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NBA 2K23 Gameplay Details and Improvements Revealed

NBA 2K23 Gameplay Improvements

NBA 2K23

NBA 2K23 Gameplay Details and Improvements Revealed

After releasing the NBA 2K23 gameplay trailer last week, 2K has just revealed all of the new NBA 2K23 gameplay details and improvements coming to the game this year. Here are just some of the gameplay improvements:

  • Shooting: This year’s major change is the addition of shooting attributes, which give each signature jump shot its own unique shooting stats that help determine its effectiveness. There are also five new shot meters to choose from, with 15 more that can be unlocked through Seasons over the coming year
  • Pro Stick Enhancements: New Gesture Combos have been added to the Pro Stick, introducing a lot of new weapons for both shooting and ball handling for playmakers. Dunking also received new commands, ensuring players dunk exactly how they want without accidentally firing off an unexpected skill dunk
  • Skill Moves & Adrenaline Boosts: New gesture combos give players even more ball handling and shooting options for their offensive arsenal. Additionally, a new feature to prevent overdribbling is the concept of Adrenaline Boosts. Boosts are consumed every time a player performs a hard go or explosive sprint launch, and once their three boosts are gone, players will notice their speed and acceleration decrease significantly for the remainder of the possession
  • Defense: Defensive gameplay includes major updates aimed at creating more realistic on-ball defense and shot blocking, as well as steals and ball strips. This year, blocks have been tuned to a more realistic level, leading to more predictable outcomes, with the right players making appropriate stops when timing their block attempts well. There’s also a distinct improvement in ball security for good dunkers, and much more
  • Badges: Introducing a brand new tiered badge system for players on PlayStation® 5 (PS5™) and Xbox Series X|S, there will be 16 badges per attribute category: eight in Tier 1, four in Tier 2, and four in Tier 3, with the basic idea being that players need to equip a certain number of badges in the lower tiers before they can equip badges in the highest
  • Takeovers: While the primary and secondary Takeovers remain the same from previous games, Team Takeover has been redesigned. Team Takeover works as a cooperative team system with the entire team sharing a single meter. The new design makes a lot more sense and does a better job representing what it means to be hot as a team and to take over the game as a unit
  • AI Gameplay: PS5 and Xbox Series X|S players will notice improved AI ball handling, pick and roll execution, defensive tendencies, and coaching decisions.

NBA 2K23 Gameplay Screenshot 3

Check out the latest Courtside Report sent to us from 2K and stay tuned for additional details later this month and into September prior to launch.

NBA 2K23’s gameplay has a bevy of new improvements to complement any skill set. Flex on the rim, finesse your way to the rack, and experience more authentic animations.

NBA 2K23 is nearly here and it features gameplay enhancements that elevate the competitive intensity in all facets. The main pillar for us this year can be summed up with one word: Authenticity. The team worked hard to create as much parity as possible in the on-court gameplay between Current and New Gen. Below, we’ve detailed all there is to know about the updates coming in the latest iteration of the NBA 2K franchise.

OFFENSIVE GAMEPLAY
The defense was a point of emphasis in last year’s game, but NBA 2K23 is so jam-packed with new features and upgrades on the offensive end of the floor that it’s a perfect starting point. NBA 2K22 was a banner year for perimeter players: small guards had a slew of advantages over their taller counterparts, and outside shooting reigned supreme in online matches. Thinking about how we could bring more authenticity to our game, we looked at how virtual games were playing out compared to the real-life NBA, and it was clear that we needed to give more love to slashers who love to finish at the rim. This meant expanding the tools for attacking the basket.

UPGRADED PRO STICK
The most obvious upgrade is the addition of new gesture combos to the Pro Stick. Internally, we refer to the new mechanics as double throws (flicking the Pro Stick in a direction, letting it go back to center, and then quickly moving the Pro Stick back in the same direction) and switchbacks (flicking the Pro Stick in a direction, letting it center, and then quickly moving the Pro Stick in the opposite direction). These new gestures introduce a lot of new weapons for both shooting and ball handling.

FLEX ON THE RIM
For dunking, the metered skill dunks from NBA 2K22 (ability to force difficult dunks in traffic with a timed shot meter) return, but the new commands allow us to expand the dunking controls to let you dunk exactly how you want without accidentally firing off a skill dunk you weren’t expecting. When driving to the basket with the Sprint trigger held, the new Pro Stick control map for dunks is as follows:

  • UP = Two-Hand
  •  RIGHT = Strong Hand
  •  LEFT = Weak Hand
  •  DOWN = Rim Hang
  •  UP-UP = Flashy Two-Hand
  •  DOWN-UP = Flashy One-Hand
  •  UP-DOWN = Normal Skill Dunk with meter
  •  DOWN-DOWN = Rim Hang Skill Dunk with meter

You’ll notice with this new map, you now have control over rim hangs. For New Gen, we’ve taken that control to an all-new level with physics-based simulated rim hangs! This is an incredibly entertaining and wonderfully complex piece of tech that’s been in development for a couple of years now. It allows you to control when and how you hang on the rim after a dunk.

The controls are simple. Use one of the new rim-hang dunk gestures mentioned above when driving toward the hoop, but keep the Sprint trigger held when the player gets their hands on the rim. You’ll hang indefinitely as long as you keep the trigger held, and you can use the Left Stick to adjust the momentum of your swinging body and the Right Stick to pull yourself up on the rim. This is all done through a physical simulation, as opposed to canned animations—it looks and feels amazing. It’s one of the most fun things to do in the City (available on New Gen only), but watch out for techs if you hang too long in NBA games.

FINESSE YOUR WAY TO THE RACK
For slashers who want to finish with a little more finesse, double throw gestures are used for hop-step layups while switchback gestures are used for euro-step and cradle layups, which feels very natural. A simple hold left or right will perform an all-new set of quick scoop layups. These are great, especially for small guards who want to quickly flip the ball up around defenders before they can react and block the shot.

For the bigger/stronger players, you’ll also experience a lot of new contact layup content that properly shows what should happen when players like Giannis Antetokounmpo plow through everyone in their path.

In addition, we’ve added several new layup packages for both New Gen and Current Gen, including Devin Booker, Joel Embiid, Allen Iverson, Magic Johnson, Nikola Jokic, Zach LaVine, Ja Morant, Sue Bird, Diana Taurasi, and more!

For post players, double throws can be used for post drop steps and hop shots. Switchback gestures will give you shimmy shots and hooks. There are a bunch of new signature post shots and hooks to choose from this year as well.

COMBINE MESMERIZING SKILL MOVES
Dribbling in NBA 2K has taken on a life of its own and has become a sort of game within the game. Ball handlers are going to enjoy ‘combo-ing up’ in NBA 2K23, as the new gesture combos give you even more options for your arsenal. Switchback gestures will now perform dedicated signature double cross and hesi (hesitation) cross combo moves that you can assign as part of the Moving Crossover signature package—which has grown from 15 options to 28. Learning the speed of your stick throws and the timing of your signature animations is especially important now.

You can chain your player’s normal signature size-ups by rocking the Pro Stick back and forth rhythmically. Rapid double throws will give you the aforementioned new combos. And flicking the Pro Stick back and forth repeatedly will give you a whole different set of animations called Signature Combos that look incredible.

Another major dribbling change is the introduction of “attacking size-ups.” One of the things we wanted to improve with dribbling in NBA 2K was that, while the size-up moves looked cool, they weren’t very useful. The new attacking size-ups provide a lot more side-to-side movement and are much better at forcing the defense to drop and shift, allowing you to bait them one way and then attack the other—something all great ball handlers do so well in real life.

While it’s fun to clown your opponents with a flurry of flashy dribbles, we don’t want to encourage players to dribble the entire shot clock out while their teammates fall asleep. Energy will deplete much quicker when spamming too many moves together, so it’s important to be efficient and not “play with your food” too long. There’s a long list of size-ups to learn on paper, but they’re all very simple and feel natural in practice. Jump into 2KU Freestyle Practice to play around with different stick throw timings and you’ll get the hang of it after a few minutes.

ADRENALINE BOOSTS
Another new feature to prevent overdribbling is the concept of Adrenaline Boosts. There are three available boosts per player, per possession, shown as three small bars under the stamina meter.

Boosts are consumed every time you perform a hard go or explosive sprint launch. Once your three boosts are gone, you’ll notice that your speed and acceleration decrease significantly for the remainder of the possession. As with dribble combos, it’s important to play smart basketball and be efficient with your movement rather than zig-zagging back and forth aimlessly trying to get around the defense.

MORE AUTHENTIC SHOOTING
Shooting also gets some nice upgrades for NBA 2K23. In NBA 2K22, success from the outside was heavily weighted toward coverage. If you could get an open look, you could balance out poor ratings and inaccurate timing. This year, we wanted a more authentic shooting model that captures the essence of a great NBA shooter’s capabilities.

The first major change is the addition of shooting attributes. Since the inception of signature jump shots in 2K basketball, animations have been more or less aesthetic but functionally the same. This year, each signature jump shot has unique shooting stats that help determine its effectiveness.

  • Shot Speed – How quickly the shot gets to its ideal release point
  • Release Height – How high the shot is released
  • Defensive Immunity – How effective the shot is against defensive contests
  • Timing Impact – Adjusts shot windows to reward good timing at the cost of an increased penalty for bad timing

We’re also adding a huge number of shot animations to choose from, over double the amount of any previous version of 2K, and they’re much more accurate to each player’s real-life jumper. For MyPLAYERs, shot animations will be gated by shooting ratings, so you’ll have to play around with all the options to figure out what works best for your skill set and playing style. We’re looking forward to seeing a lot more variety in the community’s sig shot selection with this next evolution of shots.

SHOT METERS & FEEDBACK
There are also five new shot meters to choose from, with 15 more that can be unlocked through Seasons over the coming year! Some big, some small, some above the head, some to the side, and some below the shooter. Each meter completely fills to the end, which is your ideal release point, then empties on the late side ala 2K17-2K20. The new shot meter options were a common ask from the community, so we’re sure everyone will find an option they like and then some.

You’ll also notice a subtle change to how shot feedback works this year. We use shot arcs to help indicate whether you’re early (high arc), late (flat arc), or on time (ideal arc), so by paying attention you can easily tell right away if your release is off. Also, with Shot Feedback enabled, we’re delaying the timing/coverage overlay and green release animations from coming up until the ball hits the basket. It’s a small change, but it really brings back some of the drama that the green lights sometimes lacked, and also encourages everyone to continue to play through the possession rather than giving up and getting back in transition early.

FACILITATE THE OFFENSE
For the playmakers out there, you’ll find some new tools at your disposal as well. The Lead to Basket pass makes its return to New Gen so that it works the same way as Current Gen, allowing you to simply press and hold Y/TRIANGLE to get your receiver to cut to the basket and release the button to throw the pass.

Another alternative is the new Spot Up pass mechanic. If you press and hold B/CIRCLE, the receiver you’re pointing at with the left stick will perform a quick V or flare cut to get open on the perimeter. It’s a very useful quick-hitting play to get an open look when you don’t have time to run a full-blown play for your teammate. MyPLAYERs can also equip a signature passing style to mimic some of the best floor generals of all time, including Steph Curry, Magic Johnson, Jason Williams, LeBron James, and more.

Whether you prefer to drive the lane, back defenders down in the post, or spot up from behind the arc, NBA 2K23 offers a wide variety of tools that cater to your offensive gameplan.

DEFENSIVE GAMEPLAY
As always, defense remains a huge priority for the gameplay team. We know all the offensive upgrades in the world don’t make for a fun game if there are no counters to stop them, so let’s talk about some of the great enhancements on the other end of the floor.

Shot defense received a nice overhaul for NBA 2K23. Up until last year, we used a simple shot defense calculation that looked at two specific points: the location of the defender when the shot started and the proximity to the ball at release. It worked well, but also had its shortcomings. If the defender’s hand or arm moved slightly into a bad position, right at the point of our shot release calculation, you could get a bad coverage score even though it looked like a very good contest.

This year, we’ve created a system that evaluates the defensive player’s contesting hand throughout a window of the shooting motion. This larger sample set provides way more accurate results and helps line up the coverage numbers to what players expect based on what they see happening on-screen.

ON-BALL DEFENSE
For the floor game, on-ball defensive movement and body ups received a major refresh with new content that more accurately depicts today’s 1-on-1 player interactions. You’ll also notice a new indicator on the ball handler when in guarding position. This is the new defensive shading mechanic. The three bars on the indicator represent three zones: Straight up, Shade left, and Shade right. The zone the defender’s in is shown in red. If the ball handler attempts to attack a red lane, they’ll get cut off, lose their dribble, or fumble the ball.

