Connect with us

NBA 2K18 Gameplay Blog: Details of How the Gameplay is Changing

NBA 2K18

NBA 2K18 Gameplay Blog: Details of How the Gameplay is Changing

Hey, 2K fans! It’s been another very busy year for us over here at Visual Concepts but we’re so excited to finally be able to share some of the upgrades to gameplay that you can expect next month when you pick up NBA 2K18. Let’s go!

The Feel of the Game

The first thing we looked at after we wrapped NBA 2K17 was movement. From the original NBA 2K until NBA 2K17, we’ve always had an “animation-driven” motion system. So the feel of the game was largely dictated by the types of animations we captured and which animations fired off for a given input or context. This approach has served us well over the years but has also presented some significant challenges as well. Player differential, precise & consistent movement, general responsiveness, and an “animation-heavy” feel were some of those challenges in past games. Sometimes you’d want to take a step to the side but end up taking two. Sometimes your player would explode on a first step, sometimes he’d slowly ramp up depending on which animation triggered. Sometimes a slower player could gain an advantage against a faster player just because he had a favorable animation. These were the kinds of problems we knew we wanted to address this year.

Some of our top engineers spent the entire dev cycle working on a new motion engine and it turned out to be a huge game changer. To put it simply, movement is no longer driven by animations in NBA 2K18. Now, the stick input and a player’s attributes are the sole components driving how your character moves around the court. This gave us the ability to control exactly how quickly a given player can accelerate, decelerate, cut, and turn, as well as his speeds for different states (walking, running, shuffling, sprinting, etc.) simply based on his attributes. The new motion engine then takes this data and dynamically finds and stitches together the animations it needs, in real time, to animate the character. Nothing is canned, nothing pre-determined, everything is done on the fly. The results are night and day and something you’ll notice as soon as you pick up the sticks this year. Movement with and without the ball is way more consistent and predictable, which impacts the play on the court in just about every facet on both offense and defense. We’ve even implemented new movement sliders, so you guys can customize acceleration and speed of the ball handler or offball players if you prefer a quicker or slower paced game.

Nothing is canned, nothing pre-determined, everything is done on the fly.

In fact, if I had to pick one word to describe what we wanted to achieve from a high-level with gameplay this year, it would be: FEEL. It started with movement but we also took a hard look at every aspect of the on-court play and did our best to fix any issues we could find in which the gamer felt out of control or that his player was doing something he didn’t ask for. For the most part, it was cleaning up legacy issues, plugging holes in some of our features, and adding polish. But I think 2K vets will notice the difference this year and appreciate how far we’ve come in one short year to put the control back in your hands.

Skills Still Matter

Last year I mentioned how much we focused on the skill of the gamer being king in deciding who wins and who loses. With NBA 2K18, that focus remained but definitely evolved from last year. I think the main course of the evolution was defining what “skill” meant. Last year, NBA 2K17 put a very large focus on stick skills. And while that focus was good, it also took away from some of the aspects that traditionally make 2K gameplay so great.

With shooting for example, last year we introduced shot aiming and put a heavy emphasis on shot timing deciding makes and misses. The unfortunate side effects to some of these changes were that it became very difficult for us to balance the “stick skill gap” between new users and pro gamers, as well as across the various archetypes. So in many ways, it ended up de-valuing player attributes, defensive impact, and all of the other factors that go into shot success. So we took a step back and looked at the pros and cons of NBA 2K17’s shooting system compared to how we’ve done things in past games and married the best ideas together to create a new system for 2K18.

This year I think we’ve struck a great balance between the importance of stick skills and basketball IQ. Now more than ever, it’s important to take high percentage shots with the right types of players, while also mastering your player’s release. We removed shot aiming, implemented a new shot meter positioned vertically near your player’s upper body to improve visibility, and added improved Shot Feedback information that shows your release timing and the coverage of your shot (Smothered, Heavily Contested, Lightly Contested, Open, Wide Open.) Green releases are still in the game but aren’t solely based on release timing. Without going into detail on how everything works under the hood, I’ll just say that the design for Excellent Releases is much smarter than before and can say with confidence that “Green hunting” won’t be a problem this year… something our focus groups and playtests have confirmed.

And yes, as you may have heard, you can customize the fill color of your shot meter (White, Team Color, Black, Gray, Red, Yellow, Cyan, Blue, or Magenta.) And as some of you requested, you can also access the Jump Shot Creator for NBA players this year for more customization over the league.

We removed shot aiming, implemented a new shot meter positioned vertically near your player’s upper body to improve visibility, and added improved Shot Feedback information that shows your release timing and the coverage of your shot (Smothered, Heavily Contested, Lightly Contested, Open, Wide Open.) Green releases are still in the game but aren’t solely based on release timing.

Staying on the skills topic, let’s talk about some of the other new tools at your disposal on offense.

A few more really nice additions to shooting. We got feedback from the community gameplay dev session that “load ups” were too heavy when trying to get up quickly for jump shots. It took us a bit to figure out exactly what they were talking about, but right after the dev session, we labbed a bit and made some significant changes to how we do pull-up jumpers. Pulling up off the dribble or shooting off the catch now feels WAY more responsive. So big shout out and thanks to DmanUnt2014, MarioHTXX, and DayBoyDimez for bringing that to our attention.

We also augmented the pull-up jumper game with some new shot types. This year when you hold Sprint and move the Pro Stick in the same direction of your movement when driving laterally, you’ll get these really nice (and explosive) hop jumpers. Holding in the opposite direction of your drive will trigger these cool snatchback jumpers. You can also do both of these shots by tapping the Shot Button and holding your Left Stick in the proper direction. And one of my favorite additions to the layup system is control over driving cradle layups. I don’t know why I like them so much. Maybe because it was one of Jimmy Butler’s go to moves (yes, I’m crying inside.) Anyway, to do cradle layups, drive to the basket and hold the Pro Stick back and away toward your ball hand (or double tap the Shot Button while holding the Left Stick back and away toward your ball hand.) They’re great for knifing through traffic and protecting yourself from getting stripped. One last note about layups, the layup packages were reworked a bit as well. Now you can equip the following packages:

– Circus: Kyrie Irving type “jelly” layups.
– Crafty: Steph Curry scoop layups, around the back finish, etc.

Euro Specialist: The perfect package for Dwyane Wade & Tank: Modeled after strong athletic finishers like LeBron.

– Euro Specialist: The perfect package for Dwyane Wade.
– Explosive: Designed for long jumpers who can explode off of a Launchpad like Russell Westbrook.
– Floater Specialist: Lots of nice quick teardrops a la Tony Parker or D-Rose.
– Long Athlete: Great for long swings like the Giannis “Greek Freak” Antetokounmpo.
– Tank: Modeled after strong athletic finishers like LeBron.
– Unathletic Small: Don’t want to name names, but we all know the kinds of guys that deserve this package.
– Then of course the traditional default smalls, swings, and bigs packages.

The triple threat jabs and fakes are all new this year. You can chain jabs together for those Carmelo Anthony drive setups and the first steps out of triple threat are especially deadly with elite ball handlers. Bigs get their own set of moves that are great for blowing by defenders at the high post or for setting up those power drives. We focused a lot on making weight and strength matter in the post as well. When you have Demarcus Cousins mismatched with a small, you’ll see him clearly push his way through on the backdown for an easy dunk. You can also flick the Left Stick in the post to pivot into different “hubs,” each with its own unique set of branching drives and fakes. Shot fakes have been re-worked and are cooler than ever. You can chain multiple fakes together to pull off Hakeem Olajuwon’s patented up-and-unders, Kobe’s legendary step thru shots, and much more. It’s never been more fun to be a post scorer in a basketball game and I’m excited to see the highlights that you guys pull off as you learn the ins and outs of the new systems. There’s so much you can do, it’s crazy.

On the ball handling front, we added the ability to do triple threat, dribble, and post moves by tapping or double tapping the Post Up button. I know the Pro Stick can be a little daunting for newcomers, so I think this feature will help them pull off some nice moves without worrying about getting accidental shots. But for you “dribble gawds” out there, read on. The signature size-up combos that you know and love make their return. But we’ve also brought back the more explosive rhythm dribble sequences (including a number of street ones) that we had a couple years back, including dozens of new animations for many of the top ball handlers in the league. Simply tap the Right Stick toward the hoop and you’ll see some really sick dribble combos and tons of new content. It’s extremely gratifying being able to chain together the rhythm dribbles with the Pro Stick flick combo moves to create Kyrie Irving-style mixtapes.

We’ve also added the ability to do walking size-ups and combos. It may sound like a small addition but it’s one of my favorite things to do as a ball handler this year. We were in Mocap watching guys play 1-on-1 and nearly every possession they were pulling off these creep-up dribble size-ups before attacking the rim or pulling up for jumpers. Frankly, it baffled me that we’d never supported them as it’s such an integral part of the game. But I’m happy to say that you can now do double crosses, cross to wraps, cross to tweens, hesi crosses, and much more while creeping up in NBA 2K18. This is easily the deepest ball handling has ever been in any game. But the best thing about it is seeing the community invent all sorts of combos I didn’t even know were possible when designing the system. Seeing this creativity is one of the things I look forward to most every year so get those 2KTV Top Plays ready.

There are a couple of new passing features I want to highlight as well. Receiver Control lets you take full control over one of your receivers with a single button press, letting you manually work to get them open before passing them the rock. Just point to a teammate with the Left Stick and press and hold the Bounce Pass button. While the button is held, you can use the Left Stick to move him around, then release the Bounce Pass button to pass. If you prefer to use last year’s handoff/pitch pass option instead, that’s available as an option too.

You can also quickly choose a short pass vs. a long skip pass with a simple tap or hold of the Pass Button. This has proven to be extremely handy, especially to capitalize on those moments when the defense falls asleep and leaves someone open in the far corner or downcourt. For icon pass users, you can also enable options for Receiver Control and Pass Type Control. The former allows you to control the receiver like I mentioned above but by icon selecting, and the latter gives you the ability to manually control bounce, overhead or chest pass by double tapping, holding, or normal pressing the player icon button respectively.

On the defensive end of the floor there were a ton of improvements as well. The biggest thing for a lot of our users was the dribble drive game. This is something we spent a lot of time on and it’s come a long way since last year. Many people complained about “stonewalling” defenders that were able to clamp down ball handlers regardless of their ratings and, somewhat unrealistically, stifle the dribble drive game. The interactions and logic for ball handler/on-ball defender collisions were reworked and it feels MUCH better. In NBA 2K18, if the ball handler can get a step on his man or is a Westbrook or LeBron coming downhill prepare to see a blow-by for a clear drive to the hoop. It feels really good now to get your defender leaning one way, attacking his drag foot, and seeing your ball handler quickly swim by the defender without getting snatched into a heavy bump animation. Sure the Kawhi Leonards of the league can still clamp down slower ball handlers, but for the most part, you’ll see a lot of “hip riding” this year compared to the knockbacks and dribbler stuns from the past.

If you find yourself matched up with an extra pesky hard-nosed defender, I recommend pulling off stepback moves from the rides. They’re extremely deadly this year. The whole revamp of the 1-on-1 chess match really opens up the floor game and makes going to the basket with a playmaker much more realistic than before.

Steals and blocks also saw significant improvements. For steals, we heard the complaints about steal spamming last year and are happy to say that will no longer be the case for NBA 2K18. The logic for ball vulnerability is much better this year, rewarding you for reaching at the right times while punishing you with reaching fouls when you don’t. For blocks, we have a new limb collision system. Now a dunker going up with one hand is much more vulnerable to getting blocked than a stronger dunker going up with two. You’ll also notice that we significantly reduced the number of multi-actor layups in NBA 2K18 and that was intentional. It felt a bit in past games that you could get really good shot defense just by being there and getting pulled into a contact shot. This year, we wanted to make playing defense as a rim protector much more engaging so the onus is now on the gamer to recognize guys attacking the rim and timing their shot blocks accordingly. We made significant changes to how we call fouls too, so if you’re in good position when attempting a shot block and you have a good shot blocker, you’ll have a much lower chance at being called for a shooting foul. But on the other hand, if you’re in bad position (trailing the play) or have a bad shot blocking rating, expect to see a lot of fouls.

Shot contests against jumpers are also more skill based this year. While in NBA 2K17, just holding down the Intense-D trigger would give you auto closeouts and jumping contests (which could be OP from time to time), it will now just register a lazy contest or no contest at all. So you’ll have to be proactive on defense and use the Right Stick if you want to actively contest shots. You’ll also have to be mindful on closeouts though because if you ram your defender into the shooter, be prepared to be called for a shooting foul. This is today’s NBA after all, not the 90’s.

When you do knock the ball loose, prepare to see some very cool hustle plays in NBA 2K18.

