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NBA 2K19 Gameplay Blog with Plenty of Gameplay Videos

NBA 2K19

NBA 2K19 Gameplay Blog with Plenty of Gameplay Videos

Hello NBA 2K basketball fans I am Nino Samuel and I am an AI producer for NBA 2K19. I am thrilled to be able to share with you just a few of the advancements our game has made this year. Each year our goal is to bring to you a smarter, deeper and more nuanced AI game-play experience.

We have a tremendously talented team of producers and engineers and I can’t wait for you to get your hands on the changes we have in store for you this year.

Play Art

We upgraded our play art for NBA 2K19

  • Both our lite and full play art options have received a visual and functional update
  • If you navigate to play art in the front-end or the in-game pause menu, you can select between these play vision display options

Lite

Lite is best for experienced play callers who prefer not to have a lot of visual cue’s on screen.

Full

Full play art is perfect for those who enjoy a little extra visual assistance on screen to help them execute the perfect game-plan.

Lite and Full offers you the best of both worlds and will ensure that you learn every nuance of that play or action.

On The Fly Coaching (OTFC)

We streamlined our OTFC menu to allow users to make quick changes to their offensive coaching strategies.

Play-calling

  • D-pad to the left will bring up the play-calling menu. This gives you access to two dynamic plays. A quick post-up and isolation action as well as smart play.
  • The dynamic plays are selected according to the Adaptive Coaching Engine (ACE). Or the user selected game-plan if ACE is turned off.

We redesigned the game-plan menu so the initial options are immediately accessible without the without using LT/RT.

PLAYER SPECIFIC DYNAMIC PLAY

If you want to call a play for a specific player but you do not want to search through the playbook, Tap LB and the player icon. The first page will have a quick post-up and cut to the basket options. In addition the bottom two choices will allow the user to select the type of play. The AI will dynamically select a play of that type from your playbook.

AI PLAY DISTRIBUTION

Last year we heard from our users that despite the size and depth of our playbooks our AI seemed to repeat some plays and rarely select others. So, despite a player having many plays assigned, users were seeing the same few plays repeatedly.

We found that the AI gave too much credence to the dominant play-type of a particular player. This was made worse if you had two or three top scorers with the same top play-types they would essentially take turns running the same block of plays.

This year we reorganized that logic to enable a more even distribution of plays throughout a players assigned play-types.

The only caveat being if the AI detects a positional mismatch. This is a situation where the defender assigned to a star on your team is an inferior post or perimeter defender. In this case the AI will attack you with isolation and post actions until you switch that matchup.

PICK AND ROLL SMART SWITCH

The NBA is our muse. We are constantly watching, scouting, and charting teams in the league and developing systems to replicate what we see. One thing that struck me a few years ago was Lebron in the Playoff’s creating offense by selecting the weakest defender and forcing them to switch and guard him.

We have had logic in our game that can detect a mismatch but our defensive AI is so advanced that by the time we identified the matchup and ran an action to take advantage, the defense would have switched back. Running a full play in these instances just wasn’t a good enough solution.

A user who was great on the sticks could of course manually call an isolation or quick post but that takes too much stick skill to be done consistently by our casual fan base.

This year we are thrilled to introduce our pick and roll smart switch AI module. The module allows the AI to immediately recognize and switch on the ball-screen and then evaluate if the ball-handler or screener have a mismatch.

If the system detects a switch but no mismatch is present, it is smart enough to continue with the original action.

Our smart switch pick and roll module changes the way casual users are able to engage our game. While it was built for the AI, we also allow it to trigger for users. The spacing for an isolation or a post-up happens automatically so there are no buttons to press, or actions you need to take.

Users are free to pick the worst defender and attempt to force a switch to take advantage of the mismatch.

This is also a game-changer for our MyCareer players as well. If you are a big who set’s solid screens you will be the benefactor of more quick post-ups against a mismatch in these situations.

This is one of those changes that you just can’t go back to living without once you experience it.

TRANSITION

In this third year of our transition update there were a number of technical improvements that were done under the hood. What we were able to achieve is the best flow and spacing in transition we have done to date. When players fill their proper lanes, it naturally leads you into your early offense opportunities.

REBUILT DOUBLE TEAM REACTION MODULE

In previous games our double team AI waited for an actual double team animation to trigger as a signal that a double had occurred. This meant that the user was tied-up by the time the action kicked off.

So this year we re-wrote our double team module AI to anticipate the double team. We tuned it so that even though the system detects the double early it still gives you time to retreat before starting the double team response. Now, actions are not constantly breaking for near double team attempts.

This, combined with the double team work on the defensive side means our double teams play out more organically. It is no longer an either or situation. You will see cases where the offense scores. You will see situations where the defense adjusts and takes away the initial pass. What is really exciting is that we have seen cases where the defense adjusts, then the offense adjusts and then the defense adjusts again. It is a beautiful thing to watch and shows just how deep and integrated our AI systems have become.

If we find that there is a particular set or area of the floor where double teams are too effective we are able to add coverage via a roster update through ACE.

ATTACK AND RETREAT PRESSURE RELIEF MODULE

At any point in the attack phase the AI can decide to branch out and take the drive. This behavior is limited by coaching tempo settings and the players drive tendency.

The AI doesn’t mindlessly take every open drive opportunity. In some cases it will neglect the open space to stay in the play. So you will see all kinds of variation in term of when the do it and if they attack. The right combination of tempo and tendencies can have some players constantly attacking defenders who are out of position. While other players will prefer to stay with the called action.

It looks so natural in these examples that you would have thought it was always there.

FREELANCE

Freelance is the default motion a user or AI runs when not actively running a play. Our implementation of freelances a few years ago changed the landscape for user’s expectation in terms of the depth, variety, and authenticity of the default motion sets and actions. Each year we have continued to refine the infrastructure and add to the technical capabilities of these systems.

We have twenty freelances that you may already be familiar with

  • 2 Man Action
  • 2-3 Zone
  • 3 Out 2 In
  • 3-2 Zone
  • 4 Out 1 In
  • 7 Seconds or less
  • Corner
  • Eighty
  • Flow
  • Pace(new actions)
  • Slice
  • Swing
  • Triangle
  • Floppy Set
  • Hawks Set
  • Horns Set
  • Thru Set
  • 86’ Celtics Motion
  • Jazz Motion
  • Warriors

This year the focus was on usability of the feature so the freelance style modifiers have been retired.

Our freelance tech has matured to the point where it is has become an infrastructure and now a freelance can be anything we want it to be. In an effort to provide users with more current freelance types. We took what sets, series, or actions teams like to run and turned them into seven brand new modern freelances. If you are a basketball junkie like I am some of these names will be familiar.

21 Delay – Quick hitting motions designed to get a quick shot

Flip Push – Lite motion offense with cut actions great to create space for manual pick and rolls

Piston Snap – I had fun turning this series into a freelance. Perfect for advanced users. Requires correct spacing and timing to work properly.

Philly Elbow – Motion with big at the elbow, clean and simple actions.

Point – Quick hitting motion favorited by up-tempo teams

Boston 14 Motion – We took the Celtics 14 series and turned it into a freelance. This is one of my favorites and I usually run this regardless of what team I am controlling. The deeper the base set we pull from the more creative it makes me in the freelance implementation.

43 motion – Another series we converted from the Celtics. This might be my second favorite among the new additions.

That brings our freelance total to 27 for this year. We saved three freelance spots. These appear in the OTFC menu as Freelance 1, Freelance 2, and Freelance 3. The open spots allow me to create and add a new, or update and bring back a freelance, we had in game previously.

If you would like to keep track of freelance updates follow this hash tag or twitter @Da_Czar #NBA2K19FREELANCEUPDATE. Use the hashtag to recommend a new freelance or to request we resurrect a favorite.

PROCEDURE BASED AI

This year we are proud to introduce our brand new procedure based AI. Let me start by saying there are a number of new technical advancements that are all rolled up into this new system. We won’t go into each one individually as that would take way too much time.

This new system allows me to take any basketball situation and prepack it with offensive solutions to defensive counters. Once I build this stack of solutions I am able to deploy that procedure with all of those options anywhere in our system.

Once deployed, if I want to make a change or adjustment. All I have to do is update the base procedure and every place in our game that uses that procedure is immediately updated! This includes any upgrades to the technical abilities of the system in the future!

