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A Potential Improvement for Be A Player Modes

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Old 05-11-2012, 03:36 PM   #11
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This is the reason why some robots will never be truly like us because they have no heart to show different feelings and that doesn't even if you are trying to resemble Allen Iverson.

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Old 05-11-2012, 07:50 PM   #12
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i also think that the bigger problem with be a player is that they use the same engine and script from previous games specially Madden. i think what would be helpful would be a smarter engine that engages the player to make both social and game decisions. For example what if you were a Mark Sanchez type player and you had to choose between doing a photo shoot or attend voluntary workouts. something like that
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Old 05-12-2012, 12:40 AM   #13
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I played nba 2k10-2k12 myplayer mode 100% of the time. The only reason I was even able to do that is because I got it on PC and was able to change minutes (in the earlier versions of the game when you couldn't) and freeze the sliders. That right there made the mode 10x better. Being able to freeze sliders made it to where I could count on my teammates to make shots if I pass them the ball and I didn't have to jack up 50 shots for us to win (plus get realistic stats for my team and cpu teams). I'm almost in the playoffs now and I avg. 17pts and 11assist. There is no way I could play that mode on xbox or ps3 just because of the limitation. Not to mention I could cut the season down from 82 games to 14 or 29 games.

One thing they need to do for the xbox and ps3 users is give them the options to do this so they don't get bored out of their mind. For nba 2k of course. The other games I just never tried those mode. Also on 2k you can't just put 99 in each stat. But still I don't think there is a difference between 99 mid shot and 95 mid shot. Now say you are a passing pg maybe your mid shot can't go higher than 85. Now that will be a way to make it to where you aren't great at everything you do and make you really think about what kind of player you start off with.

They do have some limitations in that. Like my inside can only go up to 85, close to 90 and mid to 95. So I mean 2k is trying it, but they can approve on that to make it really really matter what kind of guy you start off with.
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Old 05-12-2012, 09:04 AM   #14
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I have been calling for an end of skill points in be a pro modes for a couple of years now. The development should be as true to life as possible and sorry you don't get generic points for making a lay-up that you can use to improve your ball handling or grab a rebound and improve your 3pt shooting or steal a pass and jump higher. The way you practise, play, or train should be the sole determining factor how your ditigal self progress or regress.

IMO skill points and the lack of A.I. in your teammates are the two biggest downers in BAP modes.
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Old 05-12-2012, 12:42 PM   #15
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Re: A Potential Improvement for Be A Player Modes

It's a mix of things, in game it can be boring especially if the ball isn't going near you, while off the field/court, your options are limited to changing your appearance and in some games asking to be moved.

They need to expand on both, I'm not asking for a Sims clone, but things like interviews/press conferences, publicity events, some practices (minigames) should be playable.

NBA 2K12 had the controllable interviews but for one, they were too common and became mundane. Two, the choices were decent but at the same time the brief description of the choice could sometimes turn completely against you. For example we had lost a game where I put up twenty-nine points, the reporter asked how I felt I preformed and I choice on option for basically decent and it ended up being my guy claiming he did good and blasting his team. Improving the descriptions or more than a brief sentence of what your going to say is needed.

Included in this, have a pitch editor, that way your really only required to record one or two voices, than a pitch editor allows for a multitude of changes, inevitably not costing as much as a similar amount of options would in voice capturing.

Publicity events would include photo shoots, award presentations, annual team press event/convention, maybe a pick up game or two here or there (for basketball maybe soccer). Photo shoots would more so be a 'what direction do you want to go with and the game spits out a picture of your athlete on a simulated cover that would range from a local news to national news or magazine. Award presentations really don't need any interactivity, but at award presentations when they are formally handed out you will see athletes, this could also include drafts if the league allows it. Annual press event/convention would be a blend of a minigame and interview, maybe a fan wants to see you dunk, or bend a kick in for a goal, or it might just be questions about the team.

Practices should also be included but not in the typical context of scrimmages. Scrimmages are boring and extending boredom is not helping, it's essentially meaningless games or plays. Include minigames, the PS2/XBOX college football game had them, as did Madden, have progression tied heavily to that with light progression in the season.

Simulating career growth is also big, for the first few years, the players should have an easier chance allocating physical abilities with a small discount on mental ones, towards the middle of their career the discount will be balanced slightly towards the mental abilities with the bonus leaving from physical attributes, than in the final stages, a slow decay of physical attributes with a massive increase in mental.