When you do knock the ball loose, prepare to see some very cool hustle plays in NBA 2K18. We captured an insane number of animations to support a wide variety of outcomes based on the ratings of the players involved. Those outcomes consist of contested pickups (some that result in the ball getting knocked free again), loose ball dives, tie ups, and loose ball fouls. They’re definitely some of the coolest sequences that can happen in this year’s game, especially when they chain together. Speaking of loose balls, contested rebounds can also result in unsecured catches this year. These 50/50 balls help make the game feel a little “messy” just like real basketball and puts a greater emphasis on the importance of the hustle and hands ratings.

Closing Remarks

You’ll notice I didn’t say a word about AI improvements in this write up. The AI team has been hard at work this year cooking up some goodies for you hoops heads. So stay tuned, Da Czar and OG will have a blog breaking down all the X’s and O’s for Simnation soon.

And as with every year, there are a bunch of other upgrades, enhancements, and bug fixes across the board when it comes to gameplay that I didn’t even mention. The gameplay team really went the extra mile for NBA 2K18 and I’m extremely thankful for the dedication of all of our gameplay engineers and producers. When I take a step back and look at what the team accomplished this cycle, I think the thing that I’m happiest about is that we stayed true to the game.

By that, I mean that everything that we worked on, from the big bullet point items to the tiniest details, was with the goal of representing NBA basketball as faithfully as we could. In many ways, NBA 2K18 is one of those titles that you have to experience on the sticks for yourself to truly appreciate. The improvements to feel, the authenticity, and the refinements both big and small, make for a truly great playing game of basketball. And with the countless hours poured into all of the features, modes, and art by the 2K Team as a whole, I have no reservation in proclaiming NBA 2K18 to be the most feature-rich, best looking, and best playing NBA game ever made. I can’t wait for you guys to get your hands on it!

– Mike Wang (@Beluba), NBA 2K Gameplay Director

Continue Reading
283 Comments

Leave a Reply

Your email address will not be published. Required fields are marked *

Discussion
  1. "While in NBA 2K17, just holding down the Intense-D trigger would give you auto closeouts and jumping contests (which could be OP from time to time), it will now just register a lazy contest or no contest at all."

    Sent from my iPhone using Tapatalk
    "We’ve even implemented new movement sliders, so you guys can customize acceleration and speed of the ball handler or offball players if you prefer a quicker or slower paced game"
    I love this. I appreciate that they keep adding these extra sliders for the most customization possible.
    "you’ll see a lot of “hip riding” this year compared to the knockbacks and dribbler stuns from the past."
    If this pans out, they will be solving my number one issue I've had with past 2K games. Sounds amazing.
    To put it simply, movement is no longer driven by animations in NBA 2K18. Now, the stick input and a player’s attributes are the sole components driving how your character moves around the court.

    Probably some of the best news we've gotten so far
    On the defensive end of the floor there were a ton of improvements as well. The biggest thing for a lot of our users was the dribble drive game. This is something we spent a lot of time on and it’s come a long way since last year. Many people complained about “stonewalling” defenders that were able to clamp down ball handlers regardless of their ratings and, somewhat unrealistically, stifle the dribble drive game. The interactions and logic for ball handler/on-ball defender collisions were reworked and it feels MUCH better.

    Definitely the best news we've gotten so far
    well, i just stated in the trailer thread i had no excitement for 2k18.
    i will say im at least slightly excited to see this at work in the prelude - which i wasnt gonna download before this blog. also good to know Czar, OG, and others wont be silenced tbis year. looking forward to hear what they have to say
    The 24th Letter
    Pretty bold statement....I'm looking to see how this plays out..

    EXACTLY! i want to believe them SO BAD, but 2k has got me too many times to give them benefit of doubt
    The 24th Letter
    Pretty bold statement....I'm looking to see how this plays out..
    Lol truth....read it all before...they really should double down and release The Prelude already!
    Sent from my SM-G930T using Tapatalk
    Glad to read some of this, after things looked liked 2K17.5 in that trailer, now I just want to really see it in action (hopefully before the end of the month? Maybe? :tongue:)
    Goffs
    Lol truth....read it all before...they really should double down and release The Prelude already!
    Sent from my SM-G930T using Tapatalk

    i like the way you think sir!:y11:
    SO many things to break down. The highlights as I saw them.
    To put it simply, movement is no longer driven by animations in NBA 2K18. Now, the stick input and a player’s attributes are the sole components driving how your character moves around the court. This gave us the ability to control exactly how quickly a given player can accelerate, decelerate, cut, and turn, as well as his speeds for different states (walking, running, shuffling, sprinting, etc.) simply based on his attributes. The new motion engine then takes this data and dynamically finds and stitches together the animations it needs, in real time, to animate the character. Nothing is canned, nothing pre-determined, everything is done on the fly. The results are night and day and something you’ll notice as soon as you pick up the sticks this year. Movement with and without the ball is way more consistent and predictable, which impacts the play on the court in just about every facet on both offense and defense. We’ve even implemented new movement sliders, so you guys can customize acceleration and speed of the ball handler or offball players if you prefer a quicker or slower paced game.

    New movement system? Very nice. That's a change that should improve the game from the ground up, from a fundamental level.
    Now more than ever, it’s important to take high percentage shots with the right types of players, while also mastering your player’s release. We removed shot aiming, implemented a new shot meter positioned vertically near your player’s upper body to improve visibility, and added improved Shot Feedback information that shows your release timing and the coverage of your shot (Smothered, Heavily Contested, Lightly Contested, Open, Wide Open.) Green releases are still in the game but aren’t solely based on release timing. Without going into detail on how everything works under the hood, I’ll just say that the design for Excellent Releases is much smarter than before and can say with confidence that “Green hunting” won’t be a problem this year… something our focus groups and playtests have confirmed.

    Oh, we'll see about this. I love that they say how badly 2K17 suffered from the constant tweaks to the shooting -- the confidence here is good, should (hopefully) severely decrease the amount of tweaking and patches we get to the shooting side of things in game, assuming the devs don't cave to the twitter pressure that's inevitably going to come.
    This year when you hold Sprint and move the Pro Stick in the same direction of your movement when driving laterally, you’ll get these really nice (and explosive) hop jumpers. Holding in the opposite direction of your drive will trigger these cool snatchback jumpers.

    Better jumpers that don't take forever to pull off? I'm on board.
    It’s never been more fun to be a post scorer in a basketball game and I’m excited to see the highlights that you guys pull off as you learn the ins and outs of the new systems. There’s so much you can do, it’s crazy.

    Please be true. Playing a post-scorer last year was difficult. If I can do some bully offense, without constantly abusing the AI on pick and rolls, that'd be great.
    The logic for ball vulnerability is much better this year, rewarding you for reaching at the right times while punishing you with reaching fouls when you don’t. For blocks, we have a new limb collision system. Now a dunker going up with one hand is much more vulnerable to getting blocked than a stronger dunker going up with two. You’ll also notice that we significantly reduced the number of multi-actor layups in NBA 2K18 and that was intentional. It felt a bit in past games that you could get really good shot defense just by being there and getting pulled into a contact shot. This year, we wanted to make playing defense as a rim protector much more engaging so the onus is now on the gamer to recognize guys attacking the rim and timing their shot blocks accordingly. We made significant changes to how we call fouls too, so if you’re in good position when attempting a shot block and you have a good shot blocker, you’ll have a much lower chance at being called for a shooting foul. But on the other hand, if you’re in bad position (trailing the play) or have a bad shot blocking rating, expect to see a lot of fouls.

    This is SO good to hear.
    The AI team has been hard at work this year cooking up some goodies for you hoops heads. So stay tuned, Da Czar and OG will have a blog breaking down all the X’s and O’s for Simnation soon.

    ^Biggest piece of news. No muzzles for Da Czar or OG. The AI will determine whether the gameplay advancements in the blog really come to fruition. If the game feels responsive, plays well, and doesn't have braindead AI, we might have something.
    This is why I say I'm in an abusive relationship with this game. Every time I'm ready to pack my **** and give up on it they flip the script and remind me of the good times.
    I was so geeked for that trailer this morning that I scheduled my work break around it, and it was super uneventful and I was let down. By the time my lunch was scheduled, we had this beautiful passage that insists the game has fixed nearly everything I've hoped for. I wish there was visual to accompany this and show that this isn't just empty promises, or that there was some way to guarantee they wouldn't cave to the 14 year old kids who want to play the game like an And 1 mixtape tour, but I still couldn't help but be childishly giddy while reading these improvements.
    If everything they wrote is true, this may be my favorite game ever, but we won't know until Sept 8th at the earliest, and we won't even be sure if it stays true until around next May at the latest.
    I'm still optimistic though, and I'm steadily counting the days down to that prelude. Hopefully we get some real gameplay footage & breakdown videos in the meantime.
    Did the layup packages mentioned mean there's going to be no individual signature packages this year? I always thought we'd be so deep into the signature movement game by now but it seems like we're always taking steps in different directions. I'm looking for more specific individual player dribble packages, specific dunks, specific layups, specific celebrations.
    Then again, if I think about it, maybe I could just call those packages by their player examples and make myself feel better about it (Kyrie package, Wade package, etc). And actually, I'm pretty happy to see a Giannis type of layup package there. I've been hoping for something like that (and a dunk package for his type as well).
    Either way, here's hoping there's specific animations for a lot of the players who deserve them. I need my Tim Hardaway killer-cross to be markedly different from Allen Iverson's cradle.
    Many people complained about “stonewalling” defenders that were able to clamp down ball handlers regardless of their ratings and, somewhat unrealistically, stifle the dribble drive game. The interactions and logic for ball handler/on-ball defender collisions were reworked and it feels MUCH better. In NBA 2K18, if the ball handler can get a step on his man or is a Westbrook or LeBron coming downhill prepare to see a blow-by for a clear drive to the hoop. It feels really good now to get your defender leaning one way, attacking his drag foot, and seeing your ball handler quickly swim by the defender without getting snatched into a heavy bump animation. Sure the Kawhi Leonards of the league can still clamp down slower ball handlers, but for the most part, you’ll see a lot of “hip riding” this year compared to the knockbacks and dribbler stuns from the past.
    Seeing is believing (as in, we'll have to see for ourselves how much has changed when we see the game in action), but I'm encouraged to read an acknowledgement and hopeful solution to a gameplay featured that drove me away from 2K17 pretty quickly.
    Mrcabone
    I have a feeling that "tank" package will be pretty popular

    Nah, everyone will use Jelly layups, it's been popular for the past 2 years now, especially here in NY
    My two biggest problems with 2k17 were movement (always felt like I was fighting the game to do what I wanted, too much suction/magnetism/stuck in animations), and the help and transition defense. Seems the movement has been adressed. Can't wait to read OG's blog. Thanks for this, Mike.
    Sent from my LGLS775 using Operation Sports mobile app
    If it's all as described, hello best gameplay ever, but every year the changes are revolutionary so I'll just remain a bit skeptical. My three remaining questions:
    - can we finally actually control our bounce, overhead and chest pass in terms of speed, angle, height and direction?
    - will fast break passes standard finally reach the guy furthest down the court? Icon passing seriously makes you lose 1-2 seconds which are crucial to a fast break.
    - will the CPU know which pass and to whom you will throw and have that split second advantage to get in position and steal the ball?
    Glad they removed auto-contest, I want my skill to make me stand out over other defenders.
    But for the same reason I'm not happy about shot aiming being removed. It took both aiming and timing to give skilled players an advantage over the ones who only used timing.
    I remember this post by Beluba:
    Beluba
    I was planning on making a new aiming option for 2K18: off, default, Pro. Default would be similar to this year. Pro would give you a larger boost for good aim but harsher penalty for bad.

    Too bad.
    Also didn't see any mention of off-ball cutting being back, that too was a great option in 2K15 that made good off-ball players stand out over the mass.
    Damn, all this stuff sounds great. Unlike a lot of you guys I'm not worried if these things are implemented properly I'm much more worried that they will be implemented then the players will start complaining about cheese or this and that being OP and they will patch all these things out. Maybe I'm just still traumatized by how beautiful the NBA 2K17 prelude and day one 2K17 played before they started tweaking everything.
    Some pretty bold statements, I feel like ive read some of this already last year...
    Would really like to see some gameplay footage of what seems to be a BRAND NEW game. Im tired of reading through walls of text year after year prerelease telling me how everything has been reworked from the ground up.
    PS: Also, IF everything Ive read here is true im pretty sure well see A LOT OF patches because this will not be perfect right from the start, I can guarantee...
    Only letdown is shot stick aiming not being built upon, but instead taken out :( skill > *
    Everything else though, especially more sliders!, is fantastic news.
    Sliders in MyCareer pretty please?
    Sitew33
    Damn, all this stuff sounds great. Unlike a lot of you guys I'm not worried if these things are implemented properly I'm much more worried that they will be implemented then the players will start complaining about cheese or this and that being OP and they will patch all these things out. Maybe I'm just still traumatized by how beautiful the NBA 2K17 prelude and day one 2K17 played before they started tweaking everything.