Great defenders can anticipate where the ball handler is attacking and will now be more clearly rewarded for it. The shading system works for both on-ball defenders guarding the perimeter as well as the post and does a good job communicating to both the offense and defense why collisions resolve the way they do.

SHOT BLOCKING
Shot blocking has been refined quite a bit this year as well. With NBA 2K22, we made a huge effort to improve block targeting and give players the ability to deter any shot that comes into the paint. For NBA 2K23, blocks have been tuned to a more realistic level, leading to much more predictable outcomes, with the right players making appropriate stops when timing their block attempts well. No more small guards pulling off LeBron James-level chase-down blocks like last year. You’ll also notice a distinct improvement in ball security for good dunkers.

In the past, it was always risky trying to pull off tomahawks and back scratchers with defenders even remotely nearby. We’ve made some changes to encourage good dunkers to use a greater repertoire of dunk packages. Feel the reward of highlight-reel dunks with significant Takeover boosts in the right situations without fear of always getting the ball knocked out on the way up. The shot blocking system also now contains “fly-by” blocks. When closing out late on perimeter shooters, the fly-by’s will do a better job trying to get a hand up while preventing defenders from slamming into the shooter and sending them to the line.

STEALS & BALL STRIPS
Ball strips are new and improved this year with tons of new content and better coverage. So if you’re a smaller defender, quick hands can be just as effective in slowing down slashers and bigs in the paint as a good shot blocker. We’ve also added failed strip contact layups to make sure defender’s steal inputs are respected instead of getting ignored.

When the ball does get knocked loose by a block or steal, you’ll see greatly improved sideline awareness during scramble plays. Pickups near the out of bounds lines are much more reliable, as are diving ball saves that throw the ball back in play. I’ve seen some amazing 50/50 ball saves that would make Dennis Rodman and Alex Caruso proud!

BADGES, BUILDS, AND TAKEOVERS
One of the first things everyone does when they pick up a new version of 2K is experiment with building a new MyPLAYER. This year, the major goals for the Player Builder were refinement, polish, and balance. You still have complete control to build any type of player you want, but the new builder ensures that all builds, regardless of size or specialty, are fun and balanced.

The 5v5 environment used last year to test work-in-progress player builds, is also now accompanied by a 3v3 environment. For New Gen players, this is especially useful if you love to hoop on the City courts and want to make sure your player can hang in the streets.

Another huge addition to the build system is that animation purchases will now be account-bound rather than specific to one save file. In other words, if you purchase an animation for your playshot build, it will then be available to equip on your slasher build, assuming your player meets all the animation’s requirements. For Current Gen users, you’re no longer limited by the pie chart build system from the last couple years as it’s been replaced with the more robust Player Builder that New Gen uses.

The most impactful change, when it comes to building players, is in the form of a new badge system for New Gen. When looking at telemetry from previous years, we noticed that players often gravitated towards the same badges and, as a result, became a little overpowered by stacking certain badges together. This year, we’re moving to a tiered badge system. There are 16 badges per attribute category: eight in Tier 1, four in Tier 2, and four in Tier 3. Tier 1 badges are the least powerful for your player, but also cost the least amount of badge points. Costs go up as you climb the tiers and acquire the more impactful badges. The basic idea is that you’ll need to equip a certain number of badges in the lower tiers before you can equip badges in the highest.

The motive behind this change was to encourage players to make some tough choices when creating their badge recipes, make loadouts more valuable as a feature, and bring a better overall balance to the badge game in general. Along with the tiers, we’re also introducing “Core” badges, which are four unique badge slots (one in each attribute category) that can be filled with badges that don’t count toward your badge points. Each badge will have a challenge requirement that, once met, will allow the badge to be placed into a core badge slot. We also made several changes to the badges themselves, which are highlighted below:

FINISHING

  • Slithery – Makes it easier to gather through traffic, avoiding collisions and strips
  • Masher – Increases ability to finish inside layups over defenders
  • Aerial Wizard – Ability to successfully complete alley–oops and putbacks
  • Bully – Like Giannis and LeBron, able to finish strong by bulldozing through traffic
  • Removed: Hook Specialist

SHOOTING

  • Agent 3 – Ability to hit difficult 3PT shots off the dribble
  • Middy Magician – Improved ability to knock down mid-range jumpers off the bounce or out of the post like MJ
  • Amped – Reduces the shooting attribute penalties when fatigued and when moving excessively prior to shooting
  • Claymore – Increases a spot up shooter’s ability to knock down catch and shoot jumpers the longer they remain stationary prior to shooting
  • Comeback Kid – Improved ability to shoot perimeter jumpers when trailing in a game
  • Hand Down Man Down – Makes an outside shooter even deadlier if opponent fails to get a hand in the face
  • Space Creator – Formerly a Playmaking badge, it now boosts the ability to hit stepback jumpers and hop shots, and also will cause defenders to stumble more often
  • Limitless Range – An old favorite returns, making shooters more effective with any shot attempt from deep 3PT range
  • Removed: Chef, Hot Zone Hunter, Lucky #7, Mismatch Expert (moved to playmaking), Set Shooter, Sniper, and Limitless Spot-Up

PLAYMAKING

  • Killer Combos – Improves a dribbler’s effectiveness with size-up dribble moves (basically a combination of last year’s Quick Chain and Tight Handles badges)
  • Clamp Breaker – Helps ball handlers win more 1-on-1 body bump confrontations (the counter to Clamps)
  • Vice Grip – Improves ball security immediately after securing a rebound, catch, or picking up the ball. Great badge for bigs!
  • Mismatch Expert – Formerly a shooting badge, this badge now helps smaller guards break down taller defenders when mismatched 1-on-1
  • Removed: Bullet Passer, Downhill, Glue Hands, Stop & Go

DEFENSE/REBOUNDING

  • Anchor – A crucial badge for last line of defense bigs, improves ability to block and contest shots in the paint
  • Boxout Beast – Helps rebounders win boxout battles on both offensive and defensive rebounding situations
  • Work Horse – The Pat Bev badge that boosts your ability to hustle down 50/50 balls and play hard-nosed defense without getting tired
  • Glove – Named after legendary defender Gary Payton, helps you strip players as they gather for shots and poke the ball free from ball handlers
  • Challenger – Improves the effectiveness of perimeter shot contests
  • Removed: Defensive Leader

TEAM TAKEOVER REDESIGN
Takeovers are special abilities you can equip on your MyPLAYER that you can activate after building up your Takeover meters. Basically, like getting hot in real life. While the primary and secondary Takeovers remain the same, Team Takeover has been redesigned.

In the last couple of versions, a player would activate Team Takeover for the entire team and make everybody hot after filling up the primary, secondary, and then Team Takeover meters in sequential order. For NBA 2K23, Team Takeover works as a cooperative team system with the entire team sharing a single meter. Each player on the team has an equal portion that they’re responsible for filling up by performing well on the court and being good teammates. Once each player has filled up their portion of the meter, Team Takeover automatically fires off for the entire team. The new design makes a lot more sense and does a better job representing what it means to be hot as a team and to take over the game as a unit.

AI GAMEPLAY
NBA 2K23 is packed with AI goodness on both ends of the floor for new gen consoles. Here are some of the highlights that the AI engineers and Da Czar have cooked up for you.

NBA 2K23 Gameplay Screenshot 2

OFFENSIVE IMPROVEMENTS
The first thing we wanted to address this year was how the offensive AI uses its dribble move arsenal to attack. The goal was to make the AI more aggressive in setting up its moves, and more deliberate with what moves it used based on different situations. We’ve enhanced the AI’s ability to understand the defender’s positioning using the new defensive shading system we previously talked about. AI ball handlers will better assess the situation and then dip into their arsenal of moves to make the most appropriate attack. They now understand how to set up the defender, read the defender’s counter, and then attack openings with appropriate combos based on their move set and tendencies.

In order to make the AI attack more effective, we knew we had to mix up the timing of the AI’s drive attempts. To do this, we engineered the AI to prefer the earliest attack opening, or what we call, first move attack priority. If given the opportunity, the AI will attack quickly after a single move or before a move is even performed. However, if a user remains in great guarding position, the AI will continue to set up with single and double moves to try and create an opening.

In addition to making the AI ball handlers attack more intelligently, we also wanted to make sure they replicated their real life counterparts authentically. So, we built a brand new signature AI attack system that allows us to assign all of the stars a dynamic signature attack package that contains up to four signature combinations. Each single combination can contain up to 4 single move sets or two combo move sets. We can even create variations that allow for AI move progression.

For example, we can combine Kevin Durant’s between the legs cross, with a between the legs cross and step back. With early move priority, these moves won’t be scripted. He can launch and attack after the between the legs as a single move, or launch after the between the legs cross. If the user is still in great guarding position, he can decide to attack with any of the other combos in his attack package or just pull up for a shot. It’s a very powerful system that we can dynamically update throughout the season, and ensures that our AI is never predictable in its one-on-one game.

The next major improvement is the AI’s execution of the pick and roll. For NBA 2K23, the roll man understands how to keep a spacing relationship with the ball handler and can vary their roll path to the rim, based on the ball and how they’re being defended. To complement this, the AI passer has also been given a much better understanding of open vs. covered passing lanes, alley-oop opportunities, and lob pass opportunities over the top of the defense. You will have to check up on scorers coming off ball screens in this year’s game. The AI is acutely aware of what shots are available based on defensive coverage, so you’ll see AI scorers use a variety of reads to score on the pick and roll.

On the coaching side of things, dynamic game-plans give us flexibility in how the AI chooses to scheme their offenses from one game to the next. AI coaches will track efficiency by looking at points per possession for play types, freelance pick and roll, freelance post, and freelance isolation actions. They’ll also track mismatch attempts for isolation and post, as well as mid-range and three-point shooting possessions.

Instead of pre-determining between a team’s top scorers and who should get the lion’s share of the offensive possessions, the AI coach performs pre-game matchup evaluations, adding more weight to the player with the better matchup. It can also dynamically change weights as the game goes on based on efficiency for each scorer on the floor. If LeBron James has the better matchup and is scoring well, the game-plan will dive deeper and add more weight to the plays he’s most successful with. On the flip side, the AI will also adjust if their primary scorer is struggling. So, if LeBron is having an off night, you’ll see the 2nd and 3rd scoring options get more plays run for them.

DEFENSIVE IMPROVEMENTS
Last year, we built and re-wrote almost all of our major defensive systems. This year was all about refining them to deliver our best effort to date. Every phase of our defensive game has improved. From transition defense, where we can identify when the ball handler has been picked up, allowing the anchor to leave the paint and get to their man, to making the “NO THREES” setting work as intended. Rotations are sharper and more varied; pick and roll defense is tighter and smarter; and this year, players can choose to turn off drive, pick and roll. We’ve also improved cutter help individually as well to have more control over their Defensive Focus settings.

NBA 2K23 also features performance-based defensive adjustments. In the past we knew how many points and assists the leading scorers had on offense and would make adjustments based on that information. However, the adjustments the AI made had to be generic because it wasn’t obvious how a given player racked up that scoring and assist total. This year our refactored success and action engine can track exactly how scorers are doing their damage. This engine can decipher post-scoring, off-screen actions, isolations and whether or not players are getting buckets at the rim. It can detect spot-up shots vs. players who like to come down and fire up long distance threes after a few dribble moves. Each of these scenarios have their own defensive adjustments that the AI will automatically roll out depending on how efficiently the scorers are making shots. As a user, with our adaptive engine turned on, these adjustments will automatically be made for you. But if you choose, you can also make your own adjustments using the defensive settings.

The defensive AI is stingier with sending help until we know the opponent can actually take advantage of a particular opening. So at the beginning of games, you may notice drastically less help as your teammates wait to see if your opponent can actually take advantage of an open lane compared to last year. Of course, you’re free to turn off the auto adjustments and make your teammates help right from the jump if that’s the way you want to run your defense.

CLOSING REMARKS
This year, on both ends of the court, you’ll see improved gameplay that should translate to more wins, and more seamless actions. We can’t wait for the community to experience this year’s gameplay, explore the all-new features, and discover a lot of the hidden things we’ve snuck into the game. NBA 2K23 hits the shelves September 9, but you can reserve your copy today!

NBA 2K23 is set to release on September 9 for PlayStation 5 and PlayStation 4, Xbox Series X|S and Xbox One, Nintendo Switch, and PC platforms.