If you don’t quite understand, hold on, as I have a pretty good example to illustrate this exciting new tech.

As you watch the video example remember this is all from a single action that is built out of a procedure. The AI evaluates and overcomes defensive resistance. There is no current limit to the amount of solutions I can pack into a single action. As the defense provides an obstacle, the AI immediately provides a solution.

This is an isolation opportunity out of the Celtics 14 series. This first video is ran straight through.

Here the backdoor becomes available and they immediately take advantage.

Here, I know what is coming and take away the isolation. Note that this procedure was built specific to Brad Steven’s offense. In this case I wanted them to continue with the flex cut. I could give the AI any single solution that I have built in my extensive library of actions. Or, create something entirely new and deploy it immediately through a roster update!

Here, the solution provided attacks Horford in the green jersey trying to take away the pass that he knew was coming.

The speed and efficiency of the AI’s recognition of the defensive obstacle is unlike anything you have played before. It is a fluent system that can continually be added to and refined.

If we never upgraded the system again I could continue to add to our AI’s capabilities with this system for years to come. As a year one implementation, procedure based AI begins in NBA 2K19.

SERIES

In the NBA, a series is group of plays with a similar base that allow a team to read the defense and have pre-determined reads to take advantage of defenses on the fly. Some teams will run a series of plays back to back to disguise certain actions.

The premise of a series is that the familiarity of the set gives the defense false confidence and allows them to be fooled or misdirected when things don’t turn out as they anticipated.

The series concept was invented to increase the ability of the AI to execute but we do allow the user access to the series through the OTFC.

Users can access series by pressing right on the d-pad and then selecting Y once for primary focus. Then Y again for series.

The series is also available in time-outs allowing users to set their primary offensive option there as well.

With users in God mode, they can see everything coming. So we added counters and reads to keep users busy when defending against the series.

Series actions in NBA 2K19 are not just a collection of regular plays. They are built with our brand new Procedure AI. Each action is packed with solutions for the AI to overcome defensive obstacles. If you watch the videos in the procedure AI section again, remember that it is a single series action that all of those options spawn out of.

Each series has between four and ten separate actions. A series can be added to indefinitely so as we move forward each series can continue to grow as deep as we see fit. We can also update existing series actions and even add new actions via a roster update.

To really grasp the depth and quality of the series you have to get your hands on the game. There has never been anything like this.

The series available in NBA 2K19 this year are:

  • C POINT SERIES
  • BOSTON ZIPPER SERIES
  • 21 DELAY SERIES
  • EAR TUG SERIES
  • FLIP PUSH SERIES
  • FORTY THREE SERIES
  • PISTON SNAP SERIES
  • PHILLY ELBOW SERIES
  • POINT SERIES
  • HORNS DOUBLE SERIES
  • DOUBL DRAG SERIES
  • CHEST FLARE SERIES
  • IVERSON BOX SERIES
  • HAWKS LOOP SERIES
  • BOSTON SNAP SERIES
  • CLIPPERS 25 HORNS SERIES
  • IVERSON SERIES
  • WARRIOR FIST SERIES
  • DELAY SERIES
  • BULL PITCH SERIES
  • SPUR ZIPPER SERIES
  • SPUR THRU SERIES
  • HAWK SERIES
  • HORNS SERIES
  • FOURTEEN SERIES
  • 4 SIDE SERIES

Similar to the freelances, we save four spots in the series design in case we see some dope sets this NBA season that we want to turn into a series. Use #2K19SERIESUPDATE to let us know which series you want us to consider adding.

SERIES AI

To take series to the next level, we added AI to enable the results to be tracked. If a shot is taken the AI charts the results and looks at if the shot was made or missed. If the shot was missed we track the shot quality. If it was a poor shot the AI moves to the next action in the series.

If the shot was made or the quality of the shot was high enough, the AI will keep running that action until you stop it!

I hope these highlights get you excited to get your hands on NBA 2K19!

#SimNation bonus footage

This is one 12 min quarter game of me vs our AI on All-Star difficulty. Very intense game and you can see all the systems at work. I ended up winning this game by six points.

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Discussion
  1. tcnumba10
    Hockey Line changes still evident. But I like the various offensive sets the CPU opposition was running, except that Houston was calling a lot of plays for Melo and not utilizing CP3/Harden enough. Some roster editing is needed.
    This was addressed by Czar in one of the threads. ACE is not set up yet since the season has yet to start with Melo. Once the season is in full swing it will be updated accordingly.
    Sent from my SM-G930T using Tapatalk
    tcnumba10
    Hockey Line changes still evident. But I like the various offensive sets the CPU opposition was running, except that Houston was calling a lot of plays for Melo and not utilizing CP3/Harden enough. Some roster editing is needed.

    Melo had a positional mismatch the system will naturally direct more offense to him especially if he heats up.
    Wow never thought i would hear from Nino Samuel AKA Da_Czar nice to read up gameplay coming from this man with such a high Basketball IQ ...i look forward to his write since he hoped on board VC team
    "This year we are thrilled to introduce our pick and roll smart switch AI module. The module allows the AI to immediately recognize and switch on the ball-screen and then evaluate if the ball-handler or screener have a mismatch." LOVE THIS
    it goes a bit further
    "Our smart switch pick and roll module changes the way casual users are able to engage our game. While it was built for the AI, we also allow it to trigger for users. The spacing for an isolation or a post-up happens automatically so there are no buttons to press, or actions you need to take."

    i must say that the extracted above section i have seen myself playing the prelude and man o man ..i must say this made me so happy ....it works even when the user is one of the defenders either the iniatial on ball defender or the defender on the screener...
    the AI is smarter to realise if u decided to stay at home on original assignment or if u switched ..the AI recognises this and make the adjustment really quickly, unlike last year many times the results were frustrating when both u and the AI during pick and roll were in a constant struggle to effectively defend pick n roll causing easy roll to the basket or leaving the shooter open
    tcnumba10
    Hockey Line changes still evident. But I like the various offensive sets the CPU opposition was running, except that Houston was calling a lot of plays for Melo and not utilizing CP3/Harden enough. Some roster editing is needed.

    I have seen a few Gameplay videos, sometimes they sub out 2 sometimes they sub out 4. i think it all depends.
    Da_Czar
    Melo had a positional mismatch the system will naturally direct more offense to him especially if he heats up.

    What if a player has a mismatch, but that mismatch still isn't as good an option as other players on the floor without a mismatch?
    Like, Klay could have a point guard on him, but a Klay Thompson post up, even against a mismatch, isn't a good enough play for the offense to drop everything and go to it consistently (IMO).
    RyanFitzmagic
    What if a player has a mismatch, but that mismatch still isn't as good an option as other players on the floor without a mismatch?
    Like, Klay could have a point guard on him, but a Klay Thompson post up, even against a mismatch, isn't a good enough play for the offense to drop everything and go to it consistently (IMO).

    But GSW does give klay the ball in situations like that
    T.B
    But GSW does give klay the ball in situations like that

    They do, I agree. But, for example, what if I have Tony Allen guarding Curry, which puts my point guard exclusively on Klay? It'd be weird to see the Warriors trying to use Klay to attack the point guard consistently, possession after possession. Unless they would actually do that and I'm mistaken.
    Da_Czar
    Melo had a positional mismatch the system will naturally direct more offense to him especially if he heats up.

    So post ship if that happens a lot we just adjust his planned touches down or reduce the amount of attention ACE pays to when the rockets have positional mismatches. I can change that so they never or rarely change the gameplan to attack those. But that is, in essence, making the system dumb. But it will give you the desired outcome.
    Plus we have not even seen them play yet let alone play when Melo has a mismatch.
    bigmike0077
    I have seen a few Gameplay videos, sometimes they sub out 2 sometimes they sub out 4. i think it all depends.

    Yeah, some work was done on this. It shouldn't happen all the time. Should depend on the team. Still, have more to improve on this but it is definitely improved. didn't mention it in the blog because it's not 100% and it can happen.
    Please don't make the system dumb. Too many sports games already make their stuff dumb just to appease people who don't want to spend the time to learn how to play the correct way. Already saw this happen with Madden 19 with their first update.
    Da_Czar
    So post ship if that happens a lot we just adjust his planned touches down or reduce the amount of attention ACE pays to when the rockets have positional mismatches. I can change that so they never or rarely change the gameplan to attack those. But that is, in essence, making the system dumb. But it will give you the desired outcome.
    Plus we have not even seen them play yet let alone play when Melo has a mismatch.