    This... every.... damn.... year. Twitter players ruin the game.
    So glad they fixed the player movement. A lot of the issues defensively last year stemmed from the sluggish and unresponsive player movement. If it really is a night and day fix then this is huge
    The addition of Icon bounce and lob passes is awesome to hear but I really liked the fact that they nerfed auto-contests. This will add another layer to defense and the "skill gap."
    Can't wait to hear the AI blogs.
    I'm jus getting a bit worried on the foul calls for weaker defenders.
    Rem in 2K16 and 2K17, when playing onball u blew the defensive assignment and quickly switched to the nearest guy near the basket to "manually help", before u could press jump to contest, a "jump" animation triggered out of nowhere and the next thing u know, u were whistled for a foul call.
    It feels like the AI cheated just to get foul calls from me. And my son asked "why did u jump so early?" I was stoned and mad and speechless.
    Sent from my iPhone using Tapatalk
    Jrocc23
    "While in NBA 2K17, just holding down the Intense-D trigger would give you auto closeouts and jumping contests (which could be OP from time to time), it will now just register a lazy contest or no contest at all."

    Sent from my iPhone using Tapatalk

    That's what I love about Live 18. It seems like 2k will have 1v1 a little like Live
    For icon pass users, you can also enable options for Receiver Control and Pass Type Control. The former allows you to control the receiver like I mentioned above but by icon selecting, and the latter gives you the ability to manually control bounce, overhead or chest pass by double tapping, holding, or normal pressing the player icon button respectively.

    I'll be the skeptic and say I'll believe it when I play it but everything I'm here sounds fantastic. Can't wait to get my hands on the game and try everything out. There is a lot to take in. Going to spend hours learning the new controls and getting down all the new mechanics. Dribbling sounds like it could be awesome and I like that we can, essentially, turn off the shot stick with the push of a button but I'm a little confused exactly how this will work.
    One thing I wish they would do with these blogs is add videos to showcase the changes and demonstrate what they are talking about. I'm much more of a visual learner.
    Sitew33
    Damn, all this stuff sounds great. Unlike a lot of you guys I'm not worried if these things are implemented properly I'm much more worried that they will be implemented then the players will start complaining about cheese or this and that being OP and they will patch all these things out. Maybe I'm just still traumatized by how beautiful the NBA 2K17 prelude and day one 2K17 played before they started tweaking everything.

    This is exactly what scares me the most. I don't play park or any online games and 2k17 played great until most started complaining about the way the game played online and cheesers. They patched it way too much and killed all of the fun vs CPU for me.
    I think they should find a way to send out 2 different patches for online gamers and offline gamers. I'm not knocking any of the online guys but we don't play the same brand of basketball and if the online guys encounter cheesers and such, they tweak the game so us offline players are punished as well. I'm going to buy the game on PS4 and Xbox one and I will play without any patches on one of them
    Sent from my iPhone using Tapatalk
    That blog reads like manna from heaven, but have to see how it's executed when I get the game.
    One concern, was the section about the re-worked steals and how spamming will result in fouls. I hate to break it to you, but park players don't care about that in the slightest. I think the other game has it right where if you mistime a steal attempt you've conceded a massive advantage to the offensive player. That's the only thing I see as an antidote to steal spamming. It's one thing getting called for fouls, but if you're doing that and conceding points every possession then that should cause them to rethink.
    These are just words... but they're spot on. Some of the biggest issues with 2k17 should be addressed, according to the text. I really hope so. Highlights for me:
    - You're truly in control now
    - Being able to beat your defender on 1-vs-1, no more OP defenders.
    - Triple threat moves were horrid on 2k17, revamped now.
    - Taking control of an off-ball player in an easy way, that'll be big, if true, for cuts to the basket
    I really hope everything is as good as it sounds.
    Also, I would've loved to hear that they revamped the P&R system, as it was disastrous last year, especially when playing online. Also, I would love to see a realistic amount of fouls being called.
    I wish they provided a pic of the new shot meter. I want to know if it's better.
    This is a nice read but these YouTube guys should be gushing over player movement. Which leads me to believe that they didn't notice any difference or they just didn't care. We need some OS guys in that focus group.
    Sent from my SM-G930T using Tapatalk
    Ok 2K18, you have my attention. Just about everything that I grew tired of and things I wish I had in 2k17 was addressed in this blog. I pretty much doubled down on my decision to pre-order Live and make that my basketball game of the year after the unimpressive trailer that was released earlier today. But this info was much more exciting. I was not going to shell out $60 for a small graphical update that allows us to see player stretch marks and an updated roster. I was content on just settling with Live this year.....but this info is pretty exciting news. I just hope they deliver! Looking forward to more news, early impressions, and gameplay vids!
    A lot of stuff looked good, but something I'm still concerned about is lateral/foot movement on defense? I see it was touched upon, in that it'll be more responsive on both ends, but I do wonder about how much explosion an offensive player has off the dribble vs. a defender---hopefully it's not too overpowering. I'd like to still be rewarded for good positioning if I'm using someone who has the right attributes. I think they addressed that you can't spam moves as much due to faster fatigue so that might take my worry out of it. I do like that you have to use the RS more on defense though and that you don't get auto closeouts.
    As far as the "I'm back on board blah blah business" goes, here's a friendly reminder that this game always has and seemingly always will have server issues. So if disconnects are something that's extremely frustrating for you, be prepared to have it all over again unless something changed. Same with the VC business.
    scottyp180
    I'll be the skeptic and say I'll believe it when I play it but everything I'm here sounds fantastic. Can't wait to get my hands on the game and try everything out. There is a lot to take in. Going to spend hours learning the new controls and getting down all the new mechanics. Dribbling sounds like it could be awesome and I like that we can, essentially, turn off the shot stick with the push of a button but I'm a little confused exactly how this will work.
    One thing I wish they would do with these blogs is add videos to showcase the changes and demonstrate what they are talking about. I'm much more of a visual learner.

    This would indeed be awesome to see in the future.
    I always enjoy reading these blogs. And when you see a developer talking about legacy issues, you know they are listening and honestly want the game to improve.
    Good stuff!
    (It was much more enjoyable, for me, than the trailer...and I'm a visual person)
    SwankSinatra

    The community over on twitter is a joke , the blog is amazing
    Sent from my iPhone using Operation Sports

    Completely agree with your sentiments but last years blogs were pretty amazing also.
    They should eventually release just a park game where every shot is a green guaranteed make, and every move you make is a hopstep.
    Addressed a lot of my concerns . Player movement , triple threat , 1 on 1 game , on ball defense , loose balls , foul calls , rim protection, and more. Sounds good if true.
    (edited for nsfw language)
    The community over on twitter is a joke , the blog is amazing

    Sent from my iPhone using Operation Sports
    Kids man smh...that's why there needs to be a legit street game separate from the NBA game imo...they don't care about stuff like this...they just wanna see/know if it's "lit" -Dabs-
    Sent from my Illudium Q-36 Space Modulator,
    All this sounds so good, but I'm still doubtful because 2K17 has frustrated me like no other 2k had frustrated me before :jpshakehe. I'll wait for reviews from certain trustworthy people, but I'm a little more optimistic than before :D
    Da_Czar
    It's legit. Totally different experience than previous years.
    Sent from my iPad using Operation Sports

    Cmon Czar!! you making it real hard to stay stong lmao! Youre one of the voices I do still trust from the 2k team. DAMMIT CZAR lol!
    cant wait to hear from you and OG. Czar Czar Czar..lmao
    Jrocc23
    "While in NBA 2K17, just holding down the Intense-D trigger would give you auto closeouts and jumping contests (which could be OP from time to time), it will now just register a lazy contest or no contest at all."

    Sent from my iPhone using Tapatalk

    #makepeopleplayDagain
    Sent from my iPhone using Operation Sports
    The blog sounds great... I think it goes without saying but I hope we get to see it in action sooner rather than later and I can't wait.
    Sitew33
    Damn, all this stuff sounds great. Unlike a lot of you guys I'm not worried if these things are implemented properly I'm much more worried that they will be implemented then the players will start complaining about cheese or this and that being OP and they will patch all these things out. Maybe I'm just still traumatized by how beautiful the NBA 2K17 prelude and day one 2K17 played before they started tweaking everything.

    I loved 2K17 at release last year. If I like 2k18 at release and it doesn't have any glaring issues then I think I'm going to disconnect my PS4 from the internet just in case they give in to the complainers again.
    I'm really looking forward to 2K18 but I'm not looking forward finding sliders and having to tweak them over and over due to the game constantly changing. Here's to hoping that doesn't happen. :cheers444 :drink:
    jeremym480
    The blog sounds great... I think it goes without saying but I hope we get to see it in action sooner rather than later and I can't wait.
    I loved 2K17 at release last year. If I like 2k18 at release and it doesn't have any glaring issues then I think I'm going to disconnect my PS4 from the internet just in case they give in to the complainers again.
    I'm really looking forward to 2K18 but I'm not looking forward finding sliders and having to tweak them over and over due to the game constantly changing. Here's to hoping that doesn't happen. :cheers444 :drink:

    Dude, as much as I want to preorder the game if it turns out it's as legit as it seems to be based on the blogs (and the Prelude, if it backs the blogs up), I cannot bring myself to do it -- the patches really screwed with 2K17 in a bad way.
    And that still doesn't account for the Day 1 Patch, which might alter things unexpectedly ... I feel like I have to wait till the end of October before we'll know for sure what game we got this year.
    It's great that one of their top priorities was movement, although we hear this every year, and more importantly 1 V 1 interactions.
    It sounds phenomenal in the blog. I wish the developers would release gameplay footage showing these improvements.
    Goffs
    I wish they provided a pic of the new shot meter. I want to know if it's better.
    This is a nice read but these YouTube guys should be gushing over player movement. Which leads me to believe that they didn't notice any difference or they just didn't care. We need some OS guys in that focus group.
    Sent from my SM-G930T using Tapatalk

    Like Mike Lowe? This is what he said about movement in his writeup:

    You'll notice the game shifting away from animations, and instead utilizing a new branching system (purposefully unnamed) that will allow for far more movement creativity. When I was watching the guys who are insanely good at the game, I could really see some creative gameplay that never looked repetitive. Very impressive.

    http://forums.operationsports.com/forums/nba-2k-basketball/912494-early-look-nba-2k18-gameplay-changes.html
    With that said, I agree with you the more OS guys giving feedback the better.
    Yesh2k
    That blog reads like manna from heaven, but have to see how it's executed when I get the game.
    One concern, was the section about the re-worked steals and how spamming will result in fouls. I hate to break it to you, but park players don't care about that in the slightest. I think the other game has it right where if you mistime a steal attempt you've conceded a massive advantage to the offensive player. That's the only thing I see as an antidote to steal spamming. It's one thing getting called for fouls, but if you're doing that and conceding points every possession then that should cause them to rethink.

    They got that down perfect imo, you really have to be strategic when going for a on the ball steal.
    Finally read everything...
    If Czar says it feels different I'm 99% confident it does..now me liking it is an entirely different subject...lol
    This is the first time I've heard Mike address 'stonewalling' directly...so its faaaar from a generic comment about improvement in my eyes...glad they took a specific look at it.
    Same goes for a lot of specific community complaints. Cant wait to see it play out! Awesome to head sig size upd are back too....so is it still just one we activate by pressing forward or do we have a set for each direction like 2K16?
    While it really does sound good on paper, there's a few concerns I have based on some of the wording, due to experiences with past 2k games:
    1.) The multitude of new pull-up jumpers and shots off dribble: The big question is 'WILL THEY BE USEFUL?' We've been through this over the past few years or so, and although a lot of those stepbacks, pull-up jumpers, etc looked really nice, 90% of those shot types were completely useless. And this was especially so if the defender was within 5 feet of the shooter, even though you 'created space' like you were supposed to. And speaking of, I'm just hoping, if they do turn out to be useful, that they don't get completely nerfed into the ground like they did in 2k17. *coughmoving3scough*
    2.) Hip-ride animations: Now if it's implemented properly, fine. But if this turns out like it did a few games back, I can see a lot of ballhandlers simply turboing into their defender and being rewarded with blow-by hip riding animations 90%+ of the time because 'lolspeed', even if the defender has perfect positioning on them. Hoping this doesn't become the problem like it did before.
    Plus, if the archetype system logic is anything like it was in 17, will that mean Playmakers and Point Forwards will have an even more insane advantage vs defenders that aren't Lockdowns? Because if every movement is based off ratings, that could possibly mean anyone that isn't a LDD will be getting blown by 90% or more of the time 'just because.'
    3.) Multiple fakes in the post: Will these even matter if the ball magically becomes 99% more tangible in the post and/or in the paint? (Anyone who plays 2k knows the ball magically becomes insanely easy to steal once you reach the paint.) One fake being rewarded with a steal would make chaining rather moot.
    4.) Defensive contests: If there's truly going to be a grade level for contested shots, can you PLEASE not have light contests be just as effective as being smothered, like it currently is in 2k17?
    The 24th Letter
    Finally read everything...
    If Czar says it feels different I'm 99% confident it does..now me liking it is an entirely different subject...lol
    This is the first time I've heard Mile address 'stonewalling' directly...so its faaaar from a generic comment about improvement in my eyes...glad they took a specific look at it.
    Same goes for a lot of specific community complaints. Cant wait to see it play out! Awesome to head sig size upd are back too....so is it still just one we activate by pressing forward or do we have a set for each direction like 2K16?

