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NBA 2K18 Hands-On Impressions - Revamped Player Motion, Ball Physics & MyDynasty? (Game Informer)

NBA 2K18

NBA 2K18 Hands-On Impressions - Revamped Player Motion, Ball Physics & MyDynasty? (Game Informer)

Matt Bertz, over at Game Informer, has posted their NBA 2K18 hands-on impressions, which include plenty of details about the upcoming game. Topics include enhanced player accuracy, revamped player motion, smarter shooting, deeper passing controls, dirtier paint play, freer ball physics, better defensive coordination, coaches matter and so much more, including a little tidbit about MyDynasty? We’ve posted a few details from the article below, but be sure to read the entire article here.

  • The team created a new physics-focused system that always accounts for a player’s size, acceleration, and speed before compiling the animations available in a particular circumstance.
  • A new shooting feedback system gives you the context to understand why your shot did or didn’t go in.
  • This year you can control where the pass goes by how long you hold the basic passing button.
  • Visual Concepts also put a lot of emphasis in opening up the triple threat possibilities for skilled big men.
  • When the ball does pop free, there’s all this cool stuff that can play out. Guys can get shoved while they are chasing the ball down for a loose ball foul.
  • Visual Concepts is making sure the lazier defenders stay true to life via a new system they jokingly refer to as “artificial stupidity.”
  • System proficiency also plays a role in roster formation in MyDynasty…
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  1. Some points that stood out to me
    - New Physics-focused system !
    - 2k aware of game being animation heavy
    - more focus on control
    - Dramatic increase in graphic fidelity
    - new Shot feedback system
    - New passing Mechanics
    - "Dirtier Paint Play "
    - Better footwork
    - more time revamping 50-50/ Loose balls !
    - scramble /hustle game this year
    - defensive communication (off by default )
    Nice stuff there .
    Impetuous65
    Taken from the Article and also listened to a YouTuber talk about this. Why are we calling this mechanic new? this is essentially the "Give and Go" and it has been with us for a while as well as he the Defender needs to see the ball to react properly
    "Advanced players can take advantage of a new passing featured tied to the Circle/B button. Holding this button down gives you control of the targeted pass recipient, allow you to steer them behind the ball handler for a hand-off or cut aggressively to the basket. Releasing the button then releases the pass. "
    This reminds me of give and go, you could steer the player to cut/pop/flare ect...
    Or is this something entirely new? I need to see how this works, but for now looks like give and go function.

    Well what i understand and what is different from what you say is in your instances you control the reciever but here you control the passer fundamentally.
    Btw thanks for the link Dirk, very good read.
    So instead of having the whole defense being dumb (nba2k17) we now have a select few with low defensive IQ?
    I'm ready for virtual Shaqtin the fool highlights.
    Sent from my SM-G930T using Tapatalk
    Maybe I'm becoming jaded, but a lot of the stated improvements sound very broad and familiar.
    I understand we're early in the news cycle so we're not quite at the nitty gritty quite yet. But it seems like very similar lines are peddled every year. "Control is so much improved." "It's a real battle in the paint now." "Defense is better because we talked to some people." "Now you can do Hakeem's up-and-under."
    That said, the MyLeague info was top notch and delightful, so maybe I'm not completely jaded quite yet.
    Great read - nice work Smirkin Dirk.
    I think the key points have already been mentioned by a few of you.
    I really enjoyed the part at the end about the coaches/system proficiency. We heard about this from the event, but nice to read a bit more. Loving the dynamic that will add.
    I play MyLeague (offline) and start getting into making trades etc. Be nice to have to line up my coach, system etc. with the players I look to bring in. Very cool.
    Great article.
    I like the it was be more physics based and not stuck on animations. Coaching dynamics sound good, wonder if it affects My Career as well. Hopefully ratings matter like they are stating. Stick skills shouldn't be king.
    With everything, we need to see it to believe it. But it seems like 2k18 Will be alot better than 2k17. I'm still going to try to hold off buying 2k18 until Black Friday.
    Some of the things are brought back features from old titles, hopefully we get to read the differences from then to now. I would also love to read the specifics in comparing the motion system, paint collisions/contact, rebounding and scrambling systems of 2K17 and prior to the new 2K18 ... like previously you weren't able to do/see this, now you can, etc.
    There is plenty to like from this article, but somehow, I just need even more info, however the few that we have been provided, looks promising at worst and more than great at best.
    Eitherway would love Mike Wang to be very specific and detailed with his gameplay blog (he usually is, but maybe even more ?). Would also love that if there aren't a D'Czar and a O'Gallaguer blogs, that he disserts on offense and defense actions and counters that 2K18 brings this year that weren't before and what has been done in those areas that should be noticeable improvements and that should be a result of them addressing our most proclaimed issues.
    Also, I hope all of these new integrated features are editable, we need to have a say on coaches efficiency grades, assign what systems they like to run, ball tangivity, the level of players artificial ''distraction/focus'' (don't like the stupidity nickname or reference, nor do I think the players or NBA will) ... their integration is welcomed only if we are allowed/granted to have a say on it (at least for all offline modes and online myleague). There is never too much control, customization and editability.
    Can't wait to see this.
    "When the ball does pop free, there's all this cool stuff that can play out. Guys can get shoved while they are chasing the ball down for a loose ball foul. You'll see guys tripping over each other and multiple chaining of guys diving for the ball and it's still popping free. That scramble is what makes the game feel like there's a lot of hustle in 2K18."
    As a MyLeauge only player, the new coaching system sounds BRILLIANT to me. You finally have to build your team based on your system, or pick your coach based on the players you have. Man, this has the potential to be a game changer.
    When the ball does pop free, there's all this cool stuff that can play out. Guys can get shoved while they are chasing the ball down for a loose ball foul. You'll see guys tripping over each other and multiple chaining of guys diving for the ball and it's still popping free.

