The delay in the shot animation while the computer tries to figure out if you are dribbling or shooting really throws off your rhythm, especially for players with quick shot releases. The dribbling is fine with quick movements, but accidentally pulling up for a shot instead of doing the sizeup move you wanted is frustrating. I really miss the escape shots from 2k13. Pump fake into one dribble escape was one of my favorite moves online since people were so paranoid about the three.

I loved the triple-threat in 2k13. The new pro stick takes away about half of the triple-threat moves. If I pass to a guy in the high post, I have to post up to protect the ball, and the pass animations are different and slower in the post up, which messes up many of the curl plays I try to run.

The ball is probably a bit too loose. I have lost the ball out of bounds from my teammates cutting past me on a post-up and kneeing the ball out of bounds. Player reactions are also really bad. Opponents will reach in and tip the ball and the guy I am controlling will flail and knock the ball out of bounds at 100 miles per hour. I would like to see more turnovers based on bad passes and fewer based on just losing the ball because of inconsistent collision detection.

The passing is still sketchy. I have tried using flashy passes with a number of different pgs (Nash, Paul, Westbrook, Rubio, etc.). The directional detection seems pretty bad on the right stick. I will press toward the basket hoping for a no-look to an undefended big under the rim and will pass it over my shoulder to the wing or out of bounds. I would really prefer a contextual flashy pass, as it has been in years past. 2k13's controls were really good in my opinion, and I am a little frustrated with the new system.
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