    Does the engine still use Touches in that situation? Like, for example, a player with 99 Touches tendency w/out mismatch would often be prioritized over a player who has 40 Touches w/mismatch?
    It shouldn't be that they'd never attack that hypothetical Klay matchup, it's just that it shouldn't be their whole game plan, IMO.
    Da_Czar
    Yeah, some work was done on this. It shouldn't happen all the time. Should depend on the team. Still, have more to improve on this but it is definitely improved. didn't mention it in the blog because it's not 100% and it can happen.

    Not sure if you are the one to comment on this. But In Game Injuries- especially in modes like MyLeague/MyGm, are we going to finally see a good balance again? I believe 2k14/2k15 was the last time we saw a good balance and the past 3 games have been close to non existent .
    I just finished watching, but if I'm remembering correctly Melo got a put back, a drive and kick 3, and face up jumper to go....which got him going...and they came back to him twice after that. He got hot within the flow if the game, and they went to him when he was hot (it was cool to see him miss a shot even when "hot" too)
    Before that, Harden and CP3 had been getting their work in. We definitely need a bigger sample size before making any changes...
    The 24th Letter
    I just finished watching, but if I'm remembering correctly Melo got a put back, a drive and kick 3, and face up jumper to go....which got him going...and they came back to him twice after that. He got hot within tbr flow if the game, and they went to him when he was hot (it was cool to see him miss a shot even when "hot" too)
    Before that, Harden and CP3 had been getting their work in. We definitely need a bigger sample size before making any changes...

    Agreed.:nchuck::nchuck:
    1. The arena sounds are improved. Sounded like a real game.
    2. The new shot contest system is excellent. 1 of the biggest changes from 18 to 19 in terms of realism.
    3. Harden played like Harden.
    4. Rebounding has looked improved in almost every video.
    5. The J Brown back door procedural AI cut went from the practice floor to the game.
    6. James Ennis is like 10 for 10 and has yet to miss on any2k19 rockets vid. Ha.
    7. Czar plays like someone who is over 40 and is scared to go the rim. Stop shooting all them jumpers. Ha.
    Great blog. Great videos. As always we use, and appreciate the strategic additions you add to the game. If you didnt add the stuff to the game you add, i wouldn't buy 2k anymore. Thanks for giving the 5 on 5 real NBA team guys something to enjoy.
    sign me up as another who is enjoying this years contest system. Been using a lot of stepbacks with Curry in the demo and have been getting a lot of success. Love how most of them are either open or lightly contested if you play the sticks right.
    I....don't think the arena sounds are improved over 2k18.
    Great gameplay video by the way. legit gameplay video finally .

    2k18. it sounds identical.
    speaking of the sound, the game has been only 4.1 surround, no sound whatsoever from the center channel, since 2k14. the recent prelude is also 4.1 only.
    it's been proper 5.1 channel in the last generation.
    it's really annoying hearing commentary from the front channels.
    well.. yeah I kno this is the gameplay thread.
    SHORTER VERSION: Get in your playbooks lol. Czar, R.I.P to your Twitter mentions when the season starts and dudes see their teams running plays they like "Oooh! Oooh! Add this!"
    The Harden stepback was sick. Countdown to friday, fellas.
    I think People are also searching for too much, and haven't even gotten their hands on the game yet to understand the beautiful changes in the technicalities. It takes time, and coordination to get everything hand in hand with responsiveness to the perception of USER vs A.I. Just let everything flow, These videos and the way Czar is breaking down everything hand in hand with the 2K Studio is amazing. Because it shows they finally let it fall into the hands of someone who understands the depths of basketball analogy.
    I look forward to this game and excited for the work you guys put in, thank you for listening to the community!!
    alabamarob
    1. The arena sounds are improved. Sounded like a real game.

    wait a minute now, wait a minute... don't be making them claims in here lol.
    4 mins into the game and all I can say is WOW!! Looks great how you incorporated the real life play style of nba teams into the game. This has me wanting to actually play vs the cpu like this now. I just don't know if I can play 12 minute quarters lol. I'm forsure going to have to try all of these series out. Could anyone in a simpler (dumbed down) way explain the main difference between a series and freelance?
    RyanFitzmagic
    Does the engine still use Touches in that situation? Like, for example, a player with 99 Touches tendency w/out mismatch would often be prioritized over a player who has 40 Touches w/mismatch?
    It shouldn't be that they'd never attack that hypothetical Klay matchup, it's just that it shouldn't be their whole game plan, IMO.

    The system goes by the quality of the mismatch so it naturally covers that scenario. Your 40 touch guy is probably a lot worse player than you 90 touch guy so he has to be way better than his matchup to have a better matchup than your top guy.
    Again that is all editable through ACE. but if they go to it and have success, they will keep going to it.
    Just like for the Rockets if Capela is hot or in takeover, they are not switching the offense to go him. But Carmelo was different because he is a scorer.
    I could lower how much the rockets look to take advantage of mismatches. The other issue is Melo's iso tendencies are probably still high which means anytime he touches the ball on a team that wants to shoot right away... well, Melo going to do what Melo does LOL. So again we can lower his tendencies but all that would be done closer to when the season starts anyway..
    alabamarob
    1. The arena sounds are improved. Sounded like a real game.
    2. The new shot contest system is excellent. 1 of the biggest changes from 18 to 19 in terms of realism.
    3. Harden played like Harden.
    4. Rebounding has looked improved in almost every video.
    5. The J Brown back door procedural AI cut went from the practice floor to the game.
    6. James Ennis is like 10 for 10 and has yet to miss on any2k19 rockets vid. Ha.
    7. Czar plays like someone who is over 40 and is scared to go the rim. Stop shooting all them jumpers. Ha.
    Great blog. Great videos. As always we use, and appreciate the strategic additions you add to the game. If you didnt add the stuff to the game you add, i wouldn't buy 2k anymore. Thanks for giving the 5 on 5 real NBA team guys something to enjoy.

    Fam! The last thing I need is the AI throwing my stuff back to half-court, yall would never let me live that down. I played it very safe this game because I knew I was recording. I go to the basket a lot more when I'm playing for fun :nchuck:
    Da_Czar
    The system goes by the quality of the mismatch so it naturally covers that scenario. Your 40 touch guy is probably a lot worse player than you 90 touch guy so he has to be way better than his matchup to have a better matchup than your top guy.
    Again that is all editable through ACE. but if they go to it and have success, they will keep going to it.
    Just like for the Rockets if Capela is hot or in takeover, they are not switching the offense to go him. But Carmelo was different because he is a scorer.
    Lower how much the rockets look to take advantage of mismatches. The other issue is Melo's iso tendencies are probably still high which means anytime he touches the ball on a team that wants to shoot right away... well, Melo going to do what Melo does LOL. So again we can lower his tendencies but all that would be done closer to when the season starts anyway..

    Okay, that's awesome. I like the fact that we as users can control this to an extent as well, by raising or lowering Touches/Isolation tendency/etc., in addition to the under-the-hood changes you guys make to ACE.
    Czar 4 Prez
    23
    wait a minute now, wait a minute... don't be making them claims in here lol.

    I watched the 12 min quarter and it sounded like a game to me. I have been to games in half of the staidums in the league (not Boston) what was wrong with the sound in that vid? This is me assuming you didnt like it.
    alabamarob
    I watched the 12 min quarter and it sounded like a game to me. I have been to games in half of the staidums in the league (not Boston) what was wrong with the sound in that vid? This is me assuming you didnt like it.

