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NBA 2K16 News Post


Mike Wang, Gameplay Director for NBA 2K16 mentioned on Twitter that green releases are much rarer in NBA 2K16 and they will no longer be 100%.

He also mentions the following (in post #22):

Quote:
There have been battles even internally over missed green releases, especially now that they're so hard to get. I really think it's an unsolvable problem. The best news I can give you is that our shots engineer has made just about every knob I use to tune shooting modifiable on the server side post release just like a roster update. So if there's something the community isn't happy with I can tweak the system and update your games without the need for a patch. So what happened with patch 4 last year will never happen again.

UPDATE: Mike has chimed in on this topic with more details, to clear up any confusion (post #211)

Quote:
Let me clear up a few things as there's a lot of speculation going on right now. This is why I hate Twitter. But anyway...

I have not removed "user skill." There's still a great deal of weight applied to shot timing. So knowing your players' releases is still a key success factor. It's just that shot quality is much more important this year so you have to take good shots.

For those wondering how we made green releases more rare. It's done based on shot %. So if you take a low quality shot, you basically won't be able to achieve an excellent release. As your shot quality improves, the window for an excellent release grows. So again... take good shots.

Last year, green releases were meant to be 100%. If you saw one miss, that was a bug. A good bug... but a bug nonetheless. This year, the shot bonus for greens is still pretty high and it's based on the shot %. So the higher the %, the greater the excellent timing boost. This is basically how our shot system has always worked, I just tuned it. It's kind of a mix between what we had in 14 and 15. And yes, it does kind of suck to miss a green release, but over time, it feels right. Still, I might tweak the system after getting more feedback from everyone... but nobody is really complaining about it internally.

And why don't we just remove the shot meter? Too many people like it and it's still a valuable tool. Not everyone has the time (or desire) to memorize the shot timing for hundreds of players in the league. And if you like to play with lots of teams, or just want to experiment with a new team, the shot meter is very helpful. You can always turn it off if you want.

Last thing, we CAN tune offline differently from online. So I'll be monitoring feedback closely once you guys have the game to make sure everybody's happy.

He also added this on Twitter...

Quote:
New Shot Meter option for #NBA2K16 called "Feedback Only." Meter won't draw while shooting, only after release to show how close you were.

Game: NBA 2K16Reader Score: 8/10 - Vote Now
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Member Comments
# 1 TheLetterZ @ 08/11/15 09:50 AM
Wonderful news. A tremendous change.
 
# 2 Gilley @ 08/11/15 09:53 AM
I just hope this will last and doesn't get changed in a patch.
 
# 3 jk31 @ 08/11/15 10:17 AM
I hope they tune down penalty for not hitting green though...In online play on HoF it's really really hard to get a green release.
 
# 4 Mintsa @ 08/11/15 10:24 AM
Great news. I also hope this doesn't get changed in a patch during the season.
 
# 5 JohnnyCash2015 @ 08/11/15 10:26 AM
No 100% is really all we needed, thanks wang


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# 6 iLLWiLL9105 @ 08/11/15 10:31 AM
I guess this is cool but I see this leading to a return of people complaining that the perfect release grade doesn't mean anything which was part of the reason they put the shot bar in the game in the first place.


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# 7 eko718 @ 08/11/15 10:42 AM
Excellent news. Thank you Mike.
 
# 8 LorenzoDC @ 08/11/15 10:45 AM
This is good but the rest of the shot formula I expect has been reworked as well.

After the last patch Mike put out those percentages based on contact and what they did was clean up the shot releases and make 100% greens easier to get, while also increasing the contact penalties high. So it became a system of extremes.

Either shots were unstoppable or unmakable. In my sliders offline I had to nerf shot success numbers while also cranking the defense contact sliders almost all the way up to get realistic percentages. Whenever you do this kind of thing it leads to animation issues.

So in this case, CPU players contesting user shots need only be in the neighborhood to turn a near perfect release into an F shot, while user controlled players can have the ball almost go through their hands without getting a block.

I'm hoping they have really looked at the well intentioned mess they made with the last patch and have tested and tweaked the shot system to be more realistic in all game situations.

I'm also hoping they have made a decision to let the casuals who cried loudest about missed shots just cry, or learn how to use each player's releases better. Because that's the big decision to make. It was because they wanted to do something for the crying crowd that they screwed the shooting up with the last patch to begin with - although fixing releases across signature shots was badly needed.
 
# 9 YungGun @ 08/11/15 11:04 AM
Quote:
Originally Posted by iLLWiLL9105
I guess this is cool but I see this leading to a return of people complaining that the perfect release grade doesn't mean anything which was part of the reason they put the shot bar in the game in the first place.