    I promise if it was anyone other than Czar or OG that put their stamp on it i wouldnt have believed it (sorry Team2k, I love you guys just taking things with a grain of salt).
    Definitely looking forward to prelude now, i will admit that.
    Any news about dunk packages? Ive seen old dunks on the trailer that has been on 2k since 2k12, any good news the dunks dont get stuck on s single animation?
    Sent from my iPhone using Operation Sports
    Wow. He hit everything in the blog. Except off ball cpu defense. This sounds 100.
    1. Call fouls on poor shot blockers. Check
    2. Call fouls on wild shot contests on jumpers. Check.
    3. Get a step on a defender and you get the blow by animation. Check.
    4. Acceleration, speed, and change of direction are no longer overridden by animations. Check.
    Only question I have is about the shot contests. He said that Intense D closeouts are no longer effective. But what about the auto contest feature? Is that still overpowered? I personally wish there was no auto contest or Intense D contest, but Auto was way worse to me then the Intense D contest.
    The only thing I am worried about are shooters. Are we going to be seeing sharpshooters in Pro Am dribbling through 4 screens each possession and draining threes 5 feet behind the line because they are "open," and because they got their feet set? Too many times I've seen guys shoot 80-90% from three in Pro Am, myself included. Hopefully it drops down to at least a reasonable percentage. I mean, Steph Curry hits what, 45% of his WIDE open threes, right?
    If they fix the shooting percentages in online modes, I will be extremely happy.
    Sent from my SM-G935V using Tapatalk
    I liked what I read here, I know the team at Visual Concepts are the best in the industry and are very passionate and dedicated to provide authenticity and integrity back to this game, that 2K17 fell short off.
    In summary
    - Player Movement based on Player Attributes (v1 - v2 - vR) Vector based no more animation
    - New Shot System from previous 2k titles, all mastered into one
    - Catch and Shooting, reworked, Pull up dribble shots received much attention
    - Layup packages branched out into individual sets (Circus, Crafty, Euro, Tank etc)
    - New triple threat animations -- strength matters, chain into various combos
    - Dribbling remains the same with new street type animations -- new and from previous titles
    - Passing, Receiver Control
    - Defensive, steals -- no more spamming, no more stone walled defenders, Kawhi Leonard types will lock up, play good defense you will get rewarded
    - 50/50 ball reworked, new hustle animations
    - Bug fixes, general improvements, more polish
    - Da Czar / OG will bring out more information
    - Mike concluded this is the best playing NBA game ever made (JHEEEEZ, shots at NBA Live)
    AWESOME STUFF HERE
    I get a blog is necessary and I welcome the information. But, if you are going to blog about "MOVEMENT" in 2017 and not have "VIDEOS" showing this movement, especially when these proclamations are made damn near every year, the same way I blew off the Madden Blog about Blocking, I'm blowing this off, it does not permeate with me at all. After 3 or 4 years talking about motion in previous blogs and it failed to live up to the written word, I get all Jay Z on ya " We don't believe you, You need more people".
    Steve_OS

    The whole revamp of the 1-on-1 chess match really opens up the floor game and makes going to the basket with a playmaker much more realistic than before.

    If any of you have EVER really read anything I've said....This is the greatest sentence I've ever read. 2k, Me, glass of bourbon. Some candles lit. That's release day for me.
    Sent from my SM-G900V using Tapatalk
    This got me hype  ! 
    I always been an offline player (player vs cpu), and this year seems like the one on offense. It seems like you can finally score on your man & get some separation.
    I'm hoping, most of all that defense has been fixed ! feels like that's the case as well.
    Can't wait to play it...
    ViolenceFight
    If any of you have EVER really read anything I've said....This is the greatest sentence I've ever read. 2k, Me, glass of bourbon. Some candles lit. That's release day for me.
    Sent from my SM-G900V using Tapatalk

    Now the question is: Will Playmakers be better at attacking the basket than Slashers? Which they shouldn't be.
    Caelumfang
    Now the question is: Will Playmakers be better at attacking the basket than Slashers? Which they shouldn't be.

    ...if it plays out the way it's listed, playmaker weight/Strength should dramatically effect the way they finish in traffic. I expect them being able to slice to the rack, but finishing through contact should be problematic.
    But...this IS 2k, so we'll have to see. Just let my SG Slasher go back to being Westbrook please. The Pull up or Drive chess match was super rewarding until the moving shot nerf.
    "The biggest thing for a lot of our users was the dribble drive game. This is something we spent a lot of time on and it’s come a long way since last year. Many people complained about “stonewalling” defenders that were able to clamp down ball handlers regardless of their ratings and, somewhat unrealistically, stifle the dribble drive game. The interactions and logic for ball handler/on-ball defender collisions were reworked and it feels MUCH better. In NBA 2K18, if the ball handler can get a step on his man or is a Westbrook or LeBron coming downhill prepare to see a blow-by for a clear drive to the hoop." ------- Thanks Mike, I was one of the people that specifically asked for this on Twitter. Was tired of Glass Cleaners and Stretch Bigs being able to put a force field around my Playmaker with 94 speed when they should be free lunch out there on the perimeter.
    Impetuous65
    I get a blog is necessary and I welcome the information. But, if you are going to blog about "MOVEMENT" in 2017 and not have "VIDEOS" showing this movement, especially when these proclamations are made damn near every year, the same way I blew off the Madden Blog about Blocking, I'm blowing this off, it does not permeate with me at all. After 3 or 4 years talking about motion in previous blogs and it failed to live up to the written word, I get all Jay Z on ya " We don't believe you, You need more people".

    You do know blogs are not videos, correct? Has the game even released yet? No? Because I'm sure you'll get your videos before it releases, calm down smh.
    we wanted to make playing defense as a rim protector much more engaging so the onus is now on the gamer to recognize guys attacking the rim and timing their shot blocks accordingly

    Time to finally be able to use Dikembe Mutombo how he was meant to be used.
    I wasn't going to get this game at release, but if I see some great gameplay videos and I like the "demo" then I'll probably dive in in September.
    trekfan
    Dude, as much as I want to preorder the game if it turns out it's as legit as it seems to be based on the blogs (and the Prelude, if it backs the blogs up), I cannot bring myself to do it -- the patches really screwed with 2K17 in a bad way.
    And that still doesn't account for the Day 1 Patch, which might alter things unexpectedly ... I feel like I have to wait till the end of October before we'll know for sure what game we got this year.

    To me the day 1 patch version is the best version of the game. Some of the stuff I will talk about won't be fully implemented until that version of the game. Between the prelude and day 1 leaves a lot of time for polishing and fine tuning. All the dev comments you read are PROBABLY based off the latest version we are playing which for me is definitely day one patch.
    We know you guys will need to play it to see if it is your cup of tea. Trailers won't get it for the OS crowd but they are still necessary for the overall fan base. At the end of the day for the hard core no one's opinion matters as much as your own and you can only get that really from time on the sticks.
    Blogs are just a chance for us to tell you what we tried to accomplish it is up to you to let us know if we succeeded or if we need to keep banging away to get the results you guys are looking for.
    No one on our team is trying to sway you with a blog or forum response. But when you work all year on something it is hard not to be excited about it as you believe you have done some things this community in particular should enjoy, but the ultimate test is when you guys get the game in your hands.
    MoodMuzik
    You do know blogs are not videos, correct? Has the game even released yet? No? Because I'm sure you'll get your videos before it releases, calm down smh.

    WWWOOOWWW!!! OK, I didn't know thank you.
    Da_Czar
    To me the day 1 patch version is the best version of the game. Some of the stuff I will talk about won't be fully implemented until that version of the game. Between the prelude and day 1 leaves a lot of time for polishing and fine tuning. All the dev comments you read are PROBABLY based off the latest version we are playing which for me is definitely day one patch.
    We know you guys will need to play it to see if it is your cup of tea. Trailers won't get it for the OS crowd but they are still necessary for the overall fan base. At the end of the day for the hard core no one's opinion matters as much as your own and you can only get that really from time on the sticks.
    Blogs are just a chance for us to tell you what we tried to accomplish it is up to you to let us know if we succeeded or if we need to keep banging away to get the results you guys are looking for.
    No one on our team is trying to sway you with a blog or forum response. But when you work all year on something it is hard not to be excited about it as you believe you have done some things this community in particular should enjoy, but the ultimate test is when you guys get the game in your hands.
    Thank you, Czar, for that. I'm not doubting at all the effort you put in and hearing that you're playing the latest, day 1 patched version of the game is a good thing.
    Do you anticipate patches being as prominent a role this year as last year? I would like to grab the game immediately if it feels as good to me as it does to you, but the multiple patches for last year's game makes me fearful.
    Sent from my SM-G930T using Tapatalk
    Da_Czar
    To me the day 1 patch version is the best version of the game. Some of the stuff I will talk about won't be fully implemented until that version of the game. Between the prelude and day 1 leaves a lot of time for polishing and fine tuning. All the dev comments you read are PROBABLY based off the latest version we are playing which for me is definitely day one patch.
    We know you guys will need to play it to see if it is your cup of tea. Trailers won't get it for the OS crowd but they are still necessary for the overall fan base. At the end of the day for the hard core no one's opinion matters as much as your own and you can only get that really from time on the sticks.
    Blogs are just a chance for us to tell you what we tried to accomplish it is up to you to let us know if we succeeded or if we need to keep banging away to get the results you guys are looking for.
    No one on our team is trying to sway you with a blog or forum response. But when you work all year on something it is hard not to be excited about it as you believe you have done some things this community in particular should enjoy, but the ultimate test is when you guys get the game in your hands.

    I feel like day one last year was fine. It was by patch 2 and 3 it got screwy. By patch 12, you guys were just trying to contain the hemorrhage and stop the bleeding.
    I know it's hard, and I KNOW I'm preaching to the Choir, but there has to come a time where as a developer you have to step up and just say: "Y'all are not good, get good" during most of the community complaints.
    A lot of times it boils down to "I think this should be automatic because of my rating, despite the outlying variables on that shot or situation. There's a LOT of bottom tier players that get their hand held with patches that warp the realism out of the game.
    I'm not directing thus pent up hostility towards you, Czar, but it's been the same the last 2 iterations man.
    Sent from my SM-G900V using Tapatalk
    ViolenceFight
    ...if it plays out the way it's listed, playmaker weight/Strength should dramatically effect the way they finish in traffic. I expect them being able to slice to the rack, but finishing through contact should be problematic.
    But...this IS 2k, so we'll have to see. Just let my SG Slasher go back to being Westbrook please. The Pull up or Drive chess match was super rewarding until the moving shot nerf.

    Problem is, finishing 'through contact' can get circumvented with equipping fast dunk packages with fast, favorable takeoff points that were insanely difficult to block, and could move defenders out of the way. The layups were never the problem.
    And yeah, it's sad that Shot Creators never truly recovered from the moving shot patch, which is why I'm kind of like 'meh' when they speak about all the new pull-up and off dribble shots, knowing they can all be destroyed with a single tuning...
    trekfan
    Thank you, Czar, for that. I'm not doubting at all the effort you put in and hearing that you're playing the latest, day 1 patched version of the game is a good thing.
    Do you anticipate patches being as prominent a role this year as last year? I would like to grab the game immediately if it feels as good to me as it does to you, but the multiple patches for last year's game makes me fearful.
    Sent from my SM-G930T using Tapatalk

    I'd appreciate it if you guys didn't bend to the Twitter crowd as much this year when it comes to patches and only patch when necessary or makes sense.
    Some of our top engineers spent the entire dev cycle working on a new motion engine and it turned out to be a huge game changer. To put it simply, movement is no longer driven by animations in NBA 2K18. Now, the stick input and a player’s attributes are the sole components driving how your character moves around the court. This gave us the ability to control exactly how quickly a given player can accelerate, decelerate, cut, and turn, as well as his speeds for different states (walking, running, shuffling, sprinting, etc.) simply based on his attributes.