    I know the fake arena sounds
    Didn't hear the zombie chant though
    Also harder to tell cause the crowd was dead due to the Rockets getting buckets.
    @Czar if you’re gonna bring a freelance back I’m crossing my fingers that Princeton makes it!
    The Princeton in this engine would be beautiful.
    I'll change a little bit the slider related to the movement of the players. I did it every year at least to limit the skating expecially during lateral movement.
    23
    I know the fake arena sounds
    Didn't hear the zombie chant though
    Also harder to tell cause the crowd was dead due to the Rockets getting buckets.
    The zombie chant I have yet to hear....so far so good on that front.
    Sent from my SM-G930T using Tapatalk
    Goffs
    The zombie chant I have yet to hear....so far so good on that front.
    Sent from my SM-G930T using Tapatalk

    Spurs
    Rockets
    Zombie chants are starts to listen to
    So far the Rockets chant isnt there.
    Anyway, don't wanna take away from this blog with audio stuff... there was just a lof of good things given here.
    It's like this is directly correlated with MyLeague which should be a freaking blast.
    Amazing stuff I really like the freelance and series additions. I am kind of excited for this year as I enjoyed 2k18 and I know for sure this will be even better.
    23
    Man that's nasty

    That is gorgeous. I truly can't wait for this game. This is probably my most anticipated title in quite some time. Czar, don't let me down.
    A couple of quick things. Remember that these were built for the AI, we do give you as a user access to them but the reads won't be there all day.
    There is a rhythm and timing to these that will honestly, probably be difficult for everyone to master right away.
    Also, with the exception of some of the horns stuff, series are only available through OTFC. These are not plays at all.
    So series are in addition to what is in a team's playbooks. There may be similarities but plays and series are two different things.
    They can also be difficult to master because you are working with reads the AI is making on your behalf, so some options you will never see until a certain set of circumstances happen and then you may not see it again.
    Against certain defensive settings, it may run the exact same way every time because it's not being forced to adjust. And against other settings or users, it could be adjusting all over the place.
    Just remember it was built for the Ai and we are giving you access to it.
    bigmike0077
    Not sure if you are the one to comment on this. But In Game Injuries- especially in modes like MyLeague/MyGm, are we going to finally see a good balance again? I believe 2k14/2k15 was the last time we saw a good balance and the past 3 games have been close to non existent .

    That is not in my wheelhouse bigmike, anything I say on that would be speculation at best.
    Da_Czar
    A couple of quick things. Remember that these were built for the AI, we do give you as a user access to them but the reads won't be there all day.
    There is a rhythm and timing to these that will honestly, probably be difficult for everyone to master right away.
    Also, with the exception of some of the horns stuff, series are only available through OTFC. These are not plays at all.
    So series are in addition to what is in a team's playbooks. There may be similarities but plays and series are two different things.
    They can also be difficult to master because you are working with reads the AI is making on your behalf, so some options you will never see until a certain set of circumstances happen and then you may not see it again.
    Against certain defensive settings, it may run the exact same way every time because it's not being forced to adjust. And against other settings or users, it could be adjusting all over the place.
    Just remember it was built for the Ai and we are giving you access to it.

    Definitely an important note
    AlexanderShabazz
    Haha, Beautiful gameplay. Melo went to work!!

    I mean... he was aight...Just saying, I COULD have stopped him though. :splat::grin:
    These AI improvements make me so happy. I’ve always felt that sports videogames had a ton of built in artificial enhancements for the CPU to keep them competitive. (Many people call this “comeback code”)
    IMO, 2K has been one of the biggest culprits of this, despite the devs saying there was no code built in.
    With all of these phenomenal AI upgrades, hopefully, all of these artificial CPU boosts can be eliminated, and playing against the compute can feel organic/realistic.
    Thank you, CZAR!
    ekurlan2
    @Czar if you’re gonna bring a freelance back I’m crossing my fingers that Princeton makes it!
    The Princeton in this engine would be beautiful.

    You have to use the hashtag for your vote to count!
    Offense, offense, offense. What about Defense? why a game play blog and only show love to one side of the ball? I do like what I see from the offense but damn the achilles heel for this game is the defense and they still have Scott in WitSec Program.
    Impetuous65
    Offense, offense, offense. What about Defense? why a game play blog and only show love to one side of the ball? I do like what I see from the offense but damn the achilles heel for this game is the defense and they still have Scott in WitSec Program.

    Da_Czar
    NBA 2K - SIM NATION
    Da_Czar
    You have to use the hashtag for your vote to count!

    @Da_Czar #NBA2K19FREELANCEUPDATE
    #PrincetonOffense #PrincetonOffense2k19
    #TriangleIsTheGOAT #LetMeModernizeTheTriangle
    Apologies for the excessive hashtags Czar, I just want to make sure I'm using them right!
    Impetuous65
    Well Hello there, Captain. The title of the Blog is "GAMEPLAY". Last I checked Defense is gameplay.
    They do this every year bro, Scott OG will drop the defensive blog soon, offensive and defensive systems are 2 different beasts and have different teams working on them.
    ~Koosa1027~
    Koosa1027
    They do this every year bro, Scott OG will drop the defensive blog soon, offensive and defensive systems are 2 different beasts and have different teams working on them.
    ~Koosa1027~

    That alone is enough for everyone to appreciate the time we live in as basketball gamers.
    Da_Czar
    A couple of quick things. Remember that these were built for the AI, we do give you as a user access to them but the reads won't be there all day.
    There is a rhythm and timing to these that will honestly, probably be difficult for everyone to master right away.
    Also, with the exception of some of the horns stuff, series are only available through OTFC. These are not plays at all.
    So series are in addition to what is in a team's playbooks. There may be similarities but plays and series are two different things.
    They can also be difficult to master because you are working with reads the AI is making on your behalf, so some options you will never see until a certain set of circumstances happen and then you may not see it again.
    Against certain defensive settings, it may run the exact same way every time because it's not being forced to adjust. And against other settings or users, it could be adjusting all over the place.
    Just remember it was built for the Ai and we are giving you access to it.

    Please believe. Rhythm is everything in an offense unless you are a iso scorer. My favorite thing about the freelances was the timing and 2nd and 3rd reactions in 2k.
    This is the type of stuff the, "2K is the same EXACT game each year" crew doesn't know/show/care about. They won't bother reading this but they will argue me down telling me 2K is the same damn game.
    Big Czar, thanks dude. Looking forward to what yall have in store
    Impetuous65
    Offense, offense, offense. What about Defense? why a game play blog and only show love to one side of the ball? I do like what I see from the offense but damn the achilles heel for this game is the defense and they still have Scott in WitSec Program.

    This shouldn't be overlooked. The Prelude was solid but there's still a lot of room for the AI to grow. 2K18 was already really deep in terms of offensive playcalling but not many people actually used them because of how easy it was to score without running any kind of offense.
    Structured offenses shouldn't be a niche in an NBA game, they should be a necessity most of the time.
    Impetuous65
    Offense, offense, offense. What about Defense? why a game play blog and only show love to one side of the ball? I do like what I see from the offense but damn the achilles heel for this game is the defense and they still have Scott in WitSec Program.

    Well you do know that the man who wrote The Blog only works on the offensive side of the game right?
    Czar if you are still around i have a question.
    Was the end of shot clock AI and end of game AI touched on any? Even though it has improved. There are still times where the AI lacks urgency to create a good luck and will settle for hoisting a contested jumper. This is mainly when the star players are off the court.
    Was wondering if you guys added in logic for this situation this year.
    Baebae32
    Czar if you are still around i have a question.
    Was the end of shot clock AI and end of game AI touched on any? Even though it has improved. There are still times where the AI lacks urgency to create a good luck and will settle for hoisting a contested jumper. This is mainly when the star players are off the court.
    Was wondering if you guys added in logic for this situation this year.

    We added to what was there but honestly, it probably needs some dedicated work to get right. I'm not comfortable saying it's fixed so just assume it is the same.
    Next year I may cool it on adding more stuff and just try and get important but overlooked areas like end game up to snuff. Just thinking out loud so not of this is set in stone. Technically what we have done should be enough but as I said we need to write some specific stuff to clean that up.
    Da_Czar
    We added to what was there but honestly, it probably needs some dedicated work to get right. I'm not comfortable saying it's fixed so just assume it is the same.
    Next year I may cool it on adding more stuff and just try and get important but overlooked areas like end game. Technically what we have done should be enough but as I said we need to write some specific stuff to clean that up.

    Maybe try some AI for the ?
    I know you won't comment, but I bet you laughed too.
    :drink:
    Da_Czar
    We added to what was there but honestly, it probably needs some dedicated work to get right. I'm not comfortable saying it's fixed so just assume it is the same.
    Next year I may cool it on adding more stuff and just try and get important but overlooked areas like end game up to snuff. Just thinking out loud so not of this is set in stone. Technically what we have done should be enough but as I said we need to write some specific stuff to clean that up.