Sent from my iPhone using Tapatalk
Yup. Once guys start missing wide open green releases, all hell is gonna break loose.
 
# 10 Caelumfang @ 08/11/15 11:11 AM
Quote:
Originally Posted by YungGun
Yup. Once guys start missing wide open green releases, all hell is gonna break loose.
Then that's their problem. Green releases should've never been 100% in the first place. I'm quite sure most NBA players know their own shot releases, yet that doesn't ever result in every shot they throw up going in. Green releases should only mean that the user got open and got the shot release correct at its peak in order to set themselves up for the best chance for the shot to fall. That's it.
 
# 11 b1baller @ 08/11/15 11:13 AM
Mike Wang always comes with the good news! 2K16 LETS GO!
 
# 12 Hustle Westbrook @ 08/11/15 11:19 AM
That's just awesome news.
 
# 13 alabamarob @ 08/11/15 11:23 AM
Hopefully, this kills the mid range cheese of 15 post patch 4. It hurt the strategy part of the game, because everyone was a floor spacer from mid. Didn't need to know who could shoot because a 60 rated mid with the right shot release was money. Shooting is a premiun skill, everyone shouldnt be glenn robinson from mid range. Thanks Mike for correcting this, as usual you fix problems in the game. All we can ask you to do.
 
# 14 iJayBoogyBoogysszs @ 08/11/15 11:31 AM
just because you get a excellent release doesn't mean you should automatically make the shot what people don't understand is that a excellent release means you shot the ball at the highest and best point of their jump shot nba players release the ball excellent most of time but their shot doesn't always go in

in other words great news for 2k16 and great step for improving the mechanics
 
# 15 TalenT @ 08/11/15 11:40 AM
Quote:
Originally Posted by jk31
I hope they tune down penalty for not hitting green though...In online play on HoF it's really really hard to get a green release.
What you said! And TBH, the quality of the shot (open or contested) should matter much more than the timing anyway IMO. That was a big issue for me in 2K15. It seemed like as long as you knew the release the type of defense played didn't really matter online. I'm not saying don't make the timing significant because that's important too. It makes it imperative to learn how to play with a specific team.
 
# 16 dwayne12345 @ 08/11/15 11:45 AM
Quote:
Originally Posted by Caelumfang
Then that's their problem. Green releases should've never been 100% in the first place. I'm quite sure most NBA players know their own shot releases, yet that doesn't ever result in every shot they throw up going in. Green releases should only mean that the user got open and got the shot release correct at its peak in order to set themselves up for the best chance for the shot to fall. That's it.
Open jumpshots in an NBA game for an average NBA player should be around 50%-70%. Open 3 pointers around 40-50. That's on perfect release with NO contest.

Not even Michael Jordan was knocking down 100% of his open uncontested jumpers.
 
# 17 Roger_Black @ 08/11/15 11:45 AM
This will be a huge problem if the cpu can constantly hit bad shots while being completely smothered on defense... While at the same time.... we cannot hit wide-open jumpers with a 'green release', unless there is a defender within arms reach.

All 'green releases' shouldn't go in automatically.

But neither should contested shots either. :smh:

If there is a balance it will work.... But if gamers feel it is too 'one-sided' in favor of the cpu.... Smh.
 
# 18 Beluba @ 08/11/15 11:49 AM
There have been battles even internally over missed green releases, especially now that they're so hard to get. I really think it's an unsolvable problem. The best news I can give you is that our shots engineer has made just about every knob I use to tune shooting modifiable on the server side post release just like a roster update. So if there's something the community isn't happy with I can tweak the system and update your games without the need for a patch. So what happened with patch 4 last year will never happen again.
 
# 19 jk31 @ 08/11/15 12:02 PM
Quote:
Originally Posted by TalenT
What you said! And TBH, the quality of the shot (open or contested) should matter much more than the timing anyway IMO. That was a big issue for me in 2K15. It seemed like as long as you knew the release the type of defense played didn't really matter online. I'm not saying don't make the timing significant because that's important too. It makes it imperative to learn how to play with a specific team.
You know that the harder the shot is, the harder it is to get a perfect release? In our online league, when I take a 3 pointer off the dribble or against a defender, it is hard to even get a yellow release. getting a perfect one there is nearly impossible. But I think that depends on the sliders. We use HoF/Sim...When playing quick match or myteam I guess the sliders are too "easy".
 
# 20 mostpured @ 08/11/15 12:11 PM
Why do they have to be much rarer if they aren't 100%? I'm confused ....

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