    This sounds great, But i can already see it resulting in countless canned and unnecessarily forced animations
    'dirtier paint play' If this is anything like the hard foul animations now it's a wrap.
    Reason is, Steve Nash can Legitimately force Shaq out of the paint using physical paint defense animations, whether it's a foul or a contest animation.
    Coaches Matter More Than Ever
    A new menu called system proficiency gives you the breakdown of what system each coach prefers to run. Each of the many systems (like defense, triangle, perimeter centric, etc.) comes with its own set of bonuses and negative effects based on how well the coach runs the system and how well the players fit into that scheme. You can quickly understand how good a coach is with a particular scheme via the five-star rating he has, and players have a colored rating that ranges from red to green that tells you how well they fit into that system.
    To make sure the systems fit the real-world NBA schemes, Visual Concepts polled coaches, players, and managers around the league. This new system will play a key role in adding talent via either the draft or free agency in MyGM. If your coach's system doesn't fit your roster, you may also want to look at bringing someone in who can maximize your team's potential with a different system. System proficiency also plays a role in roster formation in MyDynasty. "This is stopping the Iverson/Kobe/Jordan lineups being on the floor at the same time," says designer Scott O'Gallagher. "We know that's not going to work."

    Yes! That's the right direction! Very promising.
    I wonder if the coach's system influences player training? Hope so.
    I.e. a team where Phil Jackson is running the triangle is gonna prioritize developing his starting PG's 3pt shooting and defense over its ball handling and shot creation. Popovic is gonna prioritize a player's IQ-based and skill attributes over raw athletic attributes. Stuff like that. Coaches have preferences, and that should be expressed in the player training choices.
    Also, there was no mention of this, but while i'm here, there should be a rating or slider for every coach that dictates where they stand on the Player Development vs Win Now scale. I.e. teams in rebuild mode will sometimes hire coaches specifically to contribute towards the development of their young players. Some teams will hire coaches to maximize their current players productivity but are less focused in long-term development. Some coaches can do both.
    Edit: Also, hopefully you can still edit coach profiles like last year!
    VDusen04
    Maybe I'm becoming jaded, but a lot of the stated improvements sound very broad and familiar.
    I understand we're early in the news cycle so we're not quite at the nitty gritty quite yet. But it seems like very similar lines are peddled every year. "Control is so much improved." "It's a real battle in the paint now." "Defense is better because we talked to some people." "Now you can do Hakeem's up-and-under."
    That said, the MyLeague info was top notch and delightful, so maybe I'm not completely jaded quite yet.