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Discussion
  1. My god. You have to do actual joystick combos to execute dunks now. They found a way to make dunking even more confusing. Just give us the 2K21 dunk buttons back please.
    Everything sounds good so far on paper. The true test is actual execution. What I don’t like are the added badges and strange gimmicks for dunking. I don’t think we need to add new badges every year. Besides that, the improved AI and defense will need to go through actual playing to see if improvements have been made or not.
    Otherwise a great read but again, what is the point if all of this stuff is patched out two weeks after launch? I hope 2K sticks to its gameplan this year and does not touch anything unless something is absolutely broken
    PROMISSING!
    Love the new focus on layups, love the potential of these new shooting attributes, love the new dribbling stamina concept to avoid overdribbling, love the aggressive sizeup mechanic, love the defensive shading thing as well.
    L O V E that the AI seems to be revamped to being more aggressive offensively and using more tools. L O V E the defensive changes Czar made.
    Ill hold my excitement for the first month of gameplay regarding these last 2 items but man...
    I love it. A lot of my issues with the game have been looked into, stuff that I felt was not addressed in 3 years at least
    This all sounds good. Hopefully they will drop some video clips showing off some of the new and tuned stuff between now and launch. I feel bad for the PC/Last Gen folk. If you're in a position to do so, grab you a Current Gen console. The game absolutely plays different on Current Gen.
    TarHeelPhenom
    Defense: "Defensive gameplay includes major updates aimed at creating more realistic on-ball defense and shot blocking, as well as steals and ball strips. This year, blocks have been tuned to a more realistic level, leading to more predictable outcomes, with the right players making appropriate stops when timing their block attempts well. There’s also a distinct improvement in ball security for good dunkers, and much more."
    No mention of rotations and help D. interested to see if they tuned those areas.
    AI Gameplay: "PS5 and Xbox Series X|S players will notice improved AI ball handling, pick and roll execution, defensive tendencies, and coaching decisions."
    Hopefully those defensive tendencies include rotation and help D.
    I hope they drop some gameplay trailers to show off some of this. It's hard to visualize without actually seeing it...at least for me.

    Not sure if you read past bullet points, but there’s a dedicated section to A.I offense and defense.
    This part in particular I liked:
    Rotations are sharper and more varied; pick and roll defense is tighter and smarter; and this year, players can choose to turn off drive, pick and roll. We’ve also improved cutter help individually as well to have more control over their Defensive Focus settings.
    NBA 2K23 also features performance-based defensive adjustments. In the past we knew how many points and assists the leading scorers had on offense and would make adjustments based on that information. However, the adjustments the AI made had to be generic because it wasn’t obvious how a given player racked up that scoring and assist total. This year our refactored success and action engine can track exactly how scorers are doing their damage. This engine can decipher post-scoring, off-screen actions, isolations and whether or not players are getting buckets at the rim. It can detect spot-up shots vs. players who like to come down and fire up long distance threes after a few dribble moves

    I know the recurring theme (which is fair) will be “It sounds good until they patch it” but what this is saying is that these options can be tuned by the player, so no global sweeping changes have to be made. The cutter help patch that happened in 2K22 wouldn’t have happened if this option was available. Definitely good news.
    Really enjoyed the blog, they covered all the bases I was interested in gameplay wise. Can’t wait to see what this A.I can do offensively.
    I also want to see how these new dribbling mechanics work, I couldn’t quite get a grasp on the “gesture” mechanic. The dunking mechanic doesn’t sound all that complicated, and gives us more control…I’m all for it.
    Haven't finished reading but had complain a little. They really spent years developing tech for rim hangs? Can't help but feel there are more important areas of the game to spend time on. People have been asking for improved body models for years. Has anyone ever once said anything about the game needing improvements and controls for rim hangs?
    I'll update this comment after I finish reading. Looks like there is a lot here. But that's a little thing that irks me.
    Edit: I like a lot of what I read. Sounds very promising but we'll see how it plays in execution and, of course, what adjustments are made post launch.
    Also sounds like I'm going to have to spend time in 2KU, per usual, to learn all the new controls. Hopefully there is a demo this year that lets us play around in 2KU.
    The 24th Letter
    Not sure if you read past bullet points, but there’s a dedicated section to A.I offense and defense.
    This part in particular I liked:
    I know the recurring theme (which is fair) will be “It sounds good until they patch it” but what this is saying is that these options can be tuned by the player, so no global sweeping changes have to be made. The cutter help patch that happened in 2K22 wouldn’t have happened if this option was available. Definitely good news.
    Really enjoyed the blog, they covered all the bases I was interested in gameplay wise. Can’t wait to see what this A.I can do offensively.
    I also want to see how these new dribbling mechanics work, I couldn’t quite get a grasp on the “gesture” mechanic. The dunking mechanic doesn’t sound all that complicated, and gives us more control…I’m all for it.

    "Rotations are sharper and more varied; pick and roll defense is tighter and smarter; and this year, players can choose to turn off drive, pick and roll. We’ve also improved cutter help individually as well to have more control over their Defensive Focus settings.
    NBA 2K23 also features performance-based defensive adjustments. In the past we knew how many points and assists the leading scorers had on offense and would make adjustments based on that information. However, the adjustments the AI made had to be generic because it wasn’t obvious how a given player racked up that scoring and assist total. This year our refactored success and action engine can track exactly how scorers are doing their damage. This engine can decipher post-scoring, off-screen actions, isolations and whether or not players are getting buckets at the rim. It can detect spot-up shots vs. players who like to come down and fire up long distance threes after a few dribble moves."
    That's music to my ears!
    Champy123
    Everything sounds good so far on paper. The true test is actual execution. What I don’t like are the added badges and strange gimmicks for dunking. I don’t think we need to add new badges every year. Besides that, the improved AI and defense will need to go through actual playing to see if improvements have been made or not.

    This!...a thousand times over.
    scottyp180
    Haven't finished reading but had complain a little. They really spent years developing tech for rim hangs? Can't help but feel there are more important areas of the game to spend time on. People have been asking for improved body models for years. Has anyone ever once said anything about the game needing improvements and controls for rim hangs?
    I'll update this comment after I finish reading. Looks like there is a lot here. But that's a little thing that irks me.

    At this point the body models hopefully will be addressed in a future article or news piece on Presentation. But I wouldn’t say it is a 100% guarantee 2K will address this particular issue
    I liked a good amount of things from this blog. One of the main things I’ve been HIGHLY against was seeing green before the ball made it to the rim. Seems like the exact compromise I always threw out there was made.
    I am not too excited about the dunking. Love the way it used to be where you pointed if you wanted to do a flashy, basic etc or use the button. This seems like too much but we’ll see.
    I am also very excited about over dribbling. I honestly think this is one of the main reasons I become so tired of playing online so quickly. It’s just all about dribble dribble dribble screen screen screen until they get a little space and shoot a 3. I hope picks are addressed as well. Tired of players just being able to mash B to get you stuck without having to setup properly.
    I love hearing about diving ball saves. They’ve been terrible the past few years imo. I don’t like to see the bullet passer badge gone unless the passing rating will really showcase that.
    I am REALLY hoping the CPU AI is a lot better this year. Usually when I don’t like how online is being played, I could at least play MyCareer to get more of a real basketball simulation but the CPU hasn’t been good since 2K19.
    Overall it was a good read. I hope everything plays out like they expect.
    Sent from my iPhone using Tapatalk
    cloakingturtle
    I love the attention to AI offense. As an offline playr only, thank you!

    Yesss this is a game changer!
    I been praying gor the offensive AI to be more aggressive and stars to play like stars🙏
    The only thing that worries me is they didn't mention the AI being agressive with jumpshots because the AI in 22 was already agressive driving inside but if 2k master the AI jumpshots all the around the Court and give a user a challenge we been begging for
    Then i see why Ronnie would say this is the best 2k ever!
    Shout out to Mike wang,Czar, and the rest of the team
    We hard on them because there are so talented and keep them more focused on the offline experience 👊
    Now for the MYNBA team please fix the DNA glitch and make sure we understand your blog
    People are already complaining about Lonzo losing stamina after dribbling X amount of times. I hope 2K doesn’t fold on this but I have a feeling they will.
    Sent from my iPhone using Tapatalk
    KobeDropped81
    2k23 gameplay clips

    I feel like the stamina will be touched, it’s historically never made it far when implemented…BUT the 3 burst limit itself will be enough to change the way that the online H2H game looks….really interested to see that in action….
    A way too early observation is the way the defense is positioned on that Lonzo play…Subtle, but I like that.
    Jrocc23
    People are already complaining about Lonzo losing stamina after dribbling X amount of times. I hope 2K doesn’t fold on this but I have a feeling they will.
    Sent from my iPhone using Tapatalk

    It won't affect me, but yes I anticipate an adjustment to Adrenaline Boosts to be the first change made.
    It pisses me off that the AI enhancements are for next gen and not PC. At least last year they tried to keep everything the same gameplay wise.
    I stopped reading after that little blip...never before had I lost interest so quickly. Oh well...ordered a new ultra wide monitor and planning on upgrading my card soon to play Spiderman. It's just a shame that 2k took this EA route for the PC version.
    I won't be active much here on the forums that bit of news really soiled the game for me.
    I'm not trying to be overly negative, but I did want to hear some thoughts on the idea of signature shots having their own ratings tied to them, like shot speed, release height, defensive immunity, and timing impact.
    I don't like defensive immunity and timing impact being tied to shots rather than players. Someone like Jordan, Dirk, Kobe, or Durant should have something that tells the game that contests on jumpers mean pretty much nothing to them, not have it tied to which signature shot they have.
    I've actually had this issue for a little while-- I wish there was a badge that just minimized the defensive impact of all contested jumpers for a player (maybe separate it by mid and three-point). For example, if I want to torch someone with Dirk or Durant from the triple-threat because they're good enough to just shoot over a contest, I can't, because there's no badge or rating for that.
    TarHeelPhenom
    This all sounds good. Hopefully they will drop some video clips showing off some of the new and tuned stuff between now and launch. I feel bad for the PC/Last Gen folk. If you're in a position to do so, grab you a Current Gen console. The game absolutely plays different on Current Gen.
    No offense to the many last gen/PC gamers, but I feel bad for 'new gen"/current gen gamers cause the larger install base (last gen) is holding back the game.
    Obviously, I stated why (larger install base) that is so, but the AI/gameplay improvements for the series have slowed to a crawl catering to (checking my phone) near 10 year old tech.
    Time to move on and really dip into the power of these newer consoles, IMO.
    Official HQ of Bills Backer/Spurs Nation
    Hassan Darkside
    Real sim heads read the AI Gameplay section in Da Czar's voice. :lol:

    Lmaooo glad to know it wasn’t just me, I definitely did this as well. Overall I love what I read and we’re gonna see if it works properly. The removal of certain badges, and what also sounds like a rework of certain badges should make MyPlayer games and modes much more interesting as well as the AI improvements. The dribbling sounds good, the dunking sounds more confusing than it actually is I bet. 2KU I go.
    Sidenote some of the stuff Mike Wang tweeted plus the removal of the shooting badges (sniper omg) are some of the things I’m most hyped about besides AI improvements.
    Hassan Darkside
    Real sim heads read the AI Gameplay section in Da Czar's voice. :lol:

    Yep. The Offensive and Defensive AI section was the only part I really got excited about. I honestly don't know enough about The City and online to have an opinion on the badges. I spend 85% of my time in MyNBA so the Kevin Durant example made me smile. It should add much needed variety to playing the CPU and realistic gameplay. I love the defensive indicators as well. I'm not sure if that's how NBA Live did one on one but it sounds similar. I want to feel the difference between bad a bad defender like Trae and somebody like Dejounte.
    VictorMG
    I'm not trying to be overly negative, but I did want to hear some thoughts on the idea of signature shots having their own ratings tied to them, like shot speed, release height, defensive immunity, and timing impact.
    I don't like defensive immunity and timing impact being tied to shots rather than players. Someone like Jordan, Dirk, Kobe, or Durant should have something that tells the game that contests on jumpers mean pretty much nothing to them, not have it tied to which signature shot they have.
    I've actually had this issue for a little while-- I wish there was a badge that just minimized the defensive impact of all contested jumpers for a player (maybe separate it by mid and three-point). For example, if I want to torch someone with Dirk or Durant from the triple-threat because they're good enough to just shoot over a contest, I can't, because there's no badge or rating for that.
    Totally agree, man. They should just bring back the three separate shot ratings (open/contested/moving for mid and three - point) instead of "assigning" attributes to shot animations.
    Obviously, shooting a certain way, speed, etc. effects efficiency but the separate shooting attributes alone could've easily expressed that.
    Also, there are guys that have an awkward shot (Haliburton) or shoot slowly (Jokic) but still get shots to go down.
    Official HQ of Bills Backer/Spurs Nation
    A lot of promising stuff in there. A couple potential red flags that worry me too, but if the stuff like the adrenaline boosts actually stick through the cycle, that would be huge (though I couldn't help but notice the handles for days was not removed so I wonder if they essentially get more boosts/potentially unlimited boosts at HOF).
    J_Posse
    No offense to the many last gen/PC gamers, but I feel bad for 'new gen"/current gen gamers cause the larger install base (last gen) is holding back the game.
    Obviously, I stated why (larger install base) that is so, but the AI/gameplay improvements for the series have slowed to a crawl catering to (checking my phone) near 10 year old tech.
    Time to move on and really dip into the power of these newer consoles, IMO.
    Official HQ of Bills Backer/Spurs Nation