    I'm interested to see if they were actually able to pull this off in one dev cycle. This has been in huge issue with the series for a few years, I haven't really loved the control and movement since 2K11. It's been by far my biggest issue with the series of late and why I barely played 2K17.
    On the defensive end of the floor there were a ton of improvements as well. The biggest thing for a lot of our users was the dribble drive game. This is something we spent a lot of time on and it’s come a long way since last year. Many people complained about “stonewalling” defenders that were able to clamp down ball handlers regardless of their ratings and, somewhat unrealistically, stifle the dribble drive game. The interactions and logic for ball handler/on-ball defender collisions were reworked and it feels MUCH better. In NBA 2K18, if the ball handler can get a step on his man or is a Westbrook or LeBron coming downhill prepare to see a blow-by for a clear drive to the hoop.

    This was #2 on my list. 2K17 looked and played nothing like modern NBA basketball. Way too much contact, way too difficult to get into the lane. Hopefully they deliver as promised on this front.
    I was pretty set on not purchasing 2K18 as of two weeks ago but if all these gameplay improvements are true then I'll be a Day One purchaser.
    I wonder how the "control of the off ball player" works ?
    You can fully control him during like a few seconds and the on ball player is just protecting his ball ?
    Caelumfang
    Problem is, finishing 'through contact' can get circumvented with equipping fast dunk packages with fast, favorable takeoff points that were insanely difficult to block, and could move defenders out of the way. The layups were never the problem.
    And yeah, it's sad that Shot Creators never truly recovered from the moving shot patch, which is why I'm kind of like 'meh' when they speak about all the new pull-up and off dribble shots, knowing they can all be destroyed with a single tuning...

    Well yeah. I'm asked how I get so many contacts from time to time. I know my takeoff points. I know favorable positions and likelihood of certain animations based on player position.
    I get exactly what you're saying. By "Through Contact" I'm referring to guys finishing contact layups and dunks through 3 guys. Sometimes you'll get a favorable move, but there's a lot of times low rated finishers will hit a BS layup while the defense has them in a rear naked choke
    Sent from my SM-G900V using Tapatalk
    Lots of great info here if it holds true, and makes it through the year without being changed.  The two things that stood out as most important to me were:
    1) 1v1 dribble interactions and "riding the hip".  The bump back animations have absolutely ruined this game for me for the past few years.  Perimeter mismatches have essentially been negated by these terribly unrealistic occurrences .  If they can get this right, I'm in.  Even the Live demo has this part figured out better than 2k has, as recently as last year.
    2) Less CPU assistance in defending.  I was just thinking this morning how I wish they would completely take the defensive assist/shot contest option out of the game.  Sounds like this is close enough to doing that.  Hand down, man down baby!
    Glad the info is coming, ready to see some of this stuff in action though.  Hopefully we get real HD 5v5 footage at Gamescom, off-screen footage is worthless.  Keep it up, 2k, you have certainly rekindled my interest.  Shout out to Da Czar as well, guy's a legend.
    "For steals, we heard the complaints about steal spamming last year and are happy to say that will no longer be the case for NBA 2K18. The logic for ball vulnerability is much better this year, rewarding you for reaching at the right times while punishing you with reaching fouls when you don’t."
    As a guy who primarily plays PNO, this kind of balance is super important. SPAM is horrible for p2p gameplay--and 2K17 suffered badly from the steal variety.
    "The onus is now on the gamer to recognize guys attacking the rim and timing their shot blocks accordingly. We made significant changes to how we call fouls too, so if you’re in good position when attempting a shot block and you have a good shot blocker, you’ll have a much lower chance at being called for a shooting foul. But on the other hand, if you’re in bad position (trailing the play) or have a bad shot blocking rating, expect to see a lot of fouls.
    Again: Music to my ears...people could spam blocks last year and like steals, that spam ruined online play. I still need to see it in action, but the news is good so far...most importantly this potentially opens up the ability to use pump-fakes on guys chasing blocks on every play.
    "Shot contests against jumpers are also more skill based this year. While in NBA 2K17, just holding down the Intense-D trigger would give you auto closeouts and jumping contests (which could be OP from time to time), it will now just register a lazy contest or no contest at all. So you’ll have to be proactive on defense and use the Right Stick if you want to actively contest shots. You’ll also have to be mindful on closeouts though because if you ram your defender into the shooter, be prepared to be called for a shooting foul. This is today’s NBA after all, not the 90’s."
    This is super important too.....I've always felt like you had to point the right stick at the shooter to contest shots. Taking away the jumping contest is good too. Like I mentioned above, it opens up the ability to draw fouls on guys that are too aggressive.
    I am glad that shooting aim has been removed, that system limited the shot stick a lot and was not consistent with people who use relative controls and broadcast style cameras... Only with this I will be able to enjoy the game again as I used to do it before that 2k17 experiment.
    Also very happy with nerfing the autocontest, that was too cheap.
    About the defense, we will see how it works, I hope the game won't be a slashing festival if it is too easy to blow by the defender...
    In any case, great write up Mike! ;-)
    trekfan
    Thank you, Czar, for that. I'm not doubting at all the effort you put in and hearing that you're playing the latest, day 1 patched version of the game is a good thing.
    Do you anticipate patches being as prominent a role this year as last year? I would like to grab the game immediately if it feels as good to me as it does to you, but the multiple patches for last year's game makes me fearful.
    Sent from my SM-G930T using Tapatalk

    Completely understand fam! Valid concerns. I would imagine that we might be much less aggressive with fixes as it pertains to game-play. Let me reiterate as it pertains to game-play related fixes and adjustments. Now again I don't make the final call on that stuff but to put it plainly we definitely know where yall stand on the matter :signball:
    ViolenceFight
    I feel like day one last year was fine. It was by patch 2 and 3 it got screwy. By patch 12, you guys were just trying to contain the hemorrhage and stop the bleeding.
    I know it's hard, and I KNOW I'm preaching to the Choir, but there has to come a time where as a developer you have to step up and just say: "Y'all are not good, get good" during most of the community complaints.
    A lot of times it boils down to "I think this should be automatic because of my rating, despite the outlying variables on that shot or situation. There's a LOT of bottom tier players that get their hand held with patches that warp the realism out of the game.
    I'm not directing thus pent up hostility towards you, Czar, but it's been the same the last 2 iterations man.
    Sent from my SM-G900V using Tapatalk

    This is exactly what I'm saying. 2K17 Prelude was and still is the best basketball game I've played and had they focused on patching what was actually broken (Fastbreaks & defense) rather than trying to appease these kids who just want to play like their favorite YouTuber, it would've been a damn great game throughout it's life cycle.
    This game got progressively worse with time and it was because so many of the patches were geared toward accessibility to guys who just want to spam dribble and green light jumpers rather than actually making a better, more true to life hoops experience. People complain that 2k18 news makes it sound like 2K17.5 but if that means 2K17 Prelude with the fixes that real basketball fans wanted then I'm all in on that idea, if there was a way to guarantee they wouldn't cater to the Park fiends over on twitter that want to shoot 87% from 3 and break ankles every play, I'd buy two copies.
    isdatyt
    This is exactly what I'm saying. 2K17 Prelude was and still is the best basketball game I've played and had they focused on patching what was actually broken (Fastbreaks & defense) rather than trying to appease these kids who just want to play like their favorite YouTuber, it would've been a damn great game throughout it's life cycle.
    This game got progressively worse with time and it was because so many of the patches were geared toward accessibility to guys who just want to spam dribble and green light jumpers rather than actually making a better, more true to life hoops experience. People complain that 2k18 news makes it sound like 2K17.5 but if that means 2K17 Prelude with the fixes that real basketball fans wanted then I'm all in on that idea, if there was a way to guarantee they wouldn't cater to the Park fiends over on twitter that want to shoot 87% from 3 and break ankles every play, I'd buy two copies.

    i agree! only thing i would to add is that a lot of us proam guys would like a more sim experience as well. there are tons of us that try to play sim.
    on 2k16 i was a part of a few leagues and besides the "cheese teams" who were policed out they felt like real leagues. in 17 we werent able to match up as easily, and the the whole arena vibe was gone so the leagues didnt pop this year.
    even if 2k isnt my go to game this year, i really hope for the proam leagues sake that these improvements are real.
    I just want to see if the new dribbling system makes it possible to beat a guy, draw a help defender and kick it out to an open shooter. So much of the modern game is based on that.
    I always feel like I'm trying to beat my defender just so I can lay the ball up.
    Da_Czar
    Completely understand fam! Valid concerns. I would imagine that we might be much less aggressive with fixes as it pertains to game-play. Let me reiterate as it pertains to game-play related fixes and adjustments. Now again I don't make the final call on that stuff but to put it plainly we definitely know where yall stand on the matter :signball:

    Bless you, sir, your words do my heart good. :waytogo:
    I got really hyped last year and was disappointed for the most part - i had to hide my frustration many times with a "positive outlook".
    All of this sounds great - but we've heard so much of it before.
    The whole "best it's ever been in 2k" well it better be! - not sure why that's said as if it's supposed to be something unexpected. That's the goal.
    And i remember tons of things that were hyped up to be "better" than prior releases yet were actually worse many times. So that being said - i will wait too see it in action.
    I would be a lot more excited for the game if there was more released - the whole "waiting till the last minute" it's always annoying to me.
    I need to stay positive though. I did like live atleast - so if 2k is not to my liking this year atleast i have a potential 2nd option.
    It would all be more believable if you guys showed actual clips of what you're trying to convey instead of just talking about it. But let me chill.
    P.S They better fix screens / brick wall - they were too strong last year - and the fact that pick dodger barely did anything to it was worse.
    Re; FEEL & Movement
    If nothing is canned or predetermined: how can you then justify the statement that says the animations are way more consistent and predictable?
    It's the same worn out canned animations and predetermined outcomes that keep our perspectives of these outcomes so consistent and predictable.
    By cleaning up legacy issues, I'm led to anticipate that I'll actually be seeing new canned and predetermined animations. If you're lending us more consistency consistency and predictability within animations: then this is the only way I can grasp both concepts in the single environment 😞
    Sent from my SM-T330NU using Tapatalk
    swac07
    Can't wait to read the blogs from Czar and OG!!
    Sent from my Illudium Q-36 Space Modulator,

    This is me. I'm amped to read what they have to write. I have faith that 2k will be excellent this year. It's a great time to be a bball gamer.
    Not to slight Beluba, great writeup Mike!
    LD2k
    This. 100%

    I'm rooting for you guys to be able to deliver on what you've worked hard to accomplish this year. I hope it all pans out, not just on release, but as the inevitable patches and tunings follow.
    Some of these things were promised with the new collision system and ball handling branching system last year and that didn't work out as anyone would have hoped, though not from any lack of trying and goodwill from the dev team.
    So I'm rooting for you guys. I want to see #simnation enthusiastic again.
    Re; Dribbling and Blowbys
    The dribbling and blowby system has been delivered (unrolled) very well in the last two series but it's the patching that later mucks up the very intricacies of dribble and driving that were promoted and fancied.
    Right now, for me, it's trivial and naive for me to expect these key points on dribble and driving to stick considering the current trending with 2ks behavior to later patch and denounce the very abilities they were once promoting as welcoming additions to the series.
    This area is filled with much hype in the blog and its easily the most volatile area of the game for getting lost in translation (through patches).
    I'm hearing how we have explosive dribble animations and a step on a defender is enough for a clean blowby. We have had these very features introduced to us only to later find out hey are reasoned to be too OP and have been removed, toned down, patched etc.
    You playing with emotions and Fandom by tugging the heart strings of the "dribble gawds" and dribble aficionados only to later dupe them with a more watered-down, less authentic version of dribble drive transitions that's much more generic and stale than it is authentic and sizzling.
    I do appreciate the strides and efforts but only to an extent in this area of dribbling and driving when considering how possible and volatile this game is to change. It's more important I see the game play promotions remain as they were promoted. This is after all the game play we are being "sold".
    On another note, I hope these speciality layup packages still have all the tools available to you. For example, Eurospecialists can still execute floaters but at a more generic level? Floater specialists can still perform Euros but at a less elite level than the respective specialists?
    Sent from my SM-T330NU using Tapatalk
    alabamarob
    Wow. He hit everything in the blog. Except off ball cpu defense. This sounds 100.
    1. Call fouls on poor shot blockers. Check
    2. Call fouls on wild shot contests on jumpers. Check.
    3. Get a step on a defender and you get the blow by animation. Check.
    4. Acceleration, speed, and change of direction are no longer overridden by animations. Check.
    Only question I have is about the shot contests. He said that Intense D closeouts are no longer effective. But what about the auto contest feature? Is that still overpowered? I personally wish there was no auto contest or Intense D contest, but Auto was way worse to me then the Intense D contest.