    I feel the same way.
    Any sentence i read now that is relative to last year's game goes right over my head. I don't let it affect me. Anything that is "more this than last year" and "more freedom to this and that than ever before" is the same sentences every year. It's very easy for those sentences to capture your imagination and then your expectations get way too high. Don't let the hype fool you or you'll be disappointed. I get burned every year.
    If they mention a specific feature in depth then i get excited. But even then you can find that the feature is more exciting and in-depth in your imagination than reality
    New triple threat sounds cool. This thought is more for player likeness but it would be cool if you could hold the ball in one hand and angle it away from your defender kinda like T-Mac used to when he was in triple threat position. Turkoglu, Joe Johnson, and Kobe are other guys that do/did something like this as well
    I just hope this system proficiency addition has a noticeable impact on how CPU teams value certain players in both trades and free agency. Common sense dictates that it will, but you never really know until you get your hands on the game.
    Now all I need to hear is that sim stats, generated draft classes, and progression/regression have been fixed and I'll be head over heels!
    Sent from my iPhone using Tapatalk
    fileman3
    I feel like we hear about some of these "improvements" every year

    Everything we do to "improve" the game each year doesn't always have the intended effect. So we have to go back at it and try something new or upgrade the system. Each year technically most systems are better than they were before.
    When I say technically I mean the system can do more than it could. Now that does not always translate into better overall game-play because there are so many factors involved.
    So yes until we perfect an area of the game I would think you would want to see improvements each year even if it was improved last year.
    These games are not as advanced as you guys may think. There is so much further we need to go but the work to make what some of you guys consider "simple" improvements takes a ton of time.
    If you have paid attention we have upgraded the motion system a few times already this gen. Each time a technical improvement over the last. But even then there is still more to do still more ground to cover you have to keep at it. Sometimes an upgrade takes a few years before you can see the benefits.
    Every year I can say our AI logic is improved because we add a lot of capabilities that were not there the year before.
    Last gen people felt like we never upgrade our engines and just add animations. This gen has been a totally different experience in that regard. But it also means that if we go at something again to improve it you will hear similar marketing comments because we honestly believe the changes improve the system. Not that a system is now perfect and never needs to be touched.
    Thanks for chiming in Czar. Always appreciated.
    Da_Czar
    Everything we do to "improve" the game each year doesn't always have the intended effect. So we have to go back at it and try something new or upgrade the system. Each year technically most systems are better than they were before.
    When I say technically I mean the system can do more than it could. Now that does not always translate into better overall game-play because there are so many factors involved.
    So yes until we perfect an area of the game I would think you would want to see improvements each year even if it was improved last year.
    These games are not as advanced as you guys may think. There is so much further we need to go but the work to make what some of you guys consider "simple" improvements takes a ton of time.
    If you have paid attention we have upgraded the motion system a few times already this gen. Each time a technical improvement over the last. But even then there is still more to do still more ground to cover you have to keep at it. Sometimes an upgrade takes a few years before you can see the benefits.
    Every year I can say our AI logic is improved because we add a lot of capabilities that were not there the year before.
    Last gen people felt like we never upgrade our engines and just add animations. This gen has been a totally different experience in that regard. But it also means that if we go at something again to improve it you will hear similar marketing comments because we honestly believe the changes improve the system. Not that a system is now perfect and never needs to be touched.

    Do you think a 2-year cycle instead of an annual cycle would be more beneficial towards making a much more robost/advanced/rounded game because you guys would have more time?
    Or is the yearly feedback from the community more of a key element in improving the game?
    Does anyone know about this MyDynasty? Did the author misspeak and meant MyGM? Is it a MyTeam mode? Or is it a new mode that is connected to the Shaq legends cover?
    Czar I know you can't answer, but does anyone else know anything?
    Barnsey
    Thanks for chiming in Czar. Always appreciated.
    Do you think a 2-year cycle instead of an annual cycle would be more beneficial towards making a much more robost/advanced/rounded game because you guys would have more time?
    Or is the yearly feedback from the community more of a key element in improving the game?