Physical attributes would be directly tied to physical condition, it would only include speed, strength,vertical, stamina, durability, acceleration and things like juking or spinning which are directly tied to your physical abilities. Where as mental would include your ability to shoot in basketball, ability to catch or throw in football, or your ability to locate and place shots in soccer / hockey.

Finally, make money worth something. Not suggesting a Sim's game as I said before, but money is pointless. Why negotiate with your club if it's just another statistic? Most games just hand you a contract when it expires and says deal with it. Earlier superstar modes won't even tell you the value of your contract.

NBA 2K12 had a right idea to tie moves and an ability increase to cash flow but this needs to be fleshed out more. Allow a player maybe one tattoo and charge for tattoos after that, charge for hair changes/colorings, allow the player to buy fictional vehicles, assets,etc that would increase his brand appeal and ultimately lead to more sponsors and fans. Have sponsor benefits be tied to equipment rather than monetary benefits. Deduct a living fee and an agent fee so players are being given a money pit to go around with, but not so much so that money is irrelevant for the majority of the career.
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Old 05-12-2012, 12:45 PM   #16
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Re: A Potential Improvement for Be A Player Modes

Quote:
Originally Posted by da ThRONe
I have been calling for an end of skill points in be a pro modes for a couple of years now. The development should be as true to life as possible and sorry you don't get generic points for making a lay-up that you can use to improve your ball handling or grab a rebound and improve your 3pt shooting or steal a pass and jump higher. The way you practise, play, or train should be the sole determining factor how your ditigal self progress or regress.

IMO skill points and the lack of A.I. in your teammates are the two biggest downers in BAP modes.
Going off this, should progression be tied to how much you use a certain attribute? Such as if you make a lay up, it would add points to only that field and no other? Or would you rather it just be yearly based as it is in season modes?

The later has been proven to be disliked among fans, especially in sports like the NBA, where if you had to play eighty-two games as a sixty overall guard, just to get bumped up to sixty four for your next eighty-two games it would be an absolute death sentence to the field.
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Old 05-12-2012, 04:50 PM   #17
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Quote:
Originally Posted by chicagopax
Going off this, should progression be tied to how much you use a certain attribute? Such as if you make a lay up, it would add points to only that field and no other? Or would you rather it just be yearly based as it is in season modes?

The later has been proven to be disliked among fans, especially in sports like the NBA, where if you had to play eighty-two games as a sixty overall guard, just to get bumped up to sixty four for your next eighty-two games it would be an absolute death sentence to the field.
The former. You should progress as the season goes along however I would like to see the progress tapered. There should be some kind of combine and for games like Madden that is linked to NCAA your college self should have some realistic bearing on your pro potential.
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Old 05-13-2012, 09:25 PM   #18
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Be A Pro modes basically need to adopt an RPG feel (a game within a game) to make any significant difference from the current offerings. There needs to be character traits and choices that the player has to make that develop that character and narrative. Of course this would mean that the player would need to balance finances and relationships off the field/court/etc. Is there enough space on a blue-ray disk for all of that plus the other modes on sports video games? The point being; this would not be a toe in the water. You really have to go all-in to pull a change like this with success.
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Old 05-14-2012, 02:15 PM   #19
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Re: A Potential Improvement for Be A Player Modes

Not sure if it's been mentioned, but this article kinda reminds me of when Madden initially introduced Superstar Mode and had the part where you picked your parents and that basically set how good your player would be. I miss that aspect, along with a lot of the other stuff they removed from that mode.
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Old 05-14-2012, 03:38 PM   #20
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Re: A Potential Improvement for Be A Player Modes

Quote:
Originally Posted by jmik58
Be A Pro modes basically need to adopt an RPG feel (a game within a game) to make any significant difference from the current offerings. There needs to be character traits and choices that the player has to make that develop that character and narrative. Of course this would mean that the player would need to balance finances and relationships off the field/court/etc. Is there enough space on a blue-ray disk for all of that plus the other modes on sports video games? The point being; this would not be a toe in the water. You really have to go all-in to pull a change like this with success.
Honestly at the moment I don't think that's really necessary. Maybe a touch of the RPG stlye(if it doesn't become repetitive). I think the attention should be on realistic progression, better interaction with management, and better AI for your teammates.
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