    That's a great point!
    J_Posse
    Totally agree, man. They should just bring back the three separate shot ratings (open/contested/moving for mid and three - point) instead of "assigning" attributes to shot animations.
    Obviously, shooting a certain way, speed, etc. effects efficiency but the separate shooting attributes alone could've easily expressed that.
    Also, there are guys that have an awkward shot (Haliburton) or shot slowly (Jokic) but still get shots to go down.
    Official HQ of Bills Backer/Spurs Nation

    Maybe I’m reading it wrong, but it essentially seems like the same thing no? With a bit more wiggle room for players like the ones you mentioned. A slower release not killing players ability to create.
    Defensive immunity sounds like the attributes that will separate guys like KD/Dirk
    I’d assume offline, If you wanted to change a players shot, these things would be editable. If not, That’s where I’d see a problem.
    I'm also a little concerned about shot arcs being tied to timing. What if I need to arc a shot over the contest of a tall defender who's in my face? We'll essentially be forced to release the shot with early timing if I'm understanding correctly.
    I haven't read the whole article yet, and there were some things that look really good to me (like the adrenaline boosts, new dribbling, adding more sizeups and making them more effective, etc.), but a couple negative things also stood out to me and I'm curious to hear people's thoughts.
    J_Posse
    No offense to the many last gen/PC gamers, but I feel bad for 'new gen"/current gen gamers cause the larger install base (last gen) is holding back the game.
    Obviously, I stated why (larger install base) that is so, but the AI/gameplay improvements for the series have slowed to a crawl catering to (checking my phone) near 10 year old tech.
    Time to move on and really dip into the power of these newer consoles, IMO.
    Official HQ of Bills Backer/Spurs Nation

    Absolutely. I literally cringed when I read the word parity between consoles. That is exactly what I don't want. I spent over 1000 dollars to have a new experience.
    The 24th Letter
    Maybe I’m reading it wrong, but it essentially seems like the same thing no? With a bit more wiggle room for players like the ones you mentioned. A slower release not killing players ability to create.
    Defensive immunity sounds like the attributes that will separate guys like KD/Dirk
    I’d assume offline, If you wanted to change a players shot, these things would be editable. If not, That’s where I’d see a problem.
    I hope you're right and I'm wrong, 24th.
    I read it to mean every animation (base & release) has a "grade," combining (blending) different ones and changing the timing effects what the overall "attribute/score" comes out to.
    Official HQ of Bills Backer/Spurs Nation
    Mike said this on Twitter- CR is Courtside Report
    Mike [email protected]
    #NBA2K23 Didn’t make it in time for the CR, but working on adding a new controller setting to let you customize where your ideal release point is in your shots (early near takeoff or late closer to the wrist flick.) Still working out the kinks but gonna be 🔥
    Liking the sound of the "quick scoop layups for smaller guards." There's nothing more frustrating than having an open layup get swatted into the 3rd row because of a super-slow layup animation triggering. I want to be able to get the ball up on the glass quickly and make life tougher on shot blockers.
    Pray_iv_m3rcy
    Absolutely. I literally cringed when I read the word parity between consoles. That is exactly what I don't want. I spent over 1000 dollars to have a new experience.
    Yeah, that ticked me off a bit too but it's the circumstance everyone is in.
    New gen has been off to a rough few years (minus the Series S) with high demand and limited availability.
    Official HQ of Bills Backer/Spurs Nation
    The rim hanging could be toxic lol I like more control over dunk and layup types but not sure rim hanging was needed. That said, could be fun and I'll probably be annoying with the rim hanging.
    Sent from my SM-N976U using Tapatalk
    So if I get the physical edition of the game can I prevent the game ruining patch by uninstalling and reinstalling without internet?
    I will never forgive 2k for breaking 2k22 a month in
    Bruceleroy4455
    So if I get the physical edition of the game can I prevent the game ruining patch by uninstalling and reinstalling without internet?
    I will never forgive 2k for breaking 2k22 a month in

    Best thing you can do is get the physical copy of the game...download it to your internal storage/SSD Storage...and then make a copy of it to an external storage. That way you will have an out of the box copy of the game in case patches ruin it. I did that last year. Only thing is once patches start rolling out, you'll have to play the OOTB version offline. No roster, gear, face scan updates etc.
    Gotta say, I'm already more excited for 2k23 than I was for 2k22. I was on the fence for 2k22 up until it released, and was only convinced to buy it because of some very positive, early OS impressions. I was planning on holding off on 2k23 until it was on sale but this report has me leaning towards a day 1 purchase
    Welp with hookshots nerfed to death it make sense to remove that badge i guess.
    Postscoring big keeps getting shafted….
    Verzonden vanaf mijn iPhone met Operation Sports
    tru11
    Welp with hookshots nerfed to death it make sense to remove that badge i guess.
    Postscoring big keeps getting shafted….
    Verzonden vanaf mijn iPhone met Operation Sports

    I was thinking this is because hook shots and post scoring in general is a rare skill in the modern NBA. I can't think of many bigs in the current NBA that have a true, big man post game. Not like bigs like Shaq, Hakeem, Kareem, or even McHale who lived and dominated in the post.
    Somewhat relevant:
    https://twitter.com/Beluba/status/1554883092413702144?s=20&t=FPR4njBx-ssORuLAQteiXQ
    I’m not gonna lie, NBA 2K23 sounds absolutely incredible. Even the new “complex” sounding dunk system looks like it was made a little easier (only the flashy switchback dunk inputs have the dunk meter, right?). The dribbling sounds much improved, and they finally brought back on-ball defensive shading (no idea why they’re acting like this is a new feature, it was in the older 2Ks for over a decade if I remember correctly).
    But man, if those AI details are anywhere near accurate then this should be the first true next-gen feeling 2K with the most true-to-life AI to date. The attacking AI changes are music to my ears, with superstars having signature attack styles that read and react to how you are defending them
    The defensive AI also sounds much improved as far as how the game will supposedly learn from how you’re playing and make changes accordingly. It was nice to see them detail how these systems were implemented in the past and that they didn’t have the depth necessary to truly give an authentic feel to games. But if the AI works as intended in 2K23, this could easily become the most fun and challenging 2K to date for us offline gamers.
    Now we wait to see gameplay and if the hedge defender on the PnR is still braindead and decides to become a spectator instead of an active defender. That will legitimately make or break the entire offline experience.
    EccentricMeat
    (only the flashy switchback dunk inputs have the dunk meter, right?)

    It sounds like the Skill Dunk mechanic is still in play.
    For dunking, the metered skill dunks from NBA 2K22 (ability to force difficult dunks in traffic with a timed shot meter) return
    EDIT: Unless you were saying that now it's easy to not accidentally trigger the Skill Dunk because the input is flashy. I thought you were talking about the flashy dunks, sorry.
    TarHeelPhenom
    Best thing you can do is get the physical copy of the game...download it to your internal storage/SSD Storage...and then make a copy of it to an external storage. That way you will have an out of the box copy of the game in case patches ruin it. I did that last year. Only thing is once patches start rolling out, you'll have to play the OOTB version offline. No roster, gear, face scan updates etc.

    This. I cannot stress this piece of advice here. For offline players who don’t care about up to date face scans for current players, make an unpatched copy of the game at launch. This way you can preserve that launch version of the game and not the 2K22 version 1.5 that 2K23 will get patched into two weeks after launch.
    That was nice read however it is really simple.
    1. Make the speed ratings matter with the ball and without the ball. Dearon Fox should be able to blow by, and outrun Danilo Gallinari. The speed mute on 2k22 is the main reason I stopped playing the game. When speed doesn’t matter then the game is unrealistic.
    2. Make the defensive setttings work. If I can make guys help, and sag off of non shooters then every single other thing on defense can be corrected to a playable level. If you want to run 5 out with Clint Capela at center, then I should be able to keep the person guarding him around the rim to help on everyone else.
    3. Make wide open shooting about the raring of the shooter, and not all about timing. Timing should allow you to get the maximum shooting percentage of that player. Perfect timing with Curry should give you Curry’s real life numbers. If you are playing HOF then you should get real percentages if you are great at the game. Then make the shooting easier as you turn down levels. No one should average 50 percent from 3 as a team on HOF. No matter how exact the timing is.
    4. Call fouls on careless closeouts on jump shots. If they called fouls on jump shots you wouldn’t need to mess with what is and isn’t a good contest. People would have to leave space to keep from fouling.
    5. Call fouls on careless block attempts around the rim. You wouldn’t need to change the blocking system every year if non shot blockers fouled when trying to block layups and dunks. If Trae Young tries to block a layup or dunk then 99 percent of the time it should be a foul.
    Speed, Fouls, Defensive Settings, and Lower shooting percentages. They get this fixed the game is a classic. They have the engine, it is all about how they want it to play.
    VictorMG
    It sounds like the Skill Dunk mechanic is still in play.
    For dunking, the metered skill dunks from NBA 2K22 (ability to force difficult dunks in traffic with a timed shot meter) return
    EDIT: Unless you were saying that now it's easy to not accidentally trigger the Skill Dunk because the input is flashy. I thought you were talking about the flashy dunks, sorry.

    I’m just going off the “Flex on the Rim” section that says the dunk meter returns but only on certain double throw dunk inputs. This means you really can’t accidentally trigger these dunk attempts and the ability to do a number of standard (or “old style”) dunks is back in the game.
    So only the Up-Down and Down-Down inputs trigger the dunk meter.
    My main gameplay issue, that I didn't see addressed, is the dunk meter. That mechanic alone killed Trae to Collins alleys for me as I just could never get the timing down. We need the option to turn that off for offline play, for real.
    Sent from my SM-G950U using Operation Sports mobile app
    alabamarob
    That was nice read however it is really simple.
    1. Make the speed ratings matter with the ball and without the ball. Dearon Fox should be able to blow by, and outrun Danilo Gallinari. The speed mute on 2k22 is the main reason I stopped playing the game. When speed doesn’t matter then the game is unrealistic.
    2. Make the defensive setttings work. If I can make guys help, and sag off of non shooters then every single other thing on defense can be corrected to a playable level. If you want to run 5 out with Clint Capela at center, then I should be able to keep the person guarding him around the rim to help on everyone else.
    3. Make wide open shooting about the raring of the shooter, and not all about timing. Timing should allow you to get the maximum shooting percentage of that player. Perfect timing with Curry should give you Curry’s real life numbers. If you are playing HOF then you should get real percentages if you are great at the game. Then make the shooting easier as you turn down levels. No one should average 50 percent from 3 as a team on HOF. No matter how exact the timing is.
    4. Call fouls on careless closeouts on jump shots. If they called fouls on jump shots you wouldn’t need to mess with what is and isn’t a good contest. People would have to leave space to keep from fouling.
    5. Call fouls on careless block attempts around the rim. You wouldn’t need to change the blocking system every year if non shot blockers fouled when trying to block layups and dunks. If Trae Young tries to block a layup or dunk then 99 percent of the time it should be a foul.
    Speed, Fouls, Defensive Settings, and Lower shooting percentages. They get this fixed the game is a classic. They have the engine, it is all about how they want it to play.

    Seems like they’re at least fixing the speed issue for players dribbling the ball. The new “adrenaline” system gives three “bursts” per player per offensive possession. So it looks like they’re bringing back that fast, explosive first step but in a way that can’t be overly abused by having that 3-attempt limit.
    Seeing as there really wasn’t any explosive burst in the last two games, there’s no way they’re carrying that system over but adding that limit.
    Junior Moe
    My main gameplay issue, that I didn't see addressed, is the dunk meter. That mechanic alone killed Trae to Collins alleys for me as I just could never get the timing down. We need the option to turn that off for offline play, for real.
    Sent from my SM-G950U using Operation Sports mobile app

    No mention of how alley-oops play out so I’m guessing the meter is back. But the best thing to do is literally ignore the meter (and hopefully they give us the option to remove the on-screen overlay of it) because you just need to tap square right when the player is going to catch the lob.
    What about play calling? Last years method was horrible! Having to scroll thru your favorite plays menu to make a selection instead of plays having a button assigned was distracting which caused the offense player to focus to long on the menu and it sometimes resulted in getting picked. Go back to previous versions of 2K play calling so I can stop throwing my controller across the room in frustration. LOL
    Feel like I'm making up for my time away from OS in this one thread.
    One thing I'm wondering about the defensive AI, specifically how defenders won't help as much early in games, will team tendencies and strategies effect this? For a team like the Celtics, helping and switching is a staple of their defense. Helping less to start a game would be based on strategy and matchup, not something they would automatically do every game.
    EccentricMeat
    No mention of how alley-oops play out so I’m guessing the meter is back. But the best thing to do is literally ignore the meter (and hopefully they give us the option to remove the on-screen overlay of it) because you just need to tap square right when the player is going to catch the lob.
    I had better luck once I started to hit square right as Collins caught the ball. I just hate having a forced "gamey" mechanic in MyNBA. In MyNBA I'm strictly real player% and ACE, for better or worse. Instead of reading and reacting I'm worried about the meter; I never use alleys late in close games because of it. I just stopped throwing alleys in MyNBA because I feel like 2K unnecessarily complicated it.
    Sent from my SM-G950U using Operation Sports mobile app
    EccentricMeat
    No mention of how alley-oops play out so I’m guessing the meter is back. But the best thing to do is literally ignore the meter (and hopefully they give us the option to remove the on-screen overlay of it) because you just need to tap square right when the player is going to catch the lob.