    The 2 year cycle won't happen for lots of different reasons.
    Firstly, financially. The company makes half as many sales while paying for the same amount of development. This is capitalism, and that don't fly.
    Secondly, the yearly cycle helps to inform game development. They work on a feature, and it gets validated/rejected every year. Then they can adapt. This process gets dragged out if its 2 years. Imagine if they had to wait 2 years to test out a new feature?
    Da_Czar
    Everything we do to "improve" the game each year doesn't always have the intended effect. So we have to go back at it and try something new or upgrade the system. Each year technically most systems are better than they were before.
    When I say technically I mean the system can do more than it could. Now that does not always translate into better overall game-play because there are so many factors involved.
    So yes until we perfect an area of the game I would think you would want to see improvements each year even if it was improved last year.
    These games are not as advanced as you guys may think. There is so much further we need to go but the work to make what some of you guys consider "simple" improvements takes a ton of time.
    If you have paid attention we have upgraded the motion system a few times already this gen. Each time a technical improvement over the last. But even then there is still more to do still more ground to cover you have to keep at it. Sometimes an upgrade takes a few years before you can see the benefits.
    Every year I can say our AI logic is improved because we add a lot of capabilities that were not there the year before.
    Last gen people felt like we never upgrade our engines and just add animations. This gen has been a totally different experience in that regard. But it also means that if we go at something again to improve it you will hear similar marketing comments because we honestly believe the changes improve the system. Not that a system is now perfect and never needs to be touched.

    Smirkin Dirk
    The 2 year cycle won't happen for lots of different reasons.
    Firstly, financially. The company makes half as many sales while paying for the same amount of development. This is capitalism, and that don't fly.
    Secondly, the yearly cycle helps to inform game development. They work on a feature, and it gets validated/rejected every year. Then they can adapt. This process gets dragged out if its 2 years. Imagine if they had to wait 2 years to test out a new feature?

    And thirdly (and most importantly) - if this magical time of year wasn't an annual occurrence, I (like many others) would jump off a bridge.....
    :)
    I am for that artificial stupidity and player motion. Some of these seem like small tweaks but they can make a huge improvement on realism and game play and will go unnoticed to a casual player.
    This is what I think the offensive and defensive awareness ratings was made for in my opinion to really replicate players. The only down side I can see is this might make more users play more off ball defense to minimize weak defenders
    stillfeelme
    I am for that artificial stupidity and player motion. Some of these seem like small tweaks but they can make a huge improvement on realism and game play and will go unnoticed to a casual player.
    This is what I think the offensive and defensive awareness ratings was made for in my opinion to really replicate players. The only down side I can see is this might make more users play more off ball defense to minimize weak defenders

    This is a good point and one I didn't even consider. But I suppose the way I'll choose to look at it is, "with this new system" beats "without this new system".
    And I can see myself have less great defensive minds on the court than average ones..... and I won't be able to control them all.
    Still, good point. It's definitely what the onliners will resort to as a band aid fix.
    Thank god I'm an offline guy :)
    Sounds great. I'm wondering about three things though:
    - do assistant coaches play any role in this new scheme as well? If you fire / hire an assistant coach, would be nice to know if the available ones fit in or where there focus is.
    - with passing, can we control the post entry pass so bounce pass straight or around the side, lob rainbow style or quick one etc.
    - are passes still easily intercepted by the CPU or does the system change minimize this?
    Da_Czar

    Every year I can say our AI logic is improved because we add a lot of capabilities that were not there the year before.

    It would help if the devs would put out a video showing problems with last year's game and what you've done to fix that or to open up the game even more in the new game. Konami have done this before with PES, and you were doing it before you joined the 2K team. It's 2017. It's standard now for games companies to show us the difference between the new iteration of a game and the previous iteration.
    I might be one of those guys that has to get this game early this year. Maybe they'll have a Prelude type mode, but if not, I'm gonna be on the black market lmao. Seriously, I feel like I'm in an abusive relationship with this series. Every time I feel like I'm done with it, 2K says some sexy things that I want to hear. This year has the biggest gameplay promises I can remember and they've addressed everything I've ever asked about during the 2K17 life cycle. I'm optimistic, because I want them to be true and if they are this may be the best game ever. Something you call off work for. I swear if this game delivers on most of what it's promising and doesn't patch itself to hell by January, I'm gonna be able to die happy.
    Smirkin Dirk
    Does anyone know about this MyDynasty? Did the author misspeak and meant MyGM? Is it a MyTeam mode? Or is it a new mode that is connected to the Shaq legends cover?
    Czar I know you can't answer, but does anyone else know anything?