    I'm sure this is where OG will come in next week......
    Which is great, because that was what caused me to stop playing 2K17.
    And the fact he'll be blogging means there's something to blog about (as opposed to last year......)
    The biggest take away from Mike's blog (so hard to say) was the dribble/drive stuff for me (attacking a defenders drag foot with blow by players sounds amazing).
    I also enjoyed reading about the player differentials (in terms of layups). Seems certain players will pop a little more than others - which is how it should be.
    Are there any changes coming to the lead passes ?
    What about abusing paint passes ?
    Can every big man still do standing dunks in heavy traffic ?
    Lead passing is so strong in this game .
    Gameplay blogs are tough. Talk the talk, walk the walk.
    I do like what I'm reading but until I experience it in the prelude I won't know what I actually think.
    I do wish they'd have done a gameplay trailer not a hype trailer. The friction trailer last year was annoying.
    Sent from my iPhone using Tapatalk
    trekfan
    Dude, as much as I want to preorder the game if it turns out it's as legit as it seems to be based on the blogs (and the Prelude, if it backs the blogs up), I cannot bring myself to do it -- the patches really screwed with 2K17 in a bad way.
    And that still doesn't account for the Day 1 Patch, which might alter things unexpectedly ... I feel like I have to wait till the end of October before we'll know for sure what game we got this year.

    I'm taking a break from the title so I'm already in that boat. If I get into it, I don't plan to pick it up until around Christmas or later.
    It'll be interesting to see how the game plays around New Years and MLK day compared to September and October.
    My biggest sell on this game is no longer about the trailers and blogs: it's about how it plays 3 to 6 months down the line after its been towed by patches and online tuners. I don't even have a good online experience considering I'm in Canada and have a horrible ping to their servers.
    Sent from my SM-T330NU using Tapatalk
    I'm making a check list of my biggest gripes in 2K17 and will do a test to see if these things are present in the prelude .
    I will keep in mind that the game will have a day 1 patch.
    This all sounds great-- but if the game gets patched beyond recognition a few months after release, it's all for naught. Here's hoping they stick to their vision and resist the inevitable cries of the online community that will come.
    Rockie_Fresh88
    I'm making a check list of my biggest gripes in 2K17 and will do a test to see if these things are present in the prelude .
    I will keep in mind that the game will have a day 1 patch.

    add more camera options lol
    We made significant changes to how we call fouls too, so if you’re in good position when attempting a shot block and you have a good shot blocker, you’ll have a much lower chance at being called for a shooting foul. But on the other hand, if you’re in bad position (trailing the play) or have a bad shot blocking rating, expect to see a lot of fouls.

    How does this apply to off ball defenders at the rim? For a while now it's been impossible to simply let your AI rim protector make a sound contest at the rim without there being a high chance of them fouling. Didn't matter if it was someone like Ben Wallace. Has this been addressed?
    Fool me once, shame on you. Fool me twice, shame on me.
    Sounds good....
    Action speaks louder than words.
    September 8th, the Prelude, is going to be make or break, do or die for a lot of us on OS and outside of OS.
    holy ****ing mackerel literally everything I wanted from gameplay improvements has been included in this...
    As long as this isn't buggy and the game runs smoothly and we're not treated like test dummies on release...
    I could quote a sentence every 2 lines that made me super duper pumped for this game.
    I'm so excited to get involved in PNO and get to work with John Wall.
    Also the slow moving crossovers while walking is some of the best news I've seen in this post.
    I'm constantly accidentally being pulled into an overzealous dribble move just trying to subtle move the ball between hands as I walk up the court so to be able to have full control over that got me HYPE.
    I'm going to really dig deep into the triple threat when the Prelude drops.
    If you still can't explode out of it or make your defender back up (and when he backs up) and then rise up for a quick jumper before he can recover to heavily contest your shot then everything about the system is just going to be animation eye candy yet again.
    Also, please let the move at 1:20 be possible.
    Give offline users the option to not accept a patch or be able to revert back on previous patches if we don't like the way the game is playing after we install it. That or patch online and offline separately. I don't want the proam and mypark players to be able to dictate how i play Myleauge. I spent 6 months trying to get 2K17 to play a simulation game of hoops after that second patch before giving up on the game entirely.
    Kushmir
    "For steals, we heard the complaints about steal spamming last year and are happy to say that will no longer be the case for NBA 2K18. The logic for ball vulnerability is much better this year, rewarding you for reaching at the right times while punishing you with reaching fouls when you don’t."
    As a guy who primarily plays PNO, this kind of balance is super important. SPAM is horrible for p2p gameplay--and 2K17 suffered badly from the steal variety.
    "The onus is now on the gamer to recognize guys attacking the rim and timing their shot blocks accordingly. We made significant changes to how we call fouls too, so if you’re in good position when attempting a shot block and you have a good shot blocker, you’ll have a much lower chance at being called for a shooting foul. But on the other hand, if you’re in bad position (trailing the play) or have a bad shot blocking rating, expect to see a lot of fouls.
    Again: Music to my ears...people could spam blocks last year and like steals, that spam ruined online play. I still need to see it in action, but the news is good so far...most importantly this potentially opens up the ability to use pump-fakes on guys chasing blocks on every play.
    "Shot contests against jumpers are also more skill based this year. While in NBA 2K17, just holding down the Intense-D trigger would give you auto closeouts and jumping contests (which could be OP from time to time), it will now just register a lazy contest or no contest at all. So you’ll have to be proactive on defense and use the Right Stick if you want to actively contest shots. You’ll also have to be mindful on closeouts though because if you ram your defender into the shooter, be prepared to be called for a shooting foul. This is today’s NBA after all, not the 90’s."
    This is super important too.....I've always felt like you had to point the right stick at the shooter to contest shots. Taking away the jumping contest is good too. Like I mentioned above, it opens up the ability to draw fouls on guys that are too aggressive.

    ngl i hunt for blocks all game so now i will really get to see if i am legit rim protector beast or if i was benefitting from a messy mechanic.
    Controlling the cradle on layups?
    I know Mike is a Bulls fan.
    I'd bank on 2011 Bulls being one of the classic teams.
    Cradling with D-Rose for DAYS.
    Y.E.S ! !
    Dione2014
    Give offline users the option to not accept a patch or be able to revert back on previous patches if we don't like the way the game is playing after we install it. That or patch online and offline separately. I don't want the proam and mypark players to be able to dictate how i play Myleauge. I spent 6 months trying to get 2K17 to play a simulation game of hoops after that second patch before giving up on the game entirely.

    I agree with this. I play PNO but i'm horrified at the idea of what clowns are doing online ruining someone's offline experience...in the same vein--I don't want poor balance in the pro-am/park ruining PNO.
    infemous
    ngl i hunt for blocks all game so now i will really get to see if i am legit rim protector beast or if i was benefitting from a messy mechanic.

    LOL....yup. I don't really go for them that much but if the mechanic is well balanced i'll for sure get Embiid and shut-down the paint :D
    infemous
    ngl i hunt for blocks all game so now i will really get to see if i am legit rim protector beast or if i was benefitting from a messy mechanic.
    Here's hoping that rim protector is more than just a title this time around.
    Sent from my SM-G930T using Tapatalk
    Ragnar53
    I'm going to really dig deep into the triple threat when the Prelude drops.
    If you still can't explode out of it or make your defender back up (and when he backs up) and then rise up for a quick jumper before he can recover to heavily contest your shot then everything about the system is just going to be animation eye candy yet again.
    Also, please let the move at 1:20 be possible.

    Man I hope the triple threat game is better. That's a huge part of basketball and it sucks in 2K17. The blog said we'll get our Carmelo on so I'm hopeful .
    So basically "sounds good but actions speak louder than words" is the consensus.
    Well then bring on September 8!
    Sent from my iPhone using Tapatalk
    ok so here's MY question, if it may be asked here...DaCzar says day one patch is PROB the version thats best and what devs are referring to here in this blog...SO...since the prelude is BEFORE the day one patch does that mean i am to assume that it wont play the same as when the actual game drops (and patch)? and if it is wont that mean some disappointed peeps that would assume the worst if the prelude is not up to par? cuz i can see the forums now complaining "where is this/that that u mentioned in the blog?"
    Nice to hear someone from 2k say their game has indeed had a lack of control and been an animation fest for all these years. Every year this game is turning into a nice version of live. Looking forward to trying it out.
    Nemesis Enforcer
    Nice to hear someone from 2k say their game has indeed had a lack of control and been an animation fest for all these years. Every year this game is turning into a nice version of live. Looking forward to trying it out.

    No, 2k is turning into a greater, if not the greatest, version of itself.
    Live shouldn't be compared to 2k lol
    Kushmir
    LOL....yup. I don't really go for them that much but if the mechanic is well balanced i'll for sure get Embiid and shut-down the paint :D

    You on PS4? Would love to see if you can stop Wall and Beal with Embiid lol
    Goffs
    Here's hoping that rim protector is more than just a title this time around.
    Sent from my SM-G930T using Tapatalk

    Ya, personally, for Pro-Am I just hope that defensive specialist builds aren't the only way to be a competent defender either.. I am a rim protector with my 6'9 Point Forward (and was one with my 6'5 PG with no defensive stats LOL)
    No matter who I play with tho I am assuming that title of Rim Protector lol
    Excellent write up! Most of my issues seemed to be addressed on paper. Good to know that 2K is aware of their gameplay flaws & is putting in the effort:appl: Now we just have to wait & see how it all translates when the game comes out.
    I'm a little disappointed he didn't mention ball tangibly and foot planting. Hopefully these are some of the things that were addressed that "weren't mentioned". I really hope we dont see players sliding into position to receive passes without moving their feet this year. Also hope that ball tangibility is improved. Looking forward to seeing what Czar & OG are cookin up for the A.I.
    I see many guys here, just as me, fear that the constant patches as a response to the park and pro-am crying part of community are going to ruin the game as they in the way did with the last version of the game. I hate these guys/kids too but it is all on 2k. I mean if you are confident about your product and in yourself you should trust yourself before you trust these guys. I am going to repeat in my way a lot of guys said about their feel of playing the early version of 2k17. I remember prelude and a first month or so before that patch that was going to fix the passes came as a great great experience. I was really enjoying it.
    But i see guys from 2k that post here say that they know it is our concern and i hope they will handle the game better this year in that regard. I know that part of the park/pro-am community is a part of community just as we are but if you know changes you have to make to satisfy them don't make the game better than you shouldn't adapt it to them.
    To say something about the blog, it sounds very promising, i enjoyed reading it and already planning what will i try first when i get the game etc, i believe in you guys so i preordered the game, i do it every year, let's hope 2k18 gets remembered as a best version yet.
    Kinda skimmed through the blog post. I know blocking was mentioned in terms of foul calls, but I need to know if they fixed the ball tracking vs defender avoidance balance. It seems like since 2k16, every player has amazing aerial ball tracking skills to consistently block any and every layup/dunk regardless of rating. Whereas the players didn't do much to protect the ball or avoid defenders (even if you use directional layups/dunks) and often went up as if no one was guarding them and they were in a layup line.
    Put those two together, and you had point guards from every team blocking layups and dunks left and right. I really really hope the ball tracking was nerfed for all players that don't specifically have shot blocking as one of their strengths. No more Kyrie Irving spinning around to block my layup with the back of his hand without even looking
    The intention that they had for the movement stuff is fantastic. Can't wait to experience for myself what they've actually done with it.
    We’ve even implemented new movement sliders, so you guys can customize acceleration and speed of the ball handler or offball players if you prefer a quicker or slower paced game.

    Yessss!
    I love that 2K are always thinking about deep customisability.
    One slightly eyebrow-raising thing is all this talk about "feel" and "putting control back in the user's hands" is exactly what the gameplay blogs were saying a year ago.
    This year I think we’ve struck a great balance between the importance of stick skills and basketball IQ.

    Maybe it's just me but i think that the user's basketball IQ should definitely be a higher priority to the game's W/L results than stick skills.
    But still good to hear.
    – Unathletic Small: Don’t want to name names, but we all know the kinds of guys that deserve this package.

    :lol:
    I like how the layup packages are organised now. Though i wish there were more packages for more individuality.
    Quick question for Mike: Are there certain layup animations within a layup package that are accessible or inaccessible based on their driving-layup attribute? By that i mean, will a guy with a Crafty layup package and a 90 layup attribute have more sexy/aesthetic/skilled layup animations at his disposal than a guy with a Crafty package and say a 75-80 layup attribute?
    Sure the Kawhi Leonards of the league can still clamp down slower ball handlers, but for the most part, you’ll see a lot of “hip riding” this year compared to the knockbacks and dribbler stuns from the past.