    Good deal Czar. It'll get ironed out eventually.
    One more question if you dont mind. There was mention of new tendencies mentioned in the blog. So is it safe to assume that there were no new additions?
    LorenzoDC
    Maybe try some AI for the ?
    I know you won't comment, but I bet you laughed too.
    :drink:

    People are still upset about 2K's marketing? I just don't see their sales being impacted one way or another whether they continue doing what they've always done or increase the effort put into the marketing. How much and how soon do you need to know about a game before making a decision to buy it?
    But to stay on topic this all sounds great. This is about as sim as it gets when it comes to sports games. The game is at a point where it could be used as a teaching and coaching tool. But, at the same time, if all of this is overwhelming or just too much for some people the game can still be enjoyed by novices or people looking for a more casual experience.
    It really makes me wish 2K could get another opportunity at making an NFL game. I'm enjoying Madden 19, probably my favorite Madden ever, but I can't help but think where NFL 2k would be at this point if those games were still being made.
    scottyp180
    People are still upset about 2K's marketing? I just don't see their sales being impacted one way or another whether they continue doing what they've always done or increase the effort put into the marketing. How much and how soon do you need to know about a game before making a decision to buy it?
    But to stay on topic this all sounds great. This is about as sim as it gets when it comes to sports games. The game is at a point where it could be used as a teaching and coaching tool. But, at the same time, if all of this is overwhelming or just too much for some people the game can still be enjoyed by novices or people looking for a more casual experience.
    It really makes me wish 2K could get another opportunity at making an NFL game. I'm enjoying Madden 19, probably my favorite Madden ever, but I can't help but think where NFL 2k would be at this point if those games were still being made.

    The comment was specifically about what Czar has gone through to get this blog posted, especially in the last 48 hours.
    For anyone paying attention, it’s obviously been a little interesting.
    Great job as usual, Czar!
    Some quick things I loved from that quarter gameplay video:
    The overall responsiveness from the CPU players when plays are being called. They instantly move!
    CPU Melo popping that 3 at the 1:20 mark.
    That spacing at 1:33!
    The ball movement by the CPU numerous time to get an open shot, especially at around 2:20ish. The CPU instantly calling plays is a huge boost to replayability. When you've seen the CPU stand around for 10 seconds on the shot clock once, you've seen it a thousand times.
    CPU Melo playing Melos version of tough D at 6:50
    I'd go into more detail but I'm sure most of it has already been said. The AI looks to be getting so much better year after year, and as an offline only guy it warms my heart to see actual basketball being played by the CPU during a game.
    Czar, how do the procedures interact with or take account for players' IQ levels?
    With these hot reads available, in procedures and even series, do "dumb" players more often miss their reads and smarter players clown the defense?
    Does anyone know why arenas are so dark? I wish they were brighter so we can make out the arenas. I feel it takes away from the atmosphere of a real arena.
    Sent from my SM-N950U using Tapatalk
    Baebae32
    Good deal Czar. It'll get ironed out eventually.
    One more question if you don't mind. There was mention of new tendencies mentioned in the blog. So is it safe to assume that there were no new additions?

    Yes, no new tendencies this year. Still digesting and adjusting to the bunch we added last year? (that was last year wasn't it?) Always listening for suggestions but no active plans for additions just yet. That is actually a great question because if we only added one or two I probably wouldn't mention it in a blog.
    Da_Czar
    Yes, no new tendencies this year. Still digesting and adjusting to the bunch we added last year? (that was last year wasn't it?) Always listening for suggestions but no active plans for additions just yet. That is actually a great question because if we only added one or two I probably wouldn't mention it in a blog.

    Is there any chance of a spot-up/cut tendency for players off the ball, that doesn't just affect fast breaks?
    LorenzoDC
    Czar, how do the procedures interact with or take account for players' IQ levels?
    With these hot reads available, in procedures and even series, do "dumb" players more often miss their reads and smarter players clown the defense?

    As a year one feature we didn't have the time to get to that depth where we now limit what is possible to a given players IQ. Until I got all the systems in I probably wouldn't be able to fully take that step. At that point, you're doing just as much work to limit the system as you are to build it so it becomes one of those diminishing returns situations where you double the work but the effect is essentially worse.
    That is a really cool feature that is always on the wish list but I can almost always find something with more impact to do with those same resources.
    That also makes troubling shooting an issue, even more, difficult to decipher what the heck is actually going on.
    The procedures are built like a puzzle. and I have links to links to links as it is. But there is always the chance we invent some tech that makes that easier so I won't say never but at this stage it is unlikely.
    Da_Czar
    Yes, no new tendencies this year. Still digesting and adjusting to the bunch we added last year? (that was last year wasn't it?) Always listening for suggestions but no active plans for additions just yet. That is actually a great question because if we only added one or two I probably wouldn't mention it in a blog.

    Yes last year was the treasure trove of new additions Czar lol.
    As far as suggestions going forward, one that I can readily think of off the top of my head may not be a tendency per se but it would be nice to be able to set something for guys who push the break off of defensive rebound but dont bring the ball up court off the inbound (especially these new style bigs).
    It could be labeled as "start the break". Would be a simple yes or no type of thing and would be located in the player vitals sections with play initiator and force non starter.
    Da_Czar
    As a year one feature we didn't have the time to get to that depth where we now limit what is possible to a given players IQ. Until I got all the systems in I probably wouldn't be able to fully take that step. At that point, you're doing just as much work to limit the system as you are to build it so it becomes one of those diminishing returns situations where you double the work but the effect is essentially worse.
    That is a really cool feature that is always on the wish list but I can almost always find something with more impact to do with those same resources.
    That also makes troubling shooting an issue, even more, difficult to decipher what the heck is actually going on.
    The procedures and built like a puzzle. and I have links to links to links as it is. But there is always the chance we invent some tech that makes that easier so I won't say never but at this stage it is unlikely.

    I understand that. At the same time though I wonder what effect IQ attributes are going to have on individual player performances now as player differentiators, at least on offense. Or is it just that most of the IQ attributes are on defense. I can't remember now lol. What am I missing?
    LorenzoDC
    Czar, how do the procedures interact with or take account for players' IQ levels?
    With these hot reads available, in procedures and even series, do "dumb" players more often miss their reads and smarter players clown the defense?

    Didn't they already mention that players who aren't as intellectually blessed (lol) react slower?
    Man this thread is amazing for information. Czar, I think I can speak for everyone when I say we truly appreciate the activity in here and the feedback.
    You are tireless sir!
    Very interested personally in what you said about each teams playbooks being replicated (to make each team's closer to their respective stuff). Kind of got mixed signals there. Are we saying it's more likely going to be in a future game or are we saying it will be something the will be/can be added incrementally throughout the year? (this question is really for anyone who knows, not necessarily just big Czar).
    Just kind of brings me back to 2K11 - I distinctly recall your Thunder (10 Teams in 10 Days) showcasing a great KD flare action which they were actually running.
    Just want to try and gauge my expectation levels for this installment or the next.
    Thanks again for everything you pour in man. Auto purchase for me as long as 2K have you on their team.
    Just want to say that I just READ THE ENTIRE BLOG AGAIN for the 1st time with all the video footage actually working and maaaaaaaannnn...did I just get 10x more hype all over again! It's gone be a LOOOOONG weekend of gaming when I get this joint! Unbelievable Big Homie @Da_Czar! I see so much stuff that sets this apart from 2k18, I mean so much stuff!!
    ~Koosa1027~
    MarkWilliam
    Man this thread is amazing for information. Czar, I think I can speak for everyone when I say we truly appreciate the activity in here and the feedback.
    You are tireless sir!
    Very interested personally in what you said about each teams playbooks being replicated (to make each team's closer to their respective stuff). Kind of got mixed signals there. Are we saying it's more likely going to be in a future game or are we saying it will be something the will be/can be added incrementally throughout the year? (this question is really for anyone who knows, not necessarily just big Czar).
    Just kind of brings me back to 2K11 - I distinctly recall your Thunder (10 Teams in 10 Days) showcasing a great KD flare action which they were actually running.
    Just want to try and gauge my expectation levels for this installment or the next.
    Thanks again for everything you pour in man. Auto purchase for me as long as 2K have you on their team.