    That's a language gaffe by me. I meant MyTeam :mad:
    Smirkin Dirk
    Matt Bertz, over at Game Informer, has posted their NBA 2K18 hands-on impressions, which include plenty of details about the upcoming game. Topics include enhanced player accuracy, revamped player motion, smarter shooting, deeper passing controls, dirtier paint play, freer ball physics, better defensive coordination, coaches matter and so much more, including a little tidbit about MyDynasty? We've posted a few details from the article below, but be sure to read the entire article here.

    • The team created a new physics-focused system that always accounts for a player's size, acceleration, and speed before compiling the animations available in a particular circumstance.
    • A new shooting feedback system gives you the context to understand why your shot did or didn't go in.
    • This year you can control where the pass goes by how long you hold the basic passing button.
    • Visual Concepts also put a lot of emphasis in opening up the triple threat possibilities for skilled big men.


    These are the 4 that stood out to me and do my soul good lol
    I kinda feel 2k is straight lying to us about the first one honestly because that would be HUGE. So you are telling me that if I make my dude 350 pounds in 2k18 I'm going to get certain animations to go my way no matter what because of my size? So when a 180 pound guard runs into the paint I'm going to put him on his butt? That's what that sounds like to me. A lot of those stupid animations won't happen like 5' 6" PGs standing me up when I'm driving to the rim.
    New shooing feedback will help eliminate all those ppl who use the excuse "I thought i was open". Like no you didn't bro your meter said you were smothered shut up.
    The pressure passing is gonna help a lot of people. Sometimes guys are open in the corner and I wish I could press one button to get it to him but now all I have to do is hold it and it will hit that guy in the corner 100% of the time. That's huge for my passing out the post.
    Finally opening up triple threat possibilities for big men is huge. I would love to enter and exit post ups using the triple threat so I can catch guys spamming and explode out of it with an effective drive. In 2k17 driving from the triple threat against users just doesn't work well. I literally don't even do it it's so Bad. Even if guys are spamming like crazy you can't punish them because the driving is so trash from triple threat and jab step. I hope they've really looked into the post in general because there is a lot they are getting wrong with it. Main issue still being that we don't have a protect ball button where we can hold the ball out really high and away from any defender that may double
    Sent from my iPhone using Operation Sports
    stillfeelme
    I am for that artificial stupidity and player motion. Some of these seem like small tweaks but they can make a huge improvement on realism and game play and will go unnoticed to a casual player.
    This is what I think the offensive and defensive awareness ratings was made for in my opinion to really replicate players. The only down side I can see is this might make more users play more off ball defense to minimize weak defenders

    If they try to play off-ball to remedy it, then just abuse them like IRL. Whether it's putting that player in a P&R or or just giving it too his man and calling for an ISO. To me, not playing on-ball is weak, but it's something we've been given the tools to attack. In 2K17 Y/Triangle cuts or calling for a P&R and slipping the pick helped me kill anybody who played off-ball. With the new P&R system I've been reading so much about, I'm sure it'll give us even more options. I got so good at this last year, that everybody who played me eventually switched to on-ball because I would just score with whoever they were guarding easily. Off-ball also allows you to better run plays because the CPU didn't steal spam or force pickups. Running something as simple as a floppy was near automatic, that Fist play from the Rockets playbook was amazing against off-ball.
    Optik
    It would help if the devs would put out a video showing problems with last year's game and what you've done to fix that or to open up the game even more in the new game. Konami have done this before with PES, and you were doing it before you joined the 2K team. It's 2017. It's standard now for games companies to show us the difference between the new iteration of a game and the previous iteration.

    Your talking to the choir. I still do as much as I can on my channel but most of my free time is spent working on the game.
    Sent from my iPad using Operation Sports
    Da_Czar
    Your talking to the choir. I still do as much as I can on my channel but most of my free time is spent working on the game.
    Sent from my iPad using Operation Sports

    I know about and appreciate the work you do for the family post-release, but I think it's still important as part of the pre-release marketing strategy that some of the devs (if not you) show us the major differences between 17 and 18.
    Da_Czar
    Your talking to the choir. I still do as much as I can on my channel but most of my free time is spent working on the game.
    Sent from my iPad using Operation Sports