    Took me awhile to figure this out. I would focus too much on the meter and finally realized that if I just wait until the dunker catches the ball, I should be good.
    Hoop Life
    What about play calling? Last years method was horrible! Having to scroll thru your favorite plays menu to make a selection instead of plays having a button assigned was distracting which caused the offense player to focus to long on the menu and it sometimes resulted in getting picked. Go back to previous versions of 2K play calling so I can stop throwing my controller across the room in frustration. LOL

    Only reason I adjusted to it was because I primarily used the Celtics. I knew my go to plays for my go to players, but even then, it could take too long just to select a play. And it discouraged me from playing as other teams because I wouldn't know their playbooks and I'd end up spending the majority of a game learning how to use the team.
    Junior Moe
    Welp, the alley dunk meter/button isn't going anywhere according to Mike Wang. It should be easier to read, though.
    Sent from my SM-G950U using Operation Sports mobile app

    He said they made it even bigger, which isn't good for people who thought it was an eyesore. I really wish they just gave us the option to turn it off for offline play.
    The AI team worked hard on improving AI defensive rotations, transition, and pick & roll defense to name a few. ... On-ball defenders are less psychic and defend in a more human way.
    :y11:
    I’m not as excited as most in here. I’m not falling for any hype this year. Lol To be honest that was my least favorite 2k blog I’ve read in years. I didn’t here any of my main concerns listed. Were modes not separated? Will daily updates still effect users sliders everyday? That in itself was exhausting as the game changed everyday. 1 day you get the game playing great from a slider perspective and the next everything is wacky. Shooting percentages constantly changing behind the scenes that effect your sliders even though you changed nothing. How can you enjoy the game where 1 day you have realistic shooting percentages in the 40’s and the next day your shooting 60% from 3.
    I’m not a fan of anything controlled behind the scenes and by ACE only! Been there done that & it’s a mess. Ace has over ridden player tendencies and play calling for years. It’s ruined the game offline along with the daily gameplay updates & patches. Some might not notice it, some might not care, but it negatively effects teams from playing like themselves. We have to rely on 2k to adjust it behind the scenes. What made 2k great in years past was that they gave us options to edit everything to cater to the experience each user wanted. By not giving us that access to how the cpu calls plays, the cpu teams AI play styles, who the cpu calls plays for, player tendencies not being over ridden, and reliant on how the cpu adjusts defensively throughout a game realistically is still going to be an issue as long as we can’t fix or control it and it’s reliant on ACE & 2k to adjust it for us.
    Also, no word on the scramble logic, closeouts, and rotation logic after the last 2 years is concerning to say the least. I saw a quick mention of cutter help. But is help going to still come from the wrong places? Are rotations not going to make sense? I’m a bit shocked all of this wasn’t discussed in great detail after the huge thread & debacle of 2k21 & 2k22 on help d logic and cutter help!
    What about PNR defense? How is this fixed? How is the hedge defender fixed? Help rotation? Is it band aided again unrealistically? Were user coaching adjustments fixed? Do they work accordingly & as intended or are they still shut off for users?
    The playcalling is interesting though on who is hot or not from game to game or calling plays that work more often. But how this is implemented and called is of concern. In past 2k’s the problem is teams don’t play like teams should. For example the bucks, clippers, suns, and lakers AI would run everything through superstars no matter what. Teams like the suns would run everything through Paul and never for Booker unless Paul came out. So how will this be different? Why do the player touches tendencies not work? We’re they fixed?
    Lastly, what about game speed? Player speed differences? On fast breaks is the user going to get penalized and slow down to let the defense recover? Is Ja morant going to get stonewalled by Chet Holmgren? Is Chet gonna unrealistically slide around a PNR?
    Idk, way too many questions for me to be fooled again. I will for sure need to see video of these things in action from trusted sources to even buy this year. I know people don’t want to hear this **** & take their enthusiasm away from the game but hey I’d love to hear more about each of these issues in detail & for 2k to prove me wrong & say they fixed all of this in 1 cycle! I was just hoping to hear more specifics in these areas & hopefully we do in the coming weeks in coming blogs.
    Something I haven't seen discussed is that players set point on jumpers in now lower. You could tell on the Tatum jumper in the trailer and the footage of Harden shooting.
    Should make Sig Shot creators jobs a lot easier
    For you online guys, per Mike Wang on Twitter, Real Player % no longer an option in online games. I don't play online like that. But for those that do is this good news or bad news?
    TarHeelPhenom
    For you online guys, per Mike Wang on Twitter, Real Player % no longer an option in online games. I don't play online like that. But for those that do is this good news or bad news?

    It became a bit overpowered in the Rec/Park space, so a lot of people started crying foul.
    I’m not sure if anyone used in H2H though, seems like a disadvantage.
    I didn’t use it myself, but I hope they at least give us the option to use it on layups, or essentially turn layup timing off.
    So again not a single new passing option, my god….only one clear positive might be shot speed so we actually feel the difference between guys w quick releases like Curry and the rest. Hoping Abdul-Rauf gets it but doubtful. The easiest negative is the each players gets 3 adrenaline shots, wtf is that about? Why is it not based on stamina, skill and attributes as it should? 2k really is the king of adding gimmicks rather than working out a way to make the core mechanics work. I just wish for all their gimmicks nonsense, they’d at least do it for passing!
    The 24th Letter
    It became a bit overpowered in the Rec/Park space, so a lot of people started crying foul.
    I’m not sure if anyone used in H2H though, seems like a disadvantage.
    I didn’t use it myself, but I hope they at least give us the option to use it on layups, or essentially turn layup timing off.

    Real player percentage is useful online in H2H for some folks. Depending on player releases and internet speed.
    I wonder something as basic as fast breaks will be fixed, or will the player on offense still have that odd hitch when trying to do a fast break? I also want to hear if there are any improvements to the classic teams players build and gameplay since they are bring back MJ as a focus for the game.
    alabamarob
    Real player percentage is useful online in H2H for some folks. Depending on player releases and internet speed.

    Fair enough, I know RP% is a lot more sensitive to contests so I wasn’t sure if people used it in the H2H space
    To be fair, sometimes "online games" is 2k referring to Park/Rec/ProAm, so who knows. But like Rob said it can be helpful for someones enjoyment factor if they are limited in their connection capabilities. Only 1 guy in our 30 user league is aloud to use it, and that's cause he lives in Australia. It was alot more fair in 2k22 than 2k21 but he also is disciplined enough not to abuse it. So for his sake, I hope its still an option in MyNBA Online.
    vannwolfhawk
    I’m not as excited as most in here. I’m not falling for any hype this year. Lol To be honest that was my least favorite 2k blog I’ve read in years. I didn’t here any of my main concerns listed. Were modes not separated? Will daily updates still effect users sliders everyday? That in itself was exhausting as the game changed everyday. 1 day you get the game playing great from a slider perspective and the next everything is wacky. Shooting percentages constantly changing behind the scenes that effect your sliders even though you changed nothing. How can you enjoy the game where 1 day you have realistic shooting percentages in the 40’s and the next day your shooting 60% from 3.
    I’m not a fan of anything controlled behind the scenes and by ACE only! Been there done that & it’s a mess. Ace has over ridden player tendencies and play calling for years. It’s ruined the game offline along with the daily gameplay updates & patches. Some might not notice it, some might not care, but it negatively effects teams from playing like themselves. We have to rely on 2k to adjust it behind the scenes. What made 2k great in years past was that they gave us options to edit everything to cater to the experience each user wanted. By not giving us that access to how the cpu calls plays, the cpu teams AI play styles, who the cpu calls plays for, player tendencies not being over ridden, and reliant on how the cpu adjusts defensively throughout a game realistically is still going to be an issue as long as we can’t fix or control it and it’s reliant on ACE & 2k to adjust it for us.
    Also, no word on the scramble logic, closeouts, and rotation logic after the last 2 years is concerning to say the least. I saw a quick mention of cutter help. But is help going to still come from the wrong places? Are rotations not going to make sense? I’m a bit shocked all of this wasn’t discussed in great detail after the huge thread & debacle of 2k21 & 2k22 on help d logic and cutter help!
    What about PNR defense? How is this fixed? How is the hedge defender fixed? Help rotation? Is it band aided again unrealistically? Were user coaching adjustments fixed? Do they work accordingly & as intended or are they still shut off for users?
    The playcalling is interesting though on who is hot or not from game to game or calling plays that work more often. But how this is implemented and called is of concern. In past 2k’s the problem is teams don’t play like teams should. For example the bucks, clippers, suns, and lakers AI would run everything through superstars no matter what. Teams like the suns would run everything through Paul and never for Booker unless Paul came out. So how will this be different? Why do the player touches tendencies not work? We’re they fixed?
    Lastly, what about game speed? Player speed differences? On fast breaks is the user going to get penalized and slow down to let the defense recover? Is Ja morant going to get stonewalled by Chet Holmgren? Is Chet gonna unrealistically slide around a PNR?
    Idk, way too many questions for me to be fooled again. I will for sure need to see video of these things in action from trusted sources to even buy this year. I know people don’t want to hear this **** & take their enthusiasm away from the game but hey I’d love to hear more about each of these issues in detail & for 2k to prove me wrong & say they fixed all of this in 1 cycle! I was just hoping to hear more specifics in these areas & hopefully we do in the coming weeks in coming blogs.

    My thoughts exactly from top to bottom. Thanks J, you saved my time to write it all down in the best possible way. :)
    I hope that i won't have to underscore but maybe they got scared that i would again underscore with red of their gameplay blog details and show the truth that whatever they promised to yet not delivered after some patches etc in 2k22 so they thought it's better to take care with not much of a detail who knows right..
    TarHeelPhenom
    For you online guys, per Mike Wang on Twitter, Real Player % no longer an option in online games. I don't play online like that. But for those that do is this good news or bad news?
    I wonder how it will affect MyTeam. I play mainly Domination against the CPU but on the PS5 I suck with the shot meter on so I play with real player %. On my PS4 Pro I use the shot meter for everything and I'm good. I have played a few MT games online on the PS4 and I shoot like I normal so maybe I'll just stick to the PS4 when I do decide to venture online.
    Sent from my SM-G950U using Operation Sports mobile app
    Junior Moe
    I wonder how it will affect MyTeam. I play mainly Domination against the CPU but on the PS5 I suck with the shot meter on so I play with real player %. On my PS4 Pro I use the shot meter for everything and I'm good. I have played a few MT games online on the PS4 and I shoot like I normal so maybe I'll just stick to the PS4 when I do decide to venture online.
    Sent from my SM-G950U using Operation Sports mobile app

    Should be available in Domination mode vs. the CPU I would think…
    Probably locked down for MyTeam online though
    Airing out my potential pessimistic takes:
    - Lots of the AI sounds “new” which means it can be buggy and unrefined. Also very exposed to patching nerfs.
    - Their focus on “more realistic defense” can either make defense smarter or it also kiiiinda reads as a “warning” that defense will be nerfed as some of the OP bandaids 2K22 had at least made scoring more challenging (like the blocks and glue on ball defense). Will layups be TOO easy to make now? Will superstars losing their defenders be 2K21 easy? They did “warn” that help defense won’t be there to start games and will be a gradual thing. With this smartening of AI it gives me slight PTSD of endless hours of tweaking 2K22 to keep up with their constant AI tweaks and patches (both behind the scenes and up front).
    - Some of their wording and new features give me a hunch that superstars with the better sigs may become too OP. Meaning it might become easier to drop 70 with Jordan but harder to have a freak 31 point performance with a Keita Bates Diop (funny as it sounds, he did that on LeBron and the Lakers heads.. on 11/11 shooting.. but yeah.. it’s the Lakers..). I get this impression that superstars may become so overpowered that we’d have to really adjust sliders to make it harder for THEM, which would then make it impossible for “help” players to have highlight games.
    We won’t know till months into the game dropping, honestly. I see a lot of new complicated systems that can be game changing great or go awry and be unstable. Also a lot of stuff that can piss off the online children and get patched.
    My favorite part of 2K22 had been the recent few months honestly. Why? Because they stopped patching and adjusting everything. I finally am able to play the game with core setting works, and not have to recalibrate everything to keep up with whatever they’re doing under the hood due to the online community.
    EccentricMeat
    I’m just going off the “Flex on the Rim” section that says the dunk meter returns but only on certain double throw dunk inputs. This means you really can’t accidentally trigger these dunk attempts and the ability to do a number of standard (or “old style”) dunks is back in the game.
    So only the Up-Down and Down-Down inputs trigger the dunk meter.