    Said he can update plays in a roster update...cant do anything until we see what teams are running first.
    I love the changes to how ai reacts to defense !!! I am having issues running the PR sequences however, specificly the the ones involving a N1 pass to WING. The sequences break down when the on ball screen is to be set. I realize what is happening is the screener is reacting to being left open and expecting you to pass for the shot. I just wish that the sequence didnt break down intirely. I often wind it in my best interst to look off that shot and procede down my progressions to what i would consider a higher percentage shot.
    I also wanted to comment on the potential of the new series funtions In future 2k installments! Imagine if they were a sub set of the freelances instead of a substitute. Starting out your triangle for a series of possessions by initiating i dunno say ucla cut or center opposite without breaking the freelane. This could give you the controll of putting specific players in specific starting position and running your freelance that way. Intentionally putting shaq at the wing for example and kobe on weakside wing with the intent of running center opposite to set up a weakside two man game! Would be AMAZING the controll and fluidity that would give your offensive
    Hey Czar, i know this isnt your department or even the correct thread, but will Milwaukee's Fiserv Forum be accurate when the game drops? There's some inaccuracies with the current versions we've been seeing.
    itsmb8
    Hey Czar, i know this isnt your department or even the correct thread, but will Milwaukee's Fiserv Forum be accurate when the game drops? There's some inaccuracies with the current versions we've been seeing.

    Yeah probably check out the art thread. But if it helps, I really doubt you'd get any change from what you've seen.
    If it means that much and you are financially able, probably an idea to look into a PC and then mod all 30 courts.
    2K really lagging behind on the courts (again, art thread will echo this).
    Da_Czar
    Yeah, some work was done on this. It shouldn't happen all the time. Should depend on the team. Still, have more to improve on this but it is definitely improved. didn't mention it in the blog because it's not 100% and it can happen.

    Big Czar, as always thank you for your dedication to SimNation as the focus shifts to guys with pink hair hunting greens from half court and pump faking 5 times under the rim. As well as taking the time to answer our questions. You got me hype with these new freelances and series.
    I wanted to touch on what you said above though. The issue that everyone sees with substitution logic (4 or 5 guys being subbed in at once) isn't even the actual issue. Multiple subs can be queued up if a dead ball doesn't occur before the next sub is made. I set advanced rotations for every game, and if i have my C and my SF set to come out at the 5 min mark then my SG and PF set to come out at the 4 min mark but no dead ball occurs until 3:45.. well then all 4 are subbed at once. So that isn't necessarily what the problem is.
    The problem is (and you guys can see this clearly just by entering the advanced rotation screen) that minutes assigned in the standard rotation screen don't translate to actual minutes being assigned. The game kind of just assigns random minutes (in the ball park of what you assigned) with a bias towards the starters and specifically having them play the whole 4th quarter. Even if you abide strictly by primary positions, the game still does it's own thing.
    So my question is, was the improvement made in this area that you mentioned made to rotation minutes not being assigned correctly?
    Even if this isn't fixed, as long as advanced rotations is there to stay I'm good. Only thing with those are the CPU won't sub out a man in foul trouble like I the user can. I like how when I manually sub out a man with 2 fouls, it doesn't break my rotation settings and he's subbed back in when he's supposed to. The CPU needs to be able to do that somehow. Same with blowouts.
    Thanks again Big Czar!
    Great blog as always Czar, loved everything I read and saw (that Harden-Stepback :y220e: )
    I loved the Offense in 2K18 (Flow Tech was a huge addition) and it gets better and better.
    Like I said last year, I´m really excited how the game will look in a couple of years, when you push the AI more and more to the limit.
    I just hope the defense can match the offensive progression, 2K18 struggled on that side. But is a topic for another Thread.
    Thank you also for answering some of the questions here in the Thread.
    thanks for the blog, czar. this is what i needed to get me going for this year's installment. all of this new stuff applies to the classic teams as well, right?
    jclazaris84
    thanks for the blog, czar. this is what i needed to get me going for this year's installment. all of this new stuff applies to the classic teams as well, right?

    Speaking of Classic teams, CZAR can you please relay to the team to please bring back the retro feel of the old teams. Whether it be the retro filters, old stadium sounds, anything to give the legends a little more love would be much appreciated!! Thank you For listening!
    goma76
    I'll change a little bit the slider related to the movement of the players. I did it every year at least to limit the skating expecially during lateral movement.

    how do u do that thru sliders
    the skating is very annoying
    Sent from my iPhone using Tapatalk
    El_Tercero
    4 mins into the game and all I can say is WOW!! Looks great how you incorporated the real life play style of nba teams into the game. This has me wanting to actually play vs the cpu like this now. I just don't know if I can play 12 minute quarters lol. I'm forsure going to have to try all of these series out. Could anyone in a simpler (dumbed down) way explain the main difference between a series and freelance?

    LOL. Yeah yeah I was raised on 12 min qtrs. so my games take a looooong time to finish and I am intellectually exhausted after some of them but for me that is what makes it fun.
    Freelances work whether you use them or not. You can kind of stand anywhere and the system tries to work with you. You can opt into actions or opt out of them. That gives a user great flexibility but I can't do everything I might want because not all users use play art so I can't really require the users to do anything.
    With a series there is a defined starting point and defined actions but each successive step is dependant on the defense so the end can be the same or different.
    we give you options for just about every defensive counter. So using a series requires more from the user. The user has to want to do these things and because that is the case I can add so many more fine nuances.
    The design is such that if you miss one opportunity I bring another to you. There are very very rare cases where You miss everything and I don't bring you to a pick and roll or drive opportunity. There were some situations I got into where no other player was close enough to continue an offensive flow so I just had to end it.
    A play is much, much simpler and has a defined start and a defined ending and several places where it can end without a scoring opportunity if you miss a pass or a shot opportunity.
    But with everything we have if you turn on play art and learn to follow it you can easily run the most complex NBA offenses. It will just take you some time to get the timing right.
    I love how you can throw on the triangle and just follow the art and run that offense.
    RoyceDa59
    Amazing stuff I really like the freelance and series additions. I am kind of excited for this year as I enjoyed 2k18 and I know for sure this will be even better.

    I think anyone who enjoyed 18 will love 19 for sure. Just my opinion.
    JoFri
    how do u do that thru sliders
    the skating is very annoying
    Sent from my iPhone using Tapatalk

    Check my slider set under goma76. I’ll update in an hour
    Game speed 55
    Da_Czar
    I think anyone who enjoyed 18 will love 19 for sure. Just my opinion.

    I can't say it enough. I love when you come in here and give us information. We really appreciate you taking the time out of your day to respond to questions and give some insights. Thank you for all the hard work and time you put in.
    Da_Czar
    I think anyone who enjoyed 18 will love 19 for sure. Just my opinion.

    Czar- Any update from Scott OG regarding ACE adjustments on lower levels (All-Star or Superstar) as compared to HOF?
    In the past, you said we had to play on HOF to optimize the CPU's usage of ACE. Has that changed this year? I prefer to play on All-Star or Superstar because I feel there are some artificial boosts built in for the CPU on HOF difficulty.
    Thank you!
    GisherJohn24
    Speaking of Classic teams, CZAR can you please relay to the team to please bring back the retro feel of the old teams. Whether it be the retro filters, old stadium sounds, anything to give the legends a little more love would be much appreciated!! Thank you For listening!

    I second this. Please have this implemented into the classic teams for 2K19!
    RyanFitzmagic
    Is there any chance of a spot-up/cut tendency for players off the ball, that doesn't just affect fast breaks?

    I'm pretty sure we already have something for that fam. I think one of those new tendencies added last year covers that. I would have to check to be sure.
    Baebae32
    Yes last year was the treasure trove of new additions Czar lol.
    As far as suggestions going forward, one that I can readily think of off the top of my head may not be a tendency per se but it would be nice to be able to set something for guys who push the break off of defensive rebound but dont bring the ball up court off the inbound (especially these new style bigs).
    It could be labeled as "start the break". Would be a simple yes or no type of thing and would be located in the player vitals sections with play initiator and force non starter.

    That is in code right now. If the big has a ball control over 70 and he grabs the board he can push it up even if he is not a play initiator.
    Forgive me if this has been discussed, but how has post play been changed from last year? As a post player this is the most important part of the game to me.
    Da_Czar
    I'm pretty sure we already have something for that fam. I think one of those new tendencies added last year covers that. I would have to check to be sure.