    Keep fighting that good fight for us.
    I got into this game @2K15 because I love competing with my friends in the park and Pro-Am. Your product here is so rewarding in this regard that even though I am a Football fanatic, NBA 2K has pulled my attention away from that game (football) in ways I never though possible. I have not bought Madden in years but 2K is pre-ordered, every year.
    Sometimes I don't understand the mechanics and every year, towards the end of the cycle, I get kind of depressed that I will still be learning how these work. I found your channel too late in the year, but I picked up such great information that really helped my game, and that allowed me to be a better teammate. I think we all want more of that, and I'm happy that you acknowledge that and are accountable for it as well.
    You guys are the best. Keep growing, and help us understand how to really work this machine and get the most out of it.
    Thunderhorse
    Keep fighting that good fight for us.
    I got into this game @2K15 because I love competing with my friends in the park and Pro-Am. Your product here is so rewarding in this regard that even though I am a Football fanatic, NBA 2K has pulled my attention away from that game (football) in ways I never though possible. I have not bought Madden in years but 2K is pre-ordered, every year.
    Sometimes I don't understand the mechanics and every year, towards the end of the cycle, I get kind of depressed that I will still be learning how these work. I found your channel too late in the year, but I picked up such great information that really helped my game, and that allowed me to be a better teammate. I think we all want more of that, and I'm happy that you acknowledge that and are accountable for it as well.
    You guys are the best. Keep growing, and help us understand how to really work this machine and get the most out of it.

    I felt this...there's something about a great sim with depth and HOF presentation/attention to detail that makes everything else pale in comparison.
    mattbertz
    That's a language gaffe by me. I meant MyTeam :mad:

    Ah thanks for the clarification. As you probably gathered, we pore over every word at this time of year.
    All sounds pretty good, although I wish that holding the pass button down would affect the speed of the pass, rather than determining who you're actually passing to.
    I'm a little skeptical about all the revamped physics, but if it's true then this could be the answer to many of my gripes with 2k.
    isdatyt
    If they try to play off-ball to remedy it, then just abuse them like IRL. Whether it's putting that player in a P&R or or just giving it too his man and calling for an ISO. To me, not playing on-ball is weak, but it's something we've been given the tools to attack. In 2K17 Y/Triangle cuts or calling for a P&R and slipping the pick helped me kill anybody who played off-ball. With the new P&R system I've been reading so much about, I'm sure it'll give us even more options. I got so good at this last year, that everybody who played me eventually switched to on-ball because I would just score with whoever they were guarding easily. Off-ball also allows you to better run plays because the CPU didn't steal spam or force pickups. Running something as simple as a floppy was near automatic, that Fist play from the Rockets playbook was amazing against off-ball.

    I do think it can be beaten I am all for it. I also hope people don't come in here and complain about some artificial stupidity of their bad defensive IQ players. This if done right like I said would be a huge improvement. It might be in the best interest to play as the weak link off ball some pissessions though especially weak perimeter player
    Some one will say " why is X player not guarding his man I set defense to play tight etc."
    As a MyLeague junkie, this new Coaching Scheme system was the biggest news I read. Having to actually consider your coaches scheme while drafting players and shopping in free agency is gonna be great, or vice versa looking for a head coach that will best take advantage of the personnel you have on your roster. MyLeague is about to be great.
    Again, hopefully we have a say on this ...
    Would love to set GM preferences of looking for a coach or staff or player that matches the team mentality (run and gun, half court set, tanking, contending, staying pat, etc), looking to be able to edit coaches stars grade system (just in case, as well as with players, they arent rated as I see fit), in essence looking forward to even more customization and editing range and tools at our dispossal (can we finally assign from roster editing the teams freelance offenses and such ?).
    Da_Czar, videos (gifs like, not necessarily of many minutes) specificaly showing some of the differences between 2K18 and prior titles and of the new implementations that were implemented this year to try and remedy issues, or just to improve the existing, would be more than welcomed, would go long ways into aiding the marketing appeal and more importantly, into informing and educating users.
    Hopefully we get such thing in a detalied Blog of OG & you, or one from MW.
    Housh123
    I kinda feel 2k is straight lying to us about the first one honestly because that would be HUGE. So you are telling me that if I make my dude 350 pounds in 2k18 I'm going to get certain animations to go my way no matter what because of my size? So when a 180 pound guard runs into the paint I'm going to put him on his butt? That's what that sounds like to me. A lot of those stupid animations won't happen like 5' 6" PGs standing me up when I'm driving to the rim.