    Awesome
    Speaking of loose balls, contested rebounds can also result in unsecured catches this year. These 50/50 balls help make the game feel a little “messy” just like real basketball and puts a greater emphasis on the importance of the hustle and hands ratings.

    Awesome
    everything that we worked on, from the big bullet point items to the tiniest details, was with the goal of representing NBA basketball as faithfully as we could.

    In Mike we trust!!! :freddy:
    Ok now i am officially hyped. Even though i know i should probably contain my hype, because i'm sure a bunch of other issues will naturally and sneakily present themselves in the new game, but it sounds like their intentions are in great places. Can't wait to play the game!
    isdatyt
    This is why I say I'm in an abusive relationship with this game. Every time I'm ready to pack my **** and give up on it they flip the script and remind me of the good times.
    I was so geeked for that trailer this morning that I scheduled my work break around it, and it was super uneventful and I was let down. By the time my lunch was scheduled, we had this beautiful passage that insists the game has fixed nearly everything I've hoped for. I wish there was visual to accompany this and show that this isn't just empty promises, or that there was some way to guarantee they wouldn't cave to the 14 year old kids who want to play the game like an And 1 mixtape tour, but I still couldn't help but be childishly giddy while reading these improvements.
    If everything they wrote is true, this may be my favorite game ever, but we won't know until Sept 8th at the earliest, and we won't even be sure if it stays true until around next May at the latest.
    I'm still optimistic though, and I'm steadily counting the days down to that prelude. Hopefully we get some real gameplay footage & breakdown videos in the meantime.

    Well. F*cking. Said. :appl:
    !
    Caelumfang
    Problem is, finishing 'through contact' can get circumvented with equipping fast dunk packages with fast, favorable takeoff points that were insanely difficult to block, and could move defenders out of the way. The layups were never the problem.
    And yeah, it's sad that Shot Creators never truly recovered from the moving shot patch, which is why I'm kind of like 'meh' when they speak about all the new pull-up and off dribble shots, knowing they can all be destroyed with a single tuning...

    I just had flashbacks reading the last sentences... man man them last Pro-AM games I played with my shot creator was enraging.
    Like many here, i also hope that 2k doesn't listen to complaints from the 14 yr old twitter crowd. But here's how we can help 2k: POSITIVE REINFORCEMENT. Every year the complainers have the loudest voice. That's life. It's simply because satisfied gamers have no reason to yell. But this year, after a few weeks of playing, if we make sure we tell 2K exactly what is good about the gameplay, then maybe they wont tweak it out.
    Some alternative options that 2K can do is:
    1. Create a list of trusted gamers that have legit perspectives, and only listen to gripes from them.
    2. Allow offline users to revert back to old patches (but still be able to download&share rosters/DC's/rebrands).
    Da_Czar

    Blogs are just a chance for us to tell you what we tried to accomplish it is up to you to let us know if we succeeded or if we need to keep banging away to get the results you guys are looking for.

    Able to share in yor next blog whether (1) off ball player collision is toned down and (2) faster play initiation?
    (1) is making FLOPPY plays sloppy and often ended up with 3 sec violation. I understand a patch was added in 2K17 to lessen the contact but issue still persist. In 2K16, the AI teammate will cut backdoor for excessive off ball contact. I thot that was nice.
    (2) some of the older plays eg. HAWKs actions took a while to initiate mainly due to players strolling to their spots.
    I would like to able to call 2 different plays in one possession so as to confuse the opponent (learnt this trick from Sam Pham). This was possible back in 2K15.
    Apologies for swaying the topic. I'm excited for gameplay as well as calling plays.
    Sent from my iPhone using Tapatalk
    TheFinalEvent97
    Didn't someone get temporarily banned for telling somone else to get off the forums a while back?

    I'm not certain. I prefer to read NBA 2K18 critiques leaning to constructive actionable items. Real issues. But when somebody wants to rub in vibes without being specific, that's simply a lazy response to the forum and hence I did say, that person no business here. I believe there are other forums where that person can voice displeasure without sharing anything constructive.
    I'm excited. No game does more work year to year than NBA 2k, they never let me down and my expectations are always high. One things for sure, I won't be playing this game thinking it's just like 2k17.
    Doesn't seem to be anywhere in the blog but Chris Smoove mentioned that layup timing is gone, did he misread it? I personally liked that layups got a meter
    yaya
    Doesn't seem to be anywhere in the blog but Chris Smoove mentioned that layup timing is gone, did he misread it? I personally liked that layups got a meter

    It's been mentioned a few/several times by several sources ... I think. If my recollection is correct, Mike Wang addressed someone here directly on the forum saying the meter has been gone but the execution of the layup still required some type of timing mechanism built in.
    People made a big deal about the release mechanics being off. They were saying it simply didn't make sense having to wait for the meter to charge up when layups basically involves immediate release at the bucket.
    I personally like the layup meter even though it didn't even affect how I approached layups. If I saw contact, I simply held down the analog stick longer, the same exact way I approached all layups in the past when there was no meter. If I need to release my layups early, I did exactly that. My success rate was still sky high.
    If shooting requires a meter, so should layups. Honestly, 2k probably should just completely take out the meter for everything (yeah, I know there's an option to do that). Stop relying on the meter (I should take my own advice seeing as I also have the meter on by default). It's simply a crutch. Even though I don't play online, it would be something to see it completely taken out of online play. Would there be an online riot?
    Also too bad that they took out aiming. How the heck am I suppose to purposely shoot an air ball if I want to.
    Been playing the EA demo and I wanna know ... what happened to the big emphasis of stars playing like stars ? Do tendencies still get touched ? Seems like the A.I lacks aggressiveness and rather step back three all game with big man .
    We’ve even implemented new movement sliders, so you guys can customize acceleration and speed of the ball handler or offball players if you prefer a quicker or slower paced game.

    Hasn't this slider been in the game for some time now? There's sliders for game speed. For player speed and acceleration. Am I misinterpreting this?
    A nice start, but a few things that weren't addressed as of yet that are pretty important:
    1) The "over-physicality" in last year's game that stopped plays from being ran properly and taking ages to start up. It had a ripple effect that affected transition defense, made Pick and Rolls overpowered as defenders couldn't recover quickly enough, etc.
    2) Too many players being able to hit 3's regardless of attributes. This single handedly killed both Pro Am and MyTeam as you had every single player able to hit over 50% of 3's, which in turn made the 5-Out Offense ridiculously overpowered.
    3) Loose balls actually being random and not going back to the offense all the time. Adding more animations to loose balls sounds nice, but if it still just results in the offense scooping it straight back up for an easy score 90% of the time then it's all for nothing.
    I'm hopeful, but remaining sceptical until I see some of this in more detail from actual footage.
    Sent from my HTC_0PJA10 using Operation Sports mobile app
    GoDucks1224
    I never understand the point of these response. Like, cool. Don't buy it then. You don't have to tell us.
    Sent from my iPhone using Operation Sports

    I really hope all these jaded, incessantly negative, never gonna please posters follow through on not buying the game. You're not gonna know it plays until you actually own the game with the day 1 patch. If you not planning on getting at release, great. That should allow us to actually dig into the game at release without the hearing the same voicing saying the same stuff...
    I believe that's it's as good as it sounds.
    But what I don't believe is that it'll be here to stay.
    This game will be patched, broken and dumbed down to the point where it becomes unplayable.
    Then 2k19 will re-introduce some of these "brand new" features (and more) and be hyped up as some magical and huge improvement.
    That's been the pattern with the franchise the past few years, and we have been given ZERO indiciation that it will stop. It's starting to seem intentional.
    As an offline gamer, give us the option to not accept a patch, or revert back to a previous version. Stop breaking our game for dudes on twitter.
    Months worth of tinkering with sliders can be trashed overnight. Quit patting yourselves on the back as striving to be a sim basketball game when clearly your actions have not backed up your words the past few years. That clearly hasn't been the focus.
    Fool me once, shame on you. Fool me twice, shame on me. Not gonna let this fool me again. The trust in the product and company is gone at this point.
    Cavs2016
    I believe that's it's as good as it sounds.
    But what I don't believe is that it'll be here to stay.
    This game will be patched, broken and dumbed down to the point where it becomes unplayable.
    Then 2k19 will re-introduce some of these "brand new" features (and more) and be hyped up as some magical and huge improvement.
    That's been the pattern with the franchise the past few years, and we have been given ZERO indiciation that it will stop. It's starting to seem intentional.
    As an offline gamer, give us the option to not accept a patch, or revert back to a previous version. Stop breaking our game for dudes on twitter.
    Months worth of tinkering with sliders can be trashed overnight. Quit patting yourselves on the back as striving to be a sim basketball game when clearly your actions have not backed up your words the past few years. That clearly hasn't been the focus.
    Fool me once, shame on you. Fool me twice, shame on me. Not gonna let this fool me again. The trust in the product and company is gone at this point.

    :appl::appl::appl:
    I remember back in the days 2k use to not care about the outside noise, they would just patch the game where they see fit (sim) now they are letting every twitter/youtuber mypark players dictate where the game should go ect..I miss the street hustle 2k not the hollywood industry 2k if u know what I mean.
    Reading this blog is will see how the finished product will be on September 15th. Also why people changing the sliders so much all you're doing is creating a false identity of playing ball especially when it comes to online gameplay. Because what you do offline is not the same online. But again that's just my opinion.
    Sent from my iPhone using Operation Sports
    This gameplay blog sounds real legit. If they nailed the CPU on ball defense close to correctly then the mid range, iso and jumper game should be taken more.
    I really like that he said the defense and contesting can not be basically wild or lazy or you will be punished with weak contests or fouls. The part about running or ramming into a shooter creating more fouls should have the game playing like current NBA.
    From the tone of the blog it sounds like the offense has more of an advantage as long as you play to your team strengths. The only thing I can imagine getting touched the most will be shot success tuning
    Too many canned responses..please actually read the blog fellas. You claim you dont want 2k to listen to a certain crowd (which isnt the crowd interested in this type of blog), but you want them to listen to some one skimming over acknowledgement of issues they've been expressing ALL year?
    This isnt the opportunity to give a testimonial about how you feel about the state of the franchise.
    The layup packages sounds it came directly from that layup thread. This info slipped past when I read it first.
    Eurosteps/crafty finishes/athletic takes offs from further back/power finishes and Giannis lay ins.
    And it's always great seeing more reliance on player attributes. If this concept has been translated into gameplay as well as Mike has said, it opens the game up completely.
    yaya
    Doesn't seem to be anywhere in the blog but Chris Smoove mentioned that layup timing is gone, did he misread it? I personally liked that layups got a meter

    I believe 2K has said that the shot meter is gone for layups, but that it's more of an under-the-hood thing now. You won't see a meter, but timing it correctly still has some influence on it's likelihood of going in. I'm not 100% positive about that though.
    NewBreed1
    Hasn't this slider been in the game for some time now? There's sliders for game speed. For player speed and acceleration. Am I misinterpreting this?

    The new sliders being referred to isn't game speed vs. player speed. It's more like off-ball speed vs. on-ball speed if I'm understanding it correctly. So for example, if you think you're seeing slower defenders chasing down faster ball-handlers from behind, you can tweak it.
    Cradle lay ups will really help the little guys who like to knife in to the paint.
    Also I like seeing moving jumpers are more responsive. Hopefully this means the animation is quicker, and reduces the amount of space it requires to play out. This will make the court feel smaller.
    Post game with more moves, including step throughs. Harrison Barnes, Im doing **** with you.
    Including the animated rhythm dribbles seems to go against the philosophy of more user control, but I liked them from 2K16. I thought the manual ones last year didn't always trigger, or maybe I wasn't inputting correctly.
    The control scheme limitiation of manual off ball cuts OR the dribble hand off is a bummer. I aint giving up those DHOs for anything.
    There is so much good stuff in here. And we havent even heard from Czar or OG.
    And we all know that not everything will be implemented perfectly, but they are addressing every major concern from the community.
    MavsManiac4Life
    Glad to read some of this, after things looked liked 2K17.5 in that trailer, now I just want to really see it in action (hopefully before the end of the month? Maybe? :tongue:)
    Watch out for leaked footage from overseas, that we get every year lol
    Sent from my SM-G920V using Tapatalk
    Smirkin Dirk
    Cradle lay ups will really help the little guys who like to knife in to the paint.
    Also I like seeing moving jumpers are more responsive. Hopefully this means the animation is quicker, and reduces the amount of space it requires to play out. This will make the court feel smaller.
    Post game with more moves, including step throughs. Harrison Barnes, Im doing **** with you.
    Including the animated rhythm dribbles seems to go against the philosophy of more user control, but I liked them from 2K16. I thought the manual ones last year didn't always trigger, or maybe I wasn't inputting correctly.
    The control scheme limitiation of manual off ball cuts OR the dribble hand off is a bummer. I aint giving up those DHOs for anything.
    There is so much good stuff in here. And we havent even heard from Czar or OG.
    And we all know that not everything will be implemented perfectly, but they are addressing every major concern from the community.