    *Well I guess am playing on my series x and not my PC because of the Ai improvements, those move me the most*

    other than that one small thing i would have preferred was if UP UP and DOWN DOWN were used for forced dunks as the inputs to make it easier to remember that double flicks in the same directions are always the forced metered dunks as opposed to UP UP being Flashy 2 hand dunk.....
    but hey if that is my only concerned this time of year then 2k has got something really going on with this years IP
    😐 Not excited but I'm in for another year of Dribbles&Threes2K23.
    Why is there always input latency offline? It makes online worse off. I would love for that to be fixed.
    loso_34
    They have refused to address the lack of fast breaks and the speed rating being inconsequential.

    The fact that it wasn't mentioned here doesn't necessarily mean it wasn't addressed
    vannwolfhawk
    I’m not as excited as most in here. I’m not falling for any hype this year. Lol To be honest that was my least favorite 2k blog I’ve read in years. I didn’t here any of my main concerns listed. Were modes not separated? Will daily updates still effect users sliders everyday? That in itself was exhausting as the game changed everyday. 1 day you get the game playing great from a slider perspective and the next everything is wacky. Shooting percentages constantly changing behind the scenes that effect your sliders even though you changed nothing. How can you enjoy the game where 1 day you have realistic shooting percentages in the 40’s and the next day your shooting 60% from 3.
    I’m not a fan of anything controlled behind the scenes and by ACE only! Been there done that & it’s a mess. Ace has over ridden player tendencies and play calling for years. It’s ruined the game offline along with the daily gameplay updates & patches. Some might not notice it, some might not care, but it negatively effects teams from playing like themselves. We have to rely on 2k to adjust it behind the scenes. What made 2k great in years past was that they gave us options to edit everything to cater to the experience each user wanted. By not giving us that access to how the cpu calls plays, the cpu teams AI play styles, who the cpu calls plays for, player tendencies not being over ridden, and reliant on how the cpu adjusts defensively throughout a game realistically is still going to be an issue as long as we can’t fix or control it and it’s reliant on ACE & 2k to adjust it for us.
    Also, no word on the scramble logic, closeouts, and rotation logic after the last 2 years is concerning to say the least. I saw a quick mention of cutter help. But is help going to still come from the wrong places? Are rotations not going to make sense? I’m a bit shocked all of this wasn’t discussed in great detail after the huge thread & debacle of 2k21 & 2k22 on help d logic and cutter help!
    What about PNR defense? How is this fixed? How is the hedge defender fixed? Help rotation? Is it band aided again unrealistically? Were user coaching adjustments fixed? Do they work accordingly & as intended or are they still shut off for users?
    The playcalling is interesting though on who is hot or not from game to game or calling plays that work more often. But how this is implemented and called is of concern. In past 2k’s the problem is teams don’t play like teams should. For example the bucks, clippers, suns, and lakers AI would run everything through superstars no matter what. Teams like the suns would run everything through Paul and never for Booker unless Paul came out. So how will this be different? Why do the player touches tendencies not work? We’re they fixed?
    Lastly, what about game speed? Player speed differences? On fast breaks is the user going to get penalized and slow down to let the defense recover? Is Ja morant going to get stonewalled by Chet Holmgren? Is Chet gonna unrealistically slide around a PNR?
    Idk, way too many questions for me to be fooled again. I will for sure need to see video of these things in action from trusted sources to even buy this year. I know people don’t want to hear this **** & take their enthusiasm away from the game but hey I’d love to hear more about each of these issues in detail & for 2k to prove me wrong & say they fixed all of this in 1 cycle! I was just hoping to hear more specifics in these areas & hopefully we do in the coming weeks in coming blogs.

    I've been primarily playing on PC and one of your issues (Which I marked in bold) has been my biggest issue with the game. Fastbreaks have become a thing of the past. It seems like every FB opportunity gets neutered by forcing me into some exaggerated hesitation animation when I have an advantage which allows the D to catch up. The movement sliders appear to make zero difference in resolving this. Based on that write-up it also appears that most of the A.I. tweaks are exclusive to next-gen :wedgie:.
    vannwolfhawk
    I’m not as excited as most in here. I’m not falling for any hype this year. Lol To be honest that was my least favorite 2k blog I’ve read in years. I didn’t here any of my main concerns listed. Were modes not separated? Will daily updates still effect users sliders everyday? That in itself was exhausting as the game changed everyday. 1 day you get the game playing great from a slider perspective and the next everything is wacky. Shooting percentages constantly changing behind the scenes that effect your sliders even though you changed nothing. How can you enjoy the game where 1 day you have realistic shooting percentages in the 40’s and the next day your shooting 60% from 3.
    I’m not a fan of anything controlled behind the scenes and by ACE only! Been there done that & it’s a mess. Ace has over ridden player tendencies and play calling for years. It’s ruined the game offline along with the daily gameplay updates & patches. Some might not notice it, some might not care, but it negatively effects teams from playing like themselves. We have to rely on 2k to adjust it behind the scenes. What made 2k great in years past was that they gave us options to edit everything to cater to the experience each user wanted. By not giving us that access to how the cpu calls plays, the cpu teams AI play styles, who the cpu calls plays for, player tendencies not being over ridden, and reliant on how the cpu adjusts defensively throughout a game realistically is still going to be an issue as long as we can’t fix or control it and it’s reliant on ACE & 2k to adjust it for us.
    Also, no word on the scramble logic, closeouts, and rotation logic after the last 2 years is concerning to say the least. I saw a quick mention of cutter help. But is help going to still come from the wrong places? Are rotations not going to make sense? I’m a bit shocked all of this wasn’t discussed in great detail after the huge thread & debacle of 2k21 & 2k22 on help d logic and cutter help!
    What about PNR defense? How is this fixed? How is the hedge defender fixed? Help rotation? Is it band aided again unrealistically? Were user coaching adjustments fixed? Do they work accordingly & as intended or are they still shut off for users?
    The playcalling is interesting though on who is hot or not from game to game or calling plays that work more often. But how this is implemented and called is of concern. In past 2k’s the problem is teams don’t play like teams should. For example the bucks, clippers, suns, and lakers AI would run everything through superstars no matter what. Teams like the suns would run everything through Paul and never for Booker unless Paul came out. So how will this be different? Why do the player touches tendencies not work? We’re they fixed?
    Lastly, what about game speed? Player speed differences? On fast breaks is the user going to get penalized and slow down to let the defense recover? Is Ja morant going to get stonewalled by Chet Holmgren? Is Chet gonna unrealistically slide around a PNR?
    Idk, way too many questions for me to be fooled again. I will for sure need to see video of these things in action from trusted sources to even buy this year. I know people don’t want to hear this **** & take their enthusiasm away from the game but hey I’d love to hear more about each of these issues in detail & for 2k to prove me wrong & say they fixed all of this in 1 cycle! I was just hoping to hear more specifics in these areas & hopefully we do in the coming weeks in coming blogs.

    Yea I’m not reading all that.
    I’m happy for you though.
    Or sorry that happened…
    Nah I kid I kid all great points as usual, and there’s definitely a lot of new AI systems in place “behind the scenes” that have plenty of room to add new issues we’ve never dealt with before. And with ACE’s less than stellar history I can absolutely understand the lack of excitement over the news that it will be controlling even more of the fundamental aspects of offline gameplay.
    HOWEVER, I interpreted a lot of these new ACE features (namely the defense adjusting based off how you attack and score, as well as the offense reacting to how you defend) as more of 2K finally fixing ACE and making it the system is was meant to be. Instead of having to spend months tweaking sliders to try and get the AI to play somewhat realistically on offense and defense, these new AI additions should handle that for us and our slider tweaking will be more about fine-tuning the AI instead of overhauling it entirely.
    That’s just my hope, though. And I guess I’m in an optimistic mood today because usually I’m more aligned with your thoughts here and assume the worst from 2K. I’ll just save my disappointment for when we get to actually see some USER vs CPU gameplay in the wild. Here’s hoping they actually pulled it off
    EccentricMeat
    Yea I’m not reading all that.
    I’m happy for you though.
    Or sorry that happened…
    Nah I kid I kid all great points as usual, and there’s definitely a lot of new AI systems in place “behind the scenes” that have plenty of room to add new issues we’ve never dealt with before. And with ACE’s less than stellar history I can absolutely understand the lack of excitement over the news that it will be controlling even more of the fundamental aspects of offline gameplay.
    HOWEVER, I interpreted a lot of these new ACE features (namely the defense adjusting based off how you attack and score, as well as the offense reacting to how you defend) as more of 2K finally fixing ACE and making it the system is was meant to be. Instead of having to spend months tweaking sliders to try and get the AI to play somewhat realistically on offense and defense, these new AI additions should handle that for us and our slider tweaking will be more about fine-tuning the AI instead of overhauling it entirely.
    That’s just my hope, though. And I guess I’m in an optimistic mood today because usually I’m more aligned with your thoughts here and assume the worst from 2K. I’ll just save my disappointment for when we get to actually see some USER vs CPU gameplay in the wild. Here’s hoping they actually pulled it off

    Lol! I know I know I tend to go on and on but at the same time there is so much left unaddressed so it just ended up long winded but all things that imo need to be touched on at the very least.
    To be honest in years past I’ve defended 2k and liked the direction that they were going. Ever since 18 though ACE has had a negative effect for offline gamers as far as realism goes & I can’t really defend their direction like I once could.
    To your point though & my concern with the optimism & I know you can feel me here with all the testing that you do to movement sliders. We all know how 2k handles their on ball defense. Besides 2k18 it has always been unrealistic as far as bumping ball handlers with no freedom of movement. The 1st thing I do is fix all that through sliders to create hip rides & realistic on ball off d movement & freedom of movement like irl. The problem though is when we do that is the fundamental help d, rotations, scramble logic behind it realistic & able to handle it? That’s where 2k in the past 4 years has band aid fixed the defense to hide the real core issues behind it. So, I know how they tend to fix things and hide flaws. So I am not very optimistic for that reason alone. I know everyone always loves the defense out of the box and it’s tough but it’s not realistic. Hasn’t been for years.
    Anyways, A quick example is with the ACE defense for players having the ability to now adjust & read how we are playing. Ok cool that sounds good to me. But does that mean they start to anticipate to cut us off and create a bump animation and then stop us in our tracks like years past? But what if we eliminate that because we want true to life freedom of movement? Will that still carry the same intended results? I’m gonna venture to say no. So, it’s either play the game the way they made it and intended it to be played or nothing at all. But how they typically handle this I can’t play the game like that as it’s not realistic or fun.
    I just would have rather heard them talk about rotations, closeouts, & scramble situations which is where all the core issues have been for years. I’d have loved to hear them talk about help not coming from the strong corners. How they fixed it & why it was happening, etc. in years past we only saw ACE adjust after a timeout. Can it now adjust on the fly? Or can I run the same thing 5x in a row and hit wide open shot after wide open shot until the cpu calls a timeout and switches their ACE to counter us. Then they take away shooters and then we drive to hoop for no help layups now until the next timeout? Is ACE dynamic and makes changes possession to possession & on the fly? I truly hope your right though and they spent this cycle fixing ACE so teams can scheme and play like themselves on both sides of the ball!
    I just bring all this up because it’s been 4 years of the same thing.
    What stands out to me the most is they said on 2k22 they mainly focused on defense, yet they couldn't even get the pick and roll correct, something basic as pick and roll.
    Overall I think graphics-wise; we are we're going to be the most they could do is make it more realistic, authentic gameplay unless robotic.
    As long as they're catering to the online crowd, I understand that's where the money's at, but the games play completely different offline and online.
    I'm still playing 2k22 second year into my career. Now into the playoffs again, probably will win the title and wait for 2k23. I'm buying it no matter what, at least for this year.
    I have owned it since it came out on the Dreamcast, so I'll give it a chance this year to improve; even if they try hard and fail a little bit, I'll be happy with that.
    They can get feedback and do some patches and make it a bit better, but right now, the game is going to pretty much feel like 2K 22 unless you do a complete overhaul like 2K14.
    There's going to be a time where they need to do a complete overhaul not just upgrade the shot authenticity and better player models and lightning.
    Need a complete new engine it's why Madden has been stinking up the joint since it went to the 360 they were still using PS2 where I feel Madden 08 was one of the best and just didn't build the New Foundation for next gen.
    2K is coming in across that line very soon where basically new plateau and it's going to seem robotic you need very fluid animations that make the game feel real and authentic.
    Anyways sorry for the ramble but I'm sure all of you guys are with me you're buying this also.
    I went for the 99.99 package.
    I already have access to NBA league pass for free, but I could see the people buying it for $149 that is a great deal if you love NBA like most do!
    Let's hope for an amazing game guys enjoy!
    vannwolfhawk
    Lol! I know I know I tend to go on and on but at the same time there is so much left unaddressed so it just ended up long winded but all things that imo need to be touched on at the very least.
    To be honest in years past I’ve defended 2k and liked the direction that they were going. Ever since 18 though ACE has had a negative effect for offline gamers as far as realism goes & I can’t really defend their direction like I once could.
    To your point though & my concern with the optimism & I know you can feel me here with all the testing that you do to movement sliders. We all know how 2k handles their on ball defense. Besides 2k18 it has always been unrealistic as far as bumping ball handlers with no freedom of movement. The 1st thing I do is fix all that through sliders to create hip rides & realistic on ball off d movement & freedom of movement like irl. The problem though is when we do that is the fundamental help d, rotations, scramble logic behind it realistic & able to handle it? That’s where 2k in the past 4 years has band aid fixed the defense to hide the real core issues behind it. So, I know how they tend to fix things and hide flaws. So I am not very optimistic for that reason alone. I know everyone always loves the defense out of the box and it’s tough but it’s not realistic. Hasn’t been for years.
    Anyways, A quick example is with the ACE defense for players having the ability to now adjust & read how we are playing. Ok cool that sounds good to me. But does that mean they start to anticipate to cut us off and create a bump animation and then stop us in our tracks like years past? But what if we eliminate that because we want true to life freedom of movement? Will that still carry the same intended results? I’m gonna venture to say no. So, it’s either play the game the way they made it and intended it to be played or nothing at all. But how they typically handle this I can’t play the game like that as it’s not realistic or fun.
    I just would have rather heard them talk about rotations, closeouts, & scramble situations which is where all the core issues have been for years. I’d have loved to hear them talk about help not coming from the strong corners. How they fixed it & why it was happening, etc. in years past we only saw ACE adjust after a timeout. Can it now adjust on the fly? Or can I run the same thing 5x in a row and hit wide open shot after wide open shot until the cpu calls a timeout and switches their ACE to counter us. Then they take away shooters and then we drive to hoop for no help layups now until the next timeout? Is ACE dynamic and makes changes possession to possession & on the fly? I truly hope your right though and they spent this cycle fixing ACE so teams can scheme and play like themselves on both sides of the ball!
    I just bring all this up because it’s been 4 years of the same thing.