    I just checked and what we did was if you never want a guy to cut to the basket you need to make his spot-up shot three tendency 75 or greater.
    If you want him to cut to the basket every-time that number needs to be 25 or below. Then split the range for options like 50/50 etc.
    I knew we covered that situation some how.
    LorenzoDC
    I understand that. At the same time though I wonder what effect IQ attributes are going to have on individual player performances now as player differentiators, at least on offense. Or is it just that most of the IQ attributes are on defense. I can't remember now lol. What am I missing?

    I believe all the IQ stuff is on the defensive end right now.
    Czar, :appl: great work! Can't wait to play.
    As one of those Art-Off guys, I dig anything done to create opportunities outside of play calling.
    MarkWilliam
    Man this thread is amazing for information. Czar, I think I can speak for everyone when I say we truly appreciate the activity in here and the feedback.
    You are tireless sir!
    Very interested personally in what you said about each teams playbooks being replicated (to make each team's closer to their respective stuff). Kind of got mixed signals there. Are we saying it's more likely going to be in a future game or are we saying it will be something the will be/can be added incrementally throughout the year? (this question is really for anyone who knows, not necessarily just big Czar).
    Just kind of brings me back to 2K11 - I distinctly recall your Thunder (10 Teams in 10 Days) showcasing a great KD flare action which they were actually running.
    Just want to try and gauge my expectation levels for this installment or the next.
    Thanks again for everything you pour in man. Auto purchase for me as long as 2K have you on their team.

    Respect fam! Here is what we are looking at with updates this year. I am on the hook to add 4 more series and 3 freelances. For post-release that is a lot of work on its own. Because I definitely have to do that, I will be scouting and having our scouts collect data for actual teams plays but I'm not saying every team's playbooks with be 100% accurate. I will do what I can for as long as I can but the reality is that mo-cap for 2K20 starts next week. Which means I already have to start designing goodies for next year.
    So team playbooks will be better in terms of accuracy closer to the first month of the season but they won't be on some Vann Wolf type of expertise.
    Slow and steady updates probably through November and then I will concentrate on the series and freelances and that will probably do it. ( SUBJECT TO CHANGE):duel:
    If you all started a thread and kept track of plays and series for 2k20 that is definitely something I could have my scouts peruse through as we start work on 2k20.
    Koosa1027
    Just want to say that I just READ THE ENTIRE BLOG AGAIN for the 1st time with all the video footage actually working and maaaaaaaannnn...did I just get 10x more hype all over again! It's gone be a LOOOOONG weekend of gaming when I get this joint! Unbelievable Big Homie @Da_Czar! I see so much stuff that sets this apart from 2k18, I mean so much stuff!!
    ~Koosa1027~

    Thank you. Nothing makes me feel as good as fellow sim fans appreciating the depth of the features! A lot of folks just don't know enough hoops to truly understand what is actually happening from possession to possession.
    I have ALL kind of goodies dispersed all over these new sets and series. Some of it is so layered that even I don't know what the AI is capable of in every situation. This tech allows me to add piece by piece so as nice as it is now. The longer I have it the more layers I can add and fine tune.
    And the bigger my procedure library is the easier it is to create and add to new and old sets.
    City_foxx
    I love the changes to how ai reacts to defense !!! I am having issues running the PR sequences however, specificly the the ones involving a N1 pass to WING. The sequences break down when the on ball screen is to be set. I realize what is happening is the screener is reacting to being left open and expecting you to pass for the shot. I just wish that the sequence didnt break down intirely. I often wind it in my best interst to look off that shot and procede down my progressions to what i would consider a higher percentage shot.

    Fox i am having a hard time envisioning where the issue is here when you can please post or dm me a video so I can better understand the issue?
    itsmb8
    Hey Czar, i know this isnt your department or even the correct thread, but will Milwaukee's Fiserv Forum be accurate when the game drops? There's some inaccuracies with the current versions we've been seeing.

    I am not a big court buff so I wouldn't know if it was already fixed. I don't have any vision into art and what they may or may no update though. Apologies.
    Da_Czar
    Thank you. Nothing makes me feel as good as fellow sim fans appreciating the depth of the features! A lot of folks just don't know enough hoops to truly understand what is actually happening from possession to possession.
    I have ALL kind of goodies dispersed all over these new sets and series. Some of it is so layered that even I don't know what the AI is capable of in every situation. This tech allows me to add piece by piece so as nice as it is now. The longer I have it the more layers I can add and fine tune.
    And the bigger my procedure library is the easier it is to create and add to new and old sets.
    !!!!!!!!!!
    ~Koosa1027~
    Mikelopedia
    Big Czar, as always thank you for your dedication to SimNation as the focus shifts to guys with pink hair hunting greens from half court and pump faking 5 times under the rim. As well as taking the time to answer our questions. You got me hype with these new freelances and series.
    I wanted to touch on what you said above though. The issue that everyone sees with substitution logic (4 or 5 guys being subbed in at once) isn't even the actual issue. Multiple subs can be queued up if a dead ball doesn't occur before the next sub is made. I set advanced rotations for every game, and if i have my C and my SF set to come out at the 5 min mark then my SG and PF set to come out at the 4 min mark but no dead ball occurs until 3:45.. well then all 4 are subbed at once. So that isn't necessarily what the problem is.
    The problem is (and you guys can see this clearly just by entering the advanced rotation screen) that minutes assigned in the standard rotation screen don't translate to actual minutes being assigned. The game kind of just assigns random minutes (in the ball park of what you assigned) with a bias towards the starters and specifically having them play the whole 4th quarter. Even if you abide strictly by primary positions, the game still does it's own thing.
    So my question is, was the improvement made in this area that you mentioned made to rotation minutes not being assigned correctly?
    Even if this isn't fixed, as long as advanced rotations is there to stay I'm good. Only thing with those are the CPU won't sub out a man in foul trouble like I the user can. I like how when I manually sub out a man with 2 fouls, it doesn't break my rotation settings and he's subbed back in when he's supposed to. The CPU needs to be able to do that somehow. Same with blowouts.
    Thanks again Big Czar!

    LOL. Good stuff fam. The work that was done was on the advanced rotation side of the house. OG did some work on time-outs that he may mention in his blog so I'm not going to say much on that side.
    The only issue with advanced rotations I still see is when a player is playing multiple positions and has a lot of minutes assigned and there is not a quality secondary player at that position that still seems to muck up the default advanced rotations screen.
    So both of those should be better but it is still an area where we can improve.
    Right now the AI using advanced rotation and the AI handling autorotations are not really the same. It is kind of use one or the other. the engineer that owns this is ALWAYS busy with heavy lifting elsewhere in the game.
    So honestly this one may take some time for us to work out simply because of resource allocation.
    Right now I am just trying to slowly improve it and touch it each year as that seems to fit comfortably in his schedule. The compromise was, he did add advanced rotations for me a couple years ago (that was a huge ask) as a way to allow users like yourself more control. But to integrate it better with the Autosub is an even bigger task and we may never have time for that.
    In our game, the sub-logic and the lineup logic are two different systems controlled by two different sets of engineers and producers.
    Pizarro24
    Great blog as always Czar, loved everything I read and saw (that Harden-Stepback :y220e: )
    I loved the Offense in 2K18 (Flow Tech was a huge addition) and it gets better and better.
    Like I said last year, I´m really excited how the game will look in a couple of years, when you push the AI more and more to the limit.
    I just hope the defense can match the offensive progression, 2K18 struggled on that side. But is a topic for another Thread.
    Thank you also for answering some of the questions here in the Thread.

    Thank you and you are welcome family! Yes, OG and I combined forces a lot this year and developed our systems in tandem so as I added something he would look at how his system responded there is a LOT of exciting stuff that has happened on the defensive end and hopefully he will get to share that with you soon.
    Kstat
    Forgive me if this has been discussed, but how has post play been changed from last year? As a post player this is the most important part of the game to me.

    You should follow @Choops4life and go through his past tweets as he owns the post game and tweeted a lot of updates and changes to the post over the last couple of weeks.
    Da_Czar
    I believe all the IQ stuff is on the defensive end right now.

    Could you elaborate on what you mean by this, if you don't mind? I'm intrigued (probably because the first thing that came to my mind was Shot IQ, which I assumed was an offensive rating).
    And I can't thank you enough for replying to my post about off-ball cutting. Great info you provided.
    GisherJohn24
    Czar, has the Timeout bug been addressed? Basically the cpu rarely called time outs until the end of games.