    I imagine that would work both ways..Yes, a strong 350 pound guy would probably stand up smaller players that ran straight at him,as well as back down smaller players in the post easier (and probably dunk on smaller guys easier as well).
    On the other hand, he would hardly be a speed demon so if smaller quicker players got him moving laterally it would be easier for them to either cut the back the other way and sneak by him or just straight run around him and leave him in the dust, assuming they time moves properly.
    Da_Czar
    Everything we do to "improve" the game each year doesn't always have the intended effect. So we have to go back at it and try something new or upgrade the system. Each year technically most systems are better than they were before.
    When I say technically I mean the system can do more than it could. Now that does not always translate into better overall game-play because there are so many factors involved.
    So yes until we perfect an area of the game I would think you would want to see improvements each year even if it was improved last year.
    These games are not as advanced as you guys may think. There is so much further we need to go but the work to make what some of you guys consider "simple" improvements takes a ton of time.
    If you have paid attention we have upgraded the motion system a few times already this gen. Each time a technical improvement over the last. But even then there is still more to do still more ground to cover you have to keep at it. Sometimes an upgrade takes a few years before you can see the benefits.
    Every year I can say our AI logic is improved because we add a lot of capabilities that were not there the year before.
    Last gen people felt like we never upgrade our engines and just add animations. This gen has been a totally different experience in that regard. But it also means that if we go at something again to improve it you will hear similar marketing comments because we honestly believe the changes improve the system. Not that a system is now perfect and never needs to be touched.

    GREAT POST CZAR
    Sent from my Illudium Q-36 Space Modulator,
    quehouston
    As a MyLeague junkie, this new Coaching Scheme system was the biggest news I read. Having to actually consider your coaches scheme while drafting players and shopping in free agency is gonna be great, or vice versa looking for a head coach that will best take advantage of the personnel you have on your roster. MyLeague is about to be great.

    Me too. Best thing i've read so far.
    I'm curious what the schemes will be exactly? So far we know that there's 3: defense, triangle, perimeter centric. (Btw, what kind of coaching system is 'defense'? Seems a little vague. Does it not even consider offensive scheme?) Anyway, i hope there's heaps of variety! :D Hoping to see things like:

    • --transition (lots of leaking and transition D, less rebounding from 1-4 positions. Favours acquiring athletes with good floor game and stamina),
    • --grit 'n grind (post offense & rebounding, less leaking. Favours strong/big players and hustlers. Think Grizzlies),
    • --ball movement (extra passes and cutting and handoffs, less iso. Favors high IQ guys with hand skills),
    • --shot creators (more iso and postups, less handoffs and off-ball movement. Favors elite ball handlers, off-dribble shooters and inside scorers)
    • --pick&roll offense (lots of pick&rolls and spotting up, less post-ups. Favors ball handlers and faceup-fours),
    • --playmaking bigs (plays start from high post. Think Nuggets/Jokic)
    • --inside out (Favors surrounding one or two elite inside scorers/finishers with shooters. Tries to create gravitational pull inside that leaves shooters open. Think Stan Van Gundy)
    • --outside in (Favors shooters, having 4 players out, 1 in. pretty similar to the ball movement and pick&roll offense though i guess with slight variances)
    • --PG centric (have all offense run through 1 elite point guard. Think last season's Clippers)
    • --dual-PG offense (innovative offense that involves 2 equal primary playmakers. Think what the Suns had been trying to do)
    • --attack the basket (players that drive and kick, either kick out or attack basket, less off-ball screen action and postups)

    Etc etc. Just splitballing now. Can't wait to dive into it.
    Most of all i feel like the coaching systems should be tied in with freelance offenses
    Barnsey
    Me too. Best thing i've read so far.
    I'm curious what the schemes will be exactly? So far we know that there's 3: defense, triangle, perimeter centric. (Btw, what kind of coaching system is 'defense'? Seems a little vague. Does it not even consider offensive scheme?) Anyway, i hope there's heaps of variety! :D Hoping to see things like:

    • --transition (lots of leaking and transition D, less rebounding from 1-4 positions. Favours acquiring athletes with good floor game and stamina),
    • --grit 'n grind (post offense & rebounding, less leaking. Favours strong/big players and hustlers. Think Grizzlies),
    • --ball movement (extra passes and cutting and handoffs, less iso. Favors high IQ guys with hand skills),
    • --shot creators (more iso and postups, less handoffs and off-ball movement. Favors elite ball handlers, off-dribble shooters and inside scorers)
    • --pick&roll offense (lots of pick&rolls and spotting up, less post-ups. Favors ball handlers and faceup-fours),
    • --playmaking bigs (plays start from high post. Think Nuggets/Jokic)
    • --inside out (Favors surrounding one or two elite inside scorers/finishers with shooters. Tries to create gravitational pull inside that leaves shooters open. Think Stan Van Gundy)
    • --outside in (Favors shooters, having 4 players out, 1 in. pretty similar to the ball movement and pick&roll offense though i guess with slight variances)
    • --PG centric (have all offense run through 1 elite point guard. Think last season's Clippers)
    • --dual-PG offense (innovative offense that involves 2 equal primary playmakers. Think what the Suns had been trying to do)

    Etc etc. Just splitballing now. Can't wait to dive into it.
    Most of all i feel like the coaching systems should be tied in with freelance offenses

    I'd assume the defense scheme emphasizes ISO players who can score in the half court and defenders who can hit 3s.
    So a player like Trevor Ariza would likely fit well in that scheme. I imagine star players will fit in a lot of schemes but have a beat fit scheme where their overall may rise 3-5 points. Like a Steph Curry. He's good in any offense ever but if he's in a run and gun offense he's crazy good.
    I am also a big MyLeague guy so I wonder how much I will be able to really create my unique scheme. If I could create a scheme from scratch I'd center it around pick and roll and post play with emphasis on having passing bigs so ideally I'd like to pair a Kevin Love and a Demarcus Cousins together
    Sent from my iPhone using Operation Sports
    Da_Czar
    Your talking to the choir. I still do as much as I can on my channel but most of my free time is spent working on the game.
    Sent from my iPad using Operation Sports

    Da_Czar, thanks for posting here with us. We appreciate it!
    I had a couple of concerns/questions that I'd appreciate you answering...
    I'm an every-other-year buyer (longer on other sports games), because I like to get thru multiple seasons and starting over all the time isn't as fun.
    - But in my 2K16 I hate how I can't skip the Halftime/Time Out cutscenes and heard others complaining about it on NBA 2K17. I have to hit the A button 20 or 30 times before I can skip a time-wasting Halftime/TO cutscene. I don't have a ton of time to play and it's stupid I waste 5 minutes a game on something that I don't care to see and adds nothing to the actual game.
    Also,
    - Can you again sort by a position when looking at Team Rosters? I think it was RB I used to be able to hit to switch to PGs or SGs when scrolling thru teams (on 360). Sometimes I just want to look for a new SF and it's a pain if you have to look at the whole team's roster.
    - Last, you let us customize a lot of things which I LOVE, but I couldn't change some rules on NBA 2K16. On my 2K14, I could turn off defensive 3 seconds and 5 seconds back to the basket and stuff is this customizable again?
    Thanks for any response!!! And if you can't skip cutscenes, please let the 2K team know that is really important to some and hopefully it can be added.
    I dont know how I should feel about the physics based player motion. On one side Im excited that they take this approach. On the other side, and if they overhauled it like they claim they have, I fear that it (because its the first iteration with this new approach) doesnt work out as good as everybody hopes, the game gets patched to death like 2k17 and we play a 2k19 beta...
    Just had a thought. I wonder if every team is different in regards to how much influence the coaching system has in drafting players? Or if the coaching system affects drafting decisions the same amount for all teams? In the NBA, some teams go for assets/upside regardless of team fit (Houston, Denver), and some teams draft for team fit (Spurs, Utah, Portland).
    Which teams do which intention? Well, a rebuilding team is probably more inclined to go for upside in general. A contending team is probably more interested in team fit. Teams in "buying" mode are probably somewhere in the middle. But it varies, irregardless of team state. Does it sorta more come down to the GM style? Some GM's swing for the fences, some don't.
    Interesting food for thought anyway
    DBMcGee3
    All sounds pretty good, although I wish that holding the pass button down would affect the speed of the pass, rather than determining who you're actually passing to.

    X100. Couldn't agree more.

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