    You’re 100% right and that really is the question leading up to release. How dynamic is ACE, how smart and realistic is the default defense as far as help and rotations, and how well is the “new” (lol) on-ball defensive shading system implemented into the AI decision making and collision systems.
    If I read the blog correctly, it seemed like they focused on removing the brick wall interactions when attacking the basket EXCEPT FOR when the defender is shaded to the side being attacked. I believe this is exactly how the old on-ball shading worked, where a brick wall animation only triggered when attacking into the shade direction, but hip rides would trigger in all other scenarios.
    If that is the case, I can absolutely live with it and actually enjoy brick walls as they’re playing out for an actual reason instead of just by default. And hopefully only the elite defenders can regularly shade and cut you off, with the average and below defenders getting lucky once in a while but being much easier to read. I would imagine this is tied in to the on-ball defense attribute and slider, but how will the Body-Up Sensitivity slider factor in?
    And I’m not sure how they’ll implement this for the user. Maybe when using a bad defender and shading correctly, a good dribbler can still get around you or at least not get forced into a brick wall? I would hope you can’t just turn any random player into prime Kawhi with this system.
    Blog sounds great as it always does on paper. Will say that it sounds like keeping the old gen version as close as possible with next gen is holding back progress in some areas unfortunately. And will also say:
    Passing needs to be overhauled or defensive mechanics will be forever fighting an uphill battle.
    2ks passing in its current state is the equivalent of letting a madden QB run 30 yards behind the line of scrimmage and throw a rocket to the opposite sideline even with a defender hanging off of you. That ball would never physically get there in real life and wouldnt have to rely on if there was a defender in the vicinity of the receiver with the potential to intercept it to determine the success of the pass.
    On ball pressure (hip riding animation) and angle of passes needs to be accounted for. Passing in its current state severely limits the effectivesness of any potential help defense because there is no such thing as taking a pass away when you help. Its just banking on the offensive player to lack the IQ to recognize where the help defender came from (which is a tall task due to video games being playing in a God camera view)
    Since green releases and the unrealistic shooting %s are foundational to 2k online play maybe addressing passing can give the defense a boost in implementing effective team defense strategies
    Interested in any thought you guys may have on this seemingly unexplored frontier
    EccentricMeat
    You’re 100% right and that really is the question leading up to release. How dynamic is ACE, how smart and realistic is the default defense as far as help and rotations, and how well is the “new” (lol) on-ball defensive shading system implemented into the AI decision making and collision systems.
    If I read the blog correctly, it seemed like they focused on removing the brick wall interactions when attacking the basket EXCEPT FOR when the defender is shaded to the side being attacked. I believe this is exactly how the old on-ball shading worked, where a brick wall animation only triggered when attacking into the shade direction, but hip rides would trigger in all other scenarios.
    If that is the case, I can absolutely live with it and actually enjoy brick walls as they’re playing out for an actual reason instead of just by default. And hopefully only the elite defenders can regularly shade and cut you off, with the average and below defenders getting lucky once in a while but being much easier to read. I would imagine this is tied in to the on-ball defense attribute and slider, but how will the Body-Up Sensitivity slider factor in?
    And I’m not sure how they’ll implement this for the user. Maybe when using a bad defender and shading correctly, a good dribbler can still get around you or at least not get forced into a brick wall? I would hope you can’t just turn any random player into prime Kawhi with this system.

    Agree & good points. It’s why I just need to see it all in action this year 1st. Hopefully they release some user Vs cpu gameplay this year. Iirc last year we didn’t get any videos pre release did we?
    The body up sensitivity will be what I want to see. I hope your right on the brick walls and I can also live with that as it does happen if the defender plays you right. I’m not saying never just not always & with average or below average defenders. I know I was in the minority but I loved the hip rides in 18 and I always try and replicate where it was then 1st thing. Shoot, I’d love to see hip rides on the hedge defender on PNR’s which would solve a lot of pnr problems in itself by slowing up the ball handler as it’s intended to do. Speaking of I would love to see and hear if they fixed & got proper drop coverage in the game this year as well?
    Again, I’m not trying to be Debbie downer here, it’s just my reactions to a less than stellar courtside report/blog that left alot to be desired as far as unanswered questions that I think most of the sim community want answers too who play offline especially after the last 2 years of no fixes and crickets post release.
    Baebae32
    On ball pressure (hip riding animation) and angle of passes needs to be accounted for. Passing in its current state severely limits the effectivesness of any potential help defense because there is no such thing as taking a pass away when you help. Its just banking on the offensive player to lack the IQ to recognize where the help defender came from (which is a tall task due to video games being playing in a God camera view)
    Interested in any thought you guys may have on this seemingly unexplored frontier

    You bring up an interesting point that I’d never really thought about as far as 2k passing goes. Obviously the GOD mode and icon passing make it even harder, but I can get behind this as far as the cross court passes going in the opposite direction to the weak-side corner on a drive because I saw help should not be a bullet if I’m throwing that pass from the key. Now, if I waited to throw a baseline drift skip pass ala Steve Nash that was also dependent on the angle that I’m moving in then it could also factor in to the speed it gets there. Maybe the same if passing out of a hip ride maybe making the pass slower. I think your comparison to madden in this respect as far as Robo quarterback throws on a laser across body and field is very similar and great comparison how it kills realism. This in itself would help rotations and scrambling from over help defense. I think maybe with the shot contest system in place you could piggyback and use same type of system to implement for passing as well as for contested or not? Interesting thought…
    vannwolfhawk
    You bring up an interesting point that I’d never really thought about as far as 2k passing goes. Obviously the GOD mode and icon passing make it even harder, but I can get behind this as far as the cross court passes going in the opposite direction to the weak-side corner on a drive because I saw help should not be a bullet if I’m throwing that pass from the key. Now, if I waited to throw a baseline drift skip pass ala Steve Nash that was also dependent on the angle that I’m moving in then it could also factor in to the speed it gets there. Maybe the same if passing out of a hip ride maybe making the pass slower. I think your comparison to madden in this respect as far as Robo quarterback throws on a laser across body and field is very similar and great comparison how it kills realism. This in itself would help rotations and scrambling from over help defense. I think maybe with the shot contest system in place you could piggyback and use same type of system to implement for passing as well as for contested or not? Interesting thought…

    Definitely think that its unappreciated in this game how hard it is to throw cross-momentum pinpoint lasers with a guy on your hip. Icon passing is too forgiving in my opinion and gives the offense an extreme leg up on the defense since there is no in game of equivalent of being able to read where the pass is going before it is thrown.
    My ideal system would be that when attempting what would be contested passes the only icons that you have availabe are the ones that are within your players "vision cone". This vision cone and subsequent available icons would be a function of passer ratings and passing badges of course. And the passes that are further away from the player would travel at a slower speed in the air (which opens up the door for new passing badges to circumvent this)
    May be a bit too "realistic" for some of the 2k community but i think it adds an extra challenge to the game. This would disallow taking bismack biyombo or a similalr low skilled passer and being able to make the same passes as you can with the steve nash, magic johnson and jokic type players. Decreased speed and availability on cross court icon passing would also separate the high iq guards (referring the player behind the sticks in the instance) from the players that dribble into trouble and are bailed out unless the pass is intercepted by the defense.
    Admit this may be terrible game design but there is definitely an opportunity to advance passing mechanics in this game
    Edit:
    and lets not forget that pocket passes in the PnR and true back door bounce passes are absent as well
    Baebae32
    Definitely think that its unappreciated in this game how hard it is to throw cross-momentum pinpoint lasers with a guy on your hip. Icon passing is too forgiving in my opinion and gives the offense an extreme leg up on the defense since there is no in game of equivalent of being able to read where the pass is going before it is thrown.
    I'm only quoting a small portion of your post for the sake of space but I love your ideas regarding passing. The ease in which passes can be threaded from point A to point B in basketball video games is not something I've taken a whole lot of time to consider over the years. The game already accounts for passing after leaving one's feet, passing into crowds, and trying a flashy pass with a low rated passer. But finding a way to put a realistic twist on those cross-court, cross-momentum, no look passes from the post to the corner sounds sublime.
    vannwolfhawk
    That’s where 2k in the past 4 years has band aid fixed the defense to hide the real core issues behind it. So, I know how they tend to fix things and hide flaws. So I am not very optimistic for that reason alone. I know everyone always loves the defense out of the box and it’s tough but it’s not realistic. Hasn’t been for years.
    This may be the number one thing that's driven me crazy with this game over recent years. At no point in my basketball life has a dribble angle toward an open space just led to me constantly being brick walled back to where I came from until I finally dribble spammed enough to make my defender stumble into a different area code.
    I've always been partial to the feel of hip rides in this game. But as covered, the flip side is, can your game's defensive schemes account for that? I really would just like to get back to a point where I feel like I trust my basketball instincts again in that regard.
    KobeDropped81
    2k23 gameplay clips

    the clip with Draymond Green on defense is not good. why they dont have weight in them and force when hitting the floor to move around . they both move so fast and skipping a lot of the floor.
    scottyp180
    Haven't finished reading but had complain a little. They really spent years developing tech for rim hangs? Can't help but feel there are more important areas of the game to spend time on. People have been asking for improved body models for years. Has anyone ever once said anything about the game needing improvements and controls for rim hangs?
    I'll update this comment after I finish reading. Looks like there is a lot here. But that's a little thing that irks me.
    Edit: I like a lot of what I read. Sounds very promising but we'll see how it plays in execution and, of course, what adjustments are made post launch.
    Also sounds like I'm going to have to spend time in 2KU, per usual, to learn all the new controls. Hopefully there is a demo this year that lets us play around in 2KU.