    I know OG got some work on that done. Not sure to the degree or if he will mention that in a blog.
    RyanFitzmagic
    Could you elaborate on what you mean by this, if you don't mind? I'm intrigued (probably because the first thing that came to my mind was Shot IQ, which I assumed was an offensive rating).
    And I can't thank you enough for replying to my post about off-ball cutting. Great info you provided.

    I forgot about that one Ryan. Geesh you guys are fast. That one is ours and is just how long does it take a player to recognize he has an open shot. The lower the shot IQ the longer it takes him to recognize shot opportunities.
    Da_Czar
    I forgot about that one Ryan. Geesh you guys are fast. That one is ours and is just how long does it take a player to recognize he has an open shot. The lower the shot IQ the longer it takes him to recognize shot opportunities.

    ( i have not seen this myself) But ive been reading this forum and i seen a couple of comments about CPU not being aggressive or driving to the hoop/Just putting up jumpers, can you comment on that?)
    ch46647
    Czar- Any update from Scott OG regarding ACE adjustments on lower levels (All-Star or Superstar) as compared to HOF?
    In the past, you said we had to play on HOF to optimize the CPU's usage of ACE. Has that changed this year? I prefer to play on All-Star or Superstar because I feel there are some artificial boosts built in for the CPU on HOF difficulty.
    Thank you!

    sorry not sure how to link the post here. i think he already addressed it at the other thread. dont quote him on that!


    Sent from my iPhone using Tapatalk
    Czar, i'm really looking forward to the new installation of procedural module and series. It just makes the AI even more potent (we can hardly cheat the defense as it has counters) and unpredictable with different set of plays assigned to the cpu star players.
    I didnt see any Triangle Series in place. Is it largely due to the fact that its original freelance already built with dynamic branches and that already gives us plenty of offense options?
    I see some potential in series that freelance doesnt exhibit currently. For instance, with MJ in the post the wing swings the ball to top of key. In a triangle action, the wing and corner player collaspe to the post to set up a double screen to free up one of the players for mid range shot. An alternative action would be for the post player (MJ) to do a back screen to the defender at the wing and allow the wing to cut to the basket.
    Another example is post entry pass. The default action - wing and corner player cut into the key, with the wing setting a screen to free up the weak side post player for catch and shoot. In a series, instead of both cutting to the key, have them to screen each other on the strong side and create catch and shoot opportunity.
    The other series I have in mind is the Suns playbook from offensive-guru Alvin Gentry. Lots of dynamic reads and action (besides the pick and roll which they run 80% of the time with Nash).
    I'll post some vidz.
    Sent from my iPhone using Tapatalk
    Da_Czar
    I just checked and what we did was if you never want a guy to cut to the basket you need to make his spot-up shot three tendency 75 or greater.
    If you want him to cut to the basket every-time that number needs to be 25 or below. Then split the range for options like 50/50 etc.
    I knew we covered that situation some how.

    This very interesting info Czar. It will cause me to rethink how to balanace game play and sim stats. Cause as far as I know, a player’s shot distribution in a myleague sim is based on his location tendencies. Raising guys spot up tendency to 75 will have an effect on PIP ,etc.
    Baebae32
    This very interesting info Czar. It will cause me to rethink how to balanace game play and sim stats. Cause as far as I know, a player’s shot distribution in a myleague sim is based on his location tendencies. Raising guys spot up tendency to 75 will have an effect on PIP ,etc.

    It was the general 3 point tendency that changed the shot distribution. Spot up 3 was a category under that.
    Hey Czar,
    Do you know if there is a push to have all online H2H modes have similar difficulty settings? It was irritating to be playing NBA 2k18's MyTeam on Pro/Allstar then switch over to PNO and the game was on superstar settings and felt much better in terms of shot % and defense.
    I imagine the lower the difficulty, the less we see the CPU take advantage of user mistakes
    Da_Czar
    LOL. Good stuff fam. The work that was done was on the advanced rotation side of the house. OG did some work on time-outs that he may mention in his blog so I'm not going to say much on that side.
    The only issue with advanced rotations I still see is when a player is playing multiple positions and has a lot of minutes assigned and there is not a quality secondary player at that position that still seems to muck up the default advanced rotations screen.
    So both of those should be better but it is still an area where we can improve.
    Right now the AI using advanced rotation and the AI handling autorotations are not really the same. It is kind of use one or the other. the engineer that owns this is ALWAYS busy with heavy lifting elsewhere in the game.
    So honestly this one may take some time for us to work out simply because of resource allocation.
    Right now I am just trying to slowly improve it and touch it each year as that seems to fit comfortably in his schedule. The compromise was, he did add advanced rotations for me a couple years ago (that was a huge ask) as a way to allow users like yourself more control. But to integrate it better with the Autosub is an even bigger task and we may never have time for that.
    In our game, the sub-logic and the lineup logic are two different systems controlled by two different sets of engineers and producers.

    Appreciate the response brother. I know the auto rotations and the advanced rotations are completely separate, I just meant that when I assign minutes through the basic gameplan screen, they show something different on the advanced rotation screen which is what the CPU follows by default for auto rotations. On that screen you can see how they are scheduled to play the whole 4th quarter for example.
    Once I set the advanced rotations (both for myself and the CPU), then the CPU follows those strictly, which is nice. I just deal with them not subbing out guys in foul trouble its not the end of the world.
    Even if the improvements are marginal, as long as we have advanced rotations I'm good big Czar, so thank you for your efforts in that area and thank you big time for getting them in a couple years ago. Not all heroes wear capes.
    silverskier
    I wasnt sure about buying the game. After playing de prelude and reading da_czar blog, I’ve bought the lebrons edition. This year the gane rocks
    https://youtu.be/0D7EewxkYng
    https://youtu.be/KUY-D4iFPMs

    Yeap the first video shows how passing has improved,too and chest passes especially a lot more crisp than ever. Handoffs are nice and all that. I haven't seen any area that hasn't been touched by gameplay team...
    Da_Czar
    Fox i am having a hard time envisioning where the issue is here when you can please post or dm me a video so I can better understand the issue?
    JoFri
    cant watch it now cos at work. Care to elaboarate a few pointers?
    Sent from my iPhone using Tapatalk

    Basically the ai seems to make decisions that break the sequence making it nearly inpossible to get to some of the final options in particularly long sequence of action. Like the pressure release options in the triangle freelance
    City_foxx
    Basically the ai seems to make decisions that break the sequence making it nearly inpossible to get to some of the final options in particularly long sequence of action. Like the pressure release options in the triangle freelance

    I thought u were mentioning smtg on onball screens in the video. Weird to me cos there is only 2 onball screen actions in the triangle and the rest are all offball screens. I'm not sure if the UCLA action is incorporated into the freelance but if yes, that will make up 3 onball screens.
    If u bring the ball up to the wing, is the triangle set on strong side?
    Sent from my iPhone using Tapatalk
    Im controlling Harrison Barnes. I pressed steal when I shouldnt have. I get slightly out of position, and CPU Aaron Gordon cuts back door on me. Instant recognition. Brilliant.
    JoFri
    I thought u were mentioning smtg on onball screens in the video. Weird to me cos there is only 2 onball screen actions in the triangle and the rest are all offball screens. I'm not sure if the UCLA action is incorporated into the freelance but if yes, that will make up 3 onball screens.
    If u bring the ball up to the wing, is the triangle set on strong side?
    Sent from my iPhone using Tapatalk
    theres 5 onball screens built in (That i know of) 1. Corner entry from wing 2 pinch post entry flash to corner. 3 and 4 in pressure realease passing to wing. 5 pressure realease option wen ball is at top of triangle. And yes if you do dribble entry they will set u a strong side triangle
    City_foxx
    theres 5 onball screens built in (That i know of) 1. Corner entry from wing 2 pinch post entry flash to corner. 3 and 4 in pressure realease passing to wing. 5 pressure realease option wen ball is at top of triangle. And yes if you do dribble entry they will set u a strong side triangle

    no problem with the Triangle. all good. If only 2K can add in more variations/procedures, that would be perfect

    The ucla action is incorporated into the freelance too. It was fine with the exception that ACE executed it twice with Horace Grant with the ball at the wing and Shaq at the elbow screening for him.
    Sent from my iPhone using Tapatalk
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