    It all sounds good. Dribbling is the one area where I'm still iffy. I preferred 2K16s model and was hoping that it would at least be an option. I'm not a stick jock anymore. I understand that breaking the moves up allows for more control; but 2K16s animated better IMO and gave that signature look.
    I love hearing steal spammers and turbo block jumpers will finally get what's coming to them. I also love that BBIQ will factor in the offense as well. I really love they are committed to the post again. I can't tell you how many times I set up a good up and under only to be shocked as my big takes a terrible unrealistic jumper
    Looks like the midrange game is back I just hope they tone down the physicality too much ping pong basketball was going on and i hope they give us room to operate.
    New layup packages, new one on one interactions, loose ball hustle plays, reworked defense?
    Man, if all this works like they intend, this could be the 2K that makes us forget all other 2K basketball games.
    You could tell at the beginning of the blog they weren't particularly happy with the way gameplay turned out last year. Based on Mikes interactions with us for 2K17, you just knew they wanted to come out swinging with 18.
    Like others have said, we need to see this in action to make sure it's all valid, but from all the info in this blog, I'm confident the sim community will be happy with this years game.
    Smirkin Dirk
    Cradle lay ups will really help the little guys who like to knife in to the paint.
    Also I like seeing moving jumpers are more responsive. Hopefully this means the animation is quicker, and reduces the amount of space it requires to play out. This will make the court feel smaller.
    Post game with more moves, including step throughs. Harrison Barnes, Im doing **** with you.
    Including the animated rhythm dribbles seems to go against the philosophy of more user control, but I liked them from 2K16. I thought the manual ones last year didn't always trigger, or maybe I wasn't inputting correctly.
    The control scheme limitiation of manual off ball cuts OR the dribble hand off is a bummer. I aint giving up those DHOs for anything.
    There is so much good stuff in here. And we havent even heard from Czar or OG.
    And we all know that not everything will be implemented perfectly, but they are addressing every major concern from the community.

    Yes, it's pretty clear that feedback in these threads weighed heavily on 2K's selection of goals and improvements for 2k18, for both gameplay and the ML/MyGM teams.
    It's very challenging to stitch all the new pieces together as each system becomes more layered and complex, year after year, so execution is still key. We all tend to underestimate that difficulty. In a shorter cycle last year and after creating a new collision system, it turned out the stitching was weak and the whole game kind of came apart at the seams, creating the need for all those patches and tunings that greatly changed the game from what they had intended it to be.
    The new motion system has the potential to create the same kinds of stitching issues, and like last year, those issues may not come to the surface at the Prelude stage. But no matter how the execution plays out, it's clear the devs have listened to what sim type players have been saying about what the game needs. Don't be surprised to see OG's blog addressing a lot of the complaints about defense.
    Thanks 2k team for listening and being patient with the crap ranting feedback that can tend to get in the way of the more constructive stuff.
    ViolenceFight
    I feel like day one last year was fine. It was by patch 2 and 3 it got screwy. By patch 12, you guys were just trying to contain the hemorrhage and stop the bleeding.
    I know it's hard, and I KNOW I'm preaching to the Choir, but there has to come a time where as a developer you have to step up and just say: "Y'all are not good, get good" during most of the community complaints.
    A lot of times it boils down to "I think this should be automatic because of my rating, despite the outlying variables on that shot or situation. There's a LOT of bottom tier players that get their hand held with patches that warp the realism out of the game.
    I'm not directing thus pent up hostility towards you, Czar, but it's been the same the last 2 iterations man.
    Sent from my SM-G900V using Tapatalk

    Best post of the year... The game has been severely nerfed to oblivion because of reactions and gut feelings not factually based... It honestly made me lose faith in the product.
    If things have to be patched I am praying that it doesn't nerf or hamper my experience and that I am still playing the same game control wise that I bought fresh out the plastic.
    Sent from my iPhone using Tapatalk
    The animation heavy feel is what really hindered my enjoyment of this series. Looking forward to seeing how this new engine will feel. If it opens up a drive and kick game I'm going to be thrilled.
    Smirkin Dirk
    And we all know that not everything will be implemented perfectly, but they are addressing every major concern from the community.

    Saying every major concern is being addressed is a stretch. Yes, they addressed a ton (my favorite being the defender not stonewalling but instead using a hip riding animation) and I am waiting to see how it plays out but there are other legacy issues that haven't been addressed since the beginning of time.
    Small players are at a major disadvantage every year despite them saying that it's easier to take advantage of mismatches time and time again. They get blocked easily and have such a ridiculously hard time creating space against slow but taller defenders.
    Taller players on the other hand can dominate the game regardless of ratings. You can give them a 25 block rating but a user will lead the league in blocks because they are 7 feet. They also cover a lot of ground even with slow speed ratings because 2K have never been able to get the slow, nonathletic players to be the liabilities they are in real life.
    Passing in the paint has always been an issue as well. The closest they've came to fixing it was in 2K11. Every other year it was easy to just zip a pass to someone 2 feet away when heavily defended.
    Transition defense has been an issue from since 2K15, yet they mentioned that they fixed it last year by allowing us to break player celebrations and bad animations after a made basket. Obviously that was not true. In fact, it got worse because many defenders would go near the out of bounds line instead of actually defending the ball handler sprinting up court for a free driving lane.
    Some of the info they gave seems to indirectly address a few of the issues I mentioned, like player height advantages/disadvantages, but they've also said many things before that either weren't true or it didn't work out like they planned. I am a die hard 2K fan since 2K8 but I have been burned one too many times to fall for the same marketing cycle over and over.
    With that said, I hope they prove me wrong this time so I can have a somewhat enjoyable basketball game at least.
    EDIT: Btw, this is coming from someone who is consistently playing against the top players in the GOAT league of Play Now Online, not some scrub who struggles to beat anyone. I understand the game mechanics to a T but that doesn't mean that they aren't flawed at the core.
    Impetuous65
    I get a blog is necessary and I welcome the information. But, if you are going to blog about "MOVEMENT" in 2017 and not have "VIDEOS" showing this movement, especially when these proclamations are made damn near every year, the same way I blew off the Madden Blog about Blocking, I'm blowing this off, it does not permeate with me at all. After 3 or 4 years talking about motion in previous blogs and it failed to live up to the written word, I get all Jay Z on ya " We don't believe you, You need more people".
    rhein77
    Best post of the year... The game has been severely nerfed to oblivion because of reactions and gut feelings not factually based... It honestly made me lose faith in the product.
    If things have to be patched I am praying that it doesn't nerf or hamper my experience and that I am still playing the same game control wise that I bought fresh out the plastic.
    Sent from my iPhone using Tapatalk

    Nerfed like this
    With shooting for example, last year we introduced shot aiming and put a heavy emphasis on shot timing deciding makes and misses. The unfortunate side effects to some of these changes were that it became very difficult for us to balance the “stick skill gap” between new users and pro gamers, as well as across the various archetypes

    I didn't see anything wrong with this at all. Shooting should have been about timing and aim, just like in real life, since this is supposed a "basketball simulation" but because the kids complained now this gets taken out.
    This blog had alot of great things but this worried me.
    Sent from my SM-G920V using Tapatalk
    Impetuous65

    If this doesn't play out like planned I would expect the same type of blog next year as well lol BUT Live is around now and they have their locomotion for the players right. That to me is enough to push 2k to get even better at movement.
    Goffs
    If this doesn't play out like planned I would expect the same type of blog next year as well lol BUT Live is around now and they have their locomotion for the players right. That to me is enough to push 2k to get even better at movement.

    This. Live has great player movement this year. They feel weighty but not like controlling a tank. They still have some stiff looking animations and weird transition animations (transition as in from one animation to the next, like catching a pass/pulling up then shooting) that needs a ton of work.
    I hope that @K have fixed movement like they said but I will only believe it when I see it or play it at a friend's.
    Goffs
    If this doesn't play out like planned I would expect the same type of blog next year as well lol BUT Live is around now and they have their locomotion for the players right. That to me is enough to push 2k to get even better at movement.
    Impetuous65

    My feelings after i read the blog. Good read yet i remember myself having a joy reading 2k17's as well and translated all into Turkish for 2k about gameplay changes with a great enthusiasm yet we're here with another one more or like the same.. Well.. we'll see.. I want to be optimistic as always.
    Impetuous65

    both 2K16 and 17 had improvements in movement in their own right...in exactly some of the ways those blogs stated...
    For example- even though I wasnt all that happy with 2K17, to me, it made fast players feel fast again...an improvement from 2K16..
    I guess I have never really been naive enough to view them as promises that they will work 100% as intended.
    Like Czar said, the blogs are simply a review of what the dev team worked on...if its being implied they didnt work on anything the entire cycle....I think thats way off base
    Sent from my SM-G955U using Operation Sports mobile app
    Is Mike in charge with dunks as well? I want to know if it went back the way it used to be...
    UP = Basic (instead of 2 handed)
    Left = Power
    Right = Reverse
    Back = Flashy?
    Spin = 360 dunks
    I think that was the set up...someone correct me if I'm wrong....I preferred that setup compared to what we have now...
    strawberryshortcake
    It's been mentioned a few/several times by several sources ... I think. If my recollection is correct, Mike Wang addressed someone here directly on the forum saying the meter has been gone but the execution of the layup still required some type of timing mechanism built in.
    People made a big deal about the release mechanics being off. They were saying it simply didn't make sense having to wait for the meter to charge up when layups basically involves immediate release at the bucket.
    I personally like the layup meter even though it didn't even affect how I approached layups. If I saw contact, I simply held down the analog stick longer, the same exact way I approached all layups in the past when there was no meter. If I need to release my layups early, I did exactly that. My success rate was still sky high.
    If shooting requires a meter, so should layups. Honestly, 2k probably should just completely take out the meter for everything (yeah, I know there's an option to do that). Stop relying on the meter (I should take my own advice seeing as I also have the meter on by default). It's simply a crutch. Even though I don't play online, it would be something to see it completely taken out of online play. Would there be an online riot?
    Also too bad that they took out aiming. How the heck am I suppose to purposely shoot an air ball if I want to.

    There's still a significant boost for timing your layups properly. We also were able to make the ideal release time closer to the actual release of the ball so it makes more sense. One thing I forgot to mention is that we're also using controller vibration to help with shot timing feedback for all shots. The controller will now rumble at the ideal release point. So it helps a bit with knowing when to release and also makes it easier to turn off the shot meter if you want.
    I just removed the shot meter from layups because it was a little distracting and I didn't want people thinking that good timing was essential for making every layup.
    Sent from my iPhone using Tapatalk
    October Gameplay is always different than February. There was decent dribbling at launch and we know what happened.
    Footplanting also disapeared.
    How much of this is unable to be patched out of the game?
    Sounds great! I really liked 2k17, but my main gripe was the sometimes unresponsive movement, and it sounds like they've improved that quite a bit. Can't wait to pick up 2k18!
    Beluba
    The controller will now rumble at the ideal release point. So it helps a bit with knowing when to release and also makes it easier to turn off the shot meter if you want.

    Yikes that's good...like really, really, really good. Whoever drew that up gets an A+ for design. Pretty sure that means no more shot-meter for me. :D
    So farewell, cursed shot-meter....I hardly knew thee.
    infemous
    You on PS4? Would love to see if you can stop Wall and Beal with Embiid lol

    I most certainly AM.
    I'm pretty good at defending the 2 as well lol (although Beal is a handful) that's notoriously the most open position on the game's most popular set (screen-roll) if you were serious about winning games online you had to have an answer....I was "staying home" and fighting through screens when most of you guys were still playing Ratchet & Clank lol.
    Funny Story: Me and my boy are gonna be at the Sixers/Wiz opener in DC on 10/18. Can't Wait.
    The talk of more control over animations sounds amazing.
    I also must always credit 2K for having several layup packages. It's a huge thing when guys perform animations that fit their real life styles.
    Sent from my SAMSUNG-SM-N920A using Tapatalk
    "The signature size-up combos that you know and love make their return."
    My only concern from the article. I hope they're not faster or more effective than the manual combos as they appeared to be in '16. Dribbling is never something I'd want to automate, so I never used them. The removal/decrease of the bump backs should help any way.
    Cool blog, but without seeing any of it in action, it's not moving me.
    Beluba
    ...One thing I forgot to mention is that we're also using controller vibration to help with shot timing feedback for all shots. The controller will now rumble at the ideal release point. So it helps a bit with knowing when to release and also makes it easier to turn off the shot meter if you want...
    Coo. As someone that turns off everything, this is welcomed.

More in NBA 2K18

Trending


To Top