    I swear Embiid and Mitchell Robison look like tooth picks compared to RL body types same Model for pass 3/4 years
    Hell with that Did they fix the fouling system???? because I swear sometime i be playing NFL STREET :lol::lol::lol: a foul is a foul idc who it is Blow the dam whistle
    Baebae32
    Definitely think that its unappreciated in this game how hard it is to throw cross-momentum pinpoint lasers with a guy on your hip. Icon passing is too forgiving in my opinion and gives the offense an extreme leg up on the defense since there is no in game of equivalent of being able to read where the pass is going before it is thrown.
    My ideal system would be that when attempting what would be contested passes the only icons that you have availabe are the ones that are within your players "vision cone". This vision cone and subsequent available icons would be a function of passer ratings and passing badges of course. And the passes that are further away from the player would travel at a slower speed in the air (which opens up the door for new passing badges to circumvent this)
    May be a bit too "realistic" for some of the 2k community but i think it adds an extra challenge to the game. This would disallow taking bismack biyombo or a similalr low skilled passer and being able to make the same passes as you can with the steve nash, magic johnson and jokic type players. Decreased speed and availability on cross court icon passing would also separate the high iq guards (referring the player behind the sticks in the instance) from the players that dribble into trouble and are bailed out unless the pass is intercepted by the defense.
    Admit this may be terrible game design but there is definitely an opportunity to advance passing mechanics in this game
    Edit:
    and lets not forget that pocket passes in the PnR and true back door bounce passes are absent as well

    We need manual passing. I've been telling this for as long as i remember, Fifa has it for years and i'm one of those of manual control players in that series,too. You power it, you curve it, you direct it and the receiving player has different variety of catching it and a whole lot of animations taking part based on the different varied passes and catches and ofcourse the players attributes of passing and catching totally related.
    But 2k is always bothered with shot meter, dunking innovations over and over and over and over, they reinvent the wheel year after year yet; they never bother or we never see beluba talking about the first and foremost fundamental of the game "passing" on the courtside. We have 4 seperate buttons to pass yet no real control or dynamic interactions of whats to come next with varied passes. I'm not saying they never touched on passing, there has been some touches over the years. (Those 2k lovers please don't come at full force by saying they added bounce pass, there is handoff, lol i know all, i've been with the series from the start.)
    And for those who are skeptical about powering a pass and say it's hard bcs it takes time to power, then how do we have a sshot meter and it takes time to shoot, right? It's about how you adjust the game movement speed and base that design to the passing as well, it's not really that different at all.
    Short powered needs to go to closest with the direction and sometimes snappier sometimes not based on the right amount of power you put in and player attributes, so then you decide how that pass goes bounce, lob etc but powering is there and it may lead to a whole lot of varied consequences of the defense fumbling in there on the catch time etc and the catching player, then you will get a whole lot of natural turnovers,too as well as solid catch and shoots feeling different or anything, the game will open for a good hard decision based "real competitive" basketball game that 2k loves the terminology "competitive" so it's there with this but yea, it's hard to have the good fight here but it's what it is.
    PS: Think about this,too it may certainly improve pick and rolls,too even now with 2k22 if the system was in on the defensive side naturally; as the pass can't always be a great one to the roller, and that is also a thing of a basketball fundamental, playing the pick and roll and passing rightfully to roller so that is totally missing in the game and that way the hedge man can have an advantage with which we wouldn't have this much trouble in 2k22 pick and roll defense where the roller gets easy layin easy catching with auto passing 90% of the time when pr played on the top.
    vannwolfhawk
    Lol! I know I know I tend to go on and on but at the same time there is so much left unaddressed so it just ended up long winded but all things that imo need to be touched on at the very least.
    To be honest in years past I’ve defended 2k and liked the direction that they were going. Ever since 18 though ACE has had a negative effect for offline gamers as far as realism goes & I can’t really defend their direction like I once could.
    To your point though & my concern with the optimism & I know you can feel me here with all the testing that you do to movement sliders. We all know how 2k handles their on ball defense. Besides 2k18 it has always been unrealistic as far as bumping ball handlers with no freedom of movement. The 1st thing I do is fix all that through sliders to create hip rides & realistic on ball off d movement & freedom of movement like irl. The problem though is when we do that is the fundamental help d, rotations, scramble logic behind it realistic & able to handle it? That’s where 2k in the past 4 years has band aid fixed the defense to hide the real core issues behind it. So, I know how they tend to fix things and hide flaws. So I am not very optimistic for that reason alone. I know everyone always loves the defense out of the box and it’s tough but it’s not realistic. Hasn’t been for years.
    Anyways, A quick example is with the ACE defense for players having the ability to now adjust & read how we are playing. Ok cool that sounds good to me. But does that mean they start to anticipate to cut us off and create a bump animation and then stop us in our tracks like years past? But what if we eliminate that because we want true to life freedom of movement? Will that still carry the same intended results? I’m gonna venture to say no. So, it’s either play the game the way they made it and intended it to be played or nothing at all. But how they typically handle this I can’t play the game like that as it’s not realistic or fun.
    I just would have rather heard them talk about rotations, closeouts, & scramble situations which is where all the core issues have been for years. I’d have loved to hear them talk about help not coming from the strong corners. How they fixed it & why it was happening, etc. in years past we only saw ACE adjust after a timeout. Can it now adjust on the fly? Or can I run the same thing 5x in a row and hit wide open shot after wide open shot until the cpu calls a timeout and switches their ACE to counter us. Then they take away shooters and then we drive to hoop for no help layups now until the next timeout? Is ACE dynamic and makes changes possession to possession & on the fly? I truly hope your right though and they spent this cycle fixing ACE so teams can scheme and play like themselves on both sides of the ball!
    I just bring all this up because it’s been 4 years of the same thing.

    Ohh i couldn't agree more about what you think of ACE which to me has to be destroyed for good and no more ace please in 2k...
    Which i've explained in detail what i think ACE does mean to me here on this post below.
    https://forums.operationsports.com/forums/nba-2k-basketball/1000184-when-will-2k-have-another-breakthrough-ai.html
    Adaptive my a..
    I fear this'll be another day 1 purchase, 2nd day return.
    Looks like you'll be pulling off Mortal Kombat fatality control inputs just to dunk or lay the ball up. Just convoluted at this point.
    Signature passing sounds nice, and the fact there's more dribble animations, but still, in a league full of hundreds of players, only 30 plus dribble packages to choose from isn't exactly going to set everyone apart from eachother.
    I guess I expected too much from this generation of consoles.
    Still waiting for an entry that's going to tear me away from 2K16 and 2K20.
    Havent read anything about fixing matchmaking though.
    Either REC AI needs a severe upgrade or just seperate squads from solo players orso.
    Cant be bothered to go go yet another year playing solo against full squads with brain dead AI who dont even know their jump shot.
    its a complete waste of time.
    Actually love the idea of the spot up pass
    but if holding b is now a quick cut “spot up pass” button, then I wonder where the dribble handoff is now mapped.
    between that and the lead pass option coming back, the off ball defense has to be on point
    The 24th Letter
    Actually love the idea of the spot up pass
    but if holding b is now a quick cut “spot up pass” button, then I wonder where the dribble handoff is now mapped.
    between that and the lead pass option coming back, the off ball defense has to be on point

    All I do is run dribble handoffs. That feature better still be in the game. If they made it a quick command option that would work.
    tru11
    Havent read anything about fixing matchmaking though.
    Either REC AI needs a severe upgrade or just seperate squads from solo players orso.
    Cant be bothered to go go yet another year playing solo against full squads with brain dead AI who dont even know their jump shot.
    its a complete waste of time.

    Yup. Didn’t even touch REC this year. Took that wasted time and played online rated on the show…..great choice by the way!
    The 24th Letter
    Actually love the idea of the spot up pass
    but if holding b is now a quick cut “spot up pass” button, then I wonder where the dribble handoff is now mapped.
    between that and the lead pass option coming back, the off ball defense has to be on point

    I forgot that hold B/O was the dribble handoff command. Hope they didn't get rid of it. Does holding A/X do anything? Could that be used for dribble handoffs? I swear my control logic goes away when I don't have the controller in my hand
    The 24th Letter
    Actually love the idea of the spot up pass
    but if holding b is now a quick cut “spot up pass” button, then I wonder where the dribble handoff is now mapped.
    between that and the lead pass option coming back, the off ball defense has to be on point

    When I read that, I assumed quick dribble hand-offs were just gone. Or maybe you'll have to use Full Receiver Control icon passing.
    scottyp180
    I forgot that hold B/O was the dribble handoff command. Hope they didn't get rid of it. Does holding A/X do anything? Could that be used for dribble handoffs? I swear my control logic goes away when I don't have the controller in my hand

    I think holding A/X lets you pass and retain control of the passer to make a quick move and get it right back, Stephen Curry style. Really underutilized feature.
    alabamarob
    All I do is run dribble handoffs. That feature better still be in the game. If they made it a quick command option that would work.

    I use them a lot in my offense too. I can’t imagine it would be completely removed, I just hope the new control is fairly simple..
    scottyp180
    I forgot that hold B/O was the dribble handoff command. Hope they didn't get rid of it. Does holding A/X do anything? Could that be used for dribble handoffs? I swear my control logic goes away when I don't have the controller in my hand

    VictorMG
    When I read that, I assumed quick dribble hand-offs were just gone. Or maybe you'll have to use Full Receiver Control icon passing.
    I think holding A/X lets you pass and retain control of the passer to make a quick move and get it right back, Stephen Curry style. Really underutilized feature.

    Yeah, holding A initiates the Give and Go.
    I feel like a couple passing controls are underutilized. I still use “Total Control Passing” with the right stick in some situations, I also adjust my passing target profile.
    The 24th Letter
    I use them a lot in my offense too. I can’t imagine it would be completely removed, I just hope the new control is fairly simple..

    Well, to be fair, they removed the off-ball cut tied to Y/Triangle for 2K22. I was fully prepared for 2K23 to have no manual dribble handoffs, lol
    A few thoughts and positives in the blog on AI sections. I’m not all negative! Lol
    “We’ve enhanced the AI’s ability to understand the defender’s positioning using the new defensive shading system we previously talked about. AI ball handlers will better assess the situation and then dip into their arsenal of moves to make the most appropriate attack. They now understand how to set up the defender, read the defender’s counter, and then attack openings with appropriate combos based on their move set and tendencies.”
    The branches for more specific variety per player should be nice! I can picture the cpu putting me in the mixer.
    “In order to make the AI attack more effective, we knew we had to mix up the timing of the AI’s drive attempts. To do this, we engineered the AI to prefer the earliest attack opening, or what we call, first move attack priority. If given the opportunity, the AI will attack quickly after a single move or before a move is even performed. However, if a user remains in great guarding position, the AI will continue to set up with single and double moves to try and create an opening.”
    This should create more pace, a more real life like iso game, & more drives off catches to put the cpu in more attack mode. All that sounds good to me. I like the drive and kick game and cpu in attack mode. If they can find the balance with players between creating a shot and passing off drives then this could be great. It will be interesting to watch. This should really make guarding the offensive AI super tough!
    “The next major improvement is the AI’s execution of the pick and roll. For NBA 2K23, the roll man understands how to keep a spacing relationship with the ball handler and can vary their roll path to the rim, based on the ball and how they’re being defended. To complement this, the AI passer has also been given a much better understanding of open vs. covered passing lanes, alley-oop opportunities, and lob pass opportunities over the top of the defense. You will have to check up on scorers coming off ball screens in this year’s game. The AI is acutely aware of what shots are available based on defensive coverage, so you’ll see AI scorers use a variety of reads to score on the pick and roll.”
    This all sounds good. If the cpu roll man can really create space on the rim run it could be interesting to see how people choose to defend against it & it could get really tough/frustrating. If the roll man is seeking to get behind the help (I know for me I always switch to the hedge man/drop cover defender to play 2) then that could be lob city! I’m sure there will be some pretty cool wow moments that will be new and cool that we have never seen before. I wonder how good the cpu AI will be at picking user PNR defenses apart? Will there be a difference in players like Harden (lob) Vs Paul (pull up)? If they can really decipher between pull up jumpers, throwing pocket passes, or a lob pass then what will be the defense of choice be especially if they can throw those in close lob passes off PNR’s more often? Drop coverage? Maybe having to play more off ball weak corner help & manually tagging? That I’m interested in seeing for sure!
    “On the coaching side of things, dynamic game-plans give us flexibility in how the AI chooses to scheme their offenses from one game to the next. AI coaches will track efficiency by looking at points per possession for play types, freelance pick and roll, freelance post, and freelance isolation actions. They’ll also track mismatch attempts for isolation and post, as well as mid-range and three-point shooting possessions.”
    Dynamic game plans work from game to game? This is super interesting to see how the cpu AI will call a game from game to game based on efficiency & stats!
    “Instead of pre-determining between a team’s top scorers and who should get the lion’s share of the offensive possessions, the AI coach performs pre-game matchup evaluations, adding more weight to the player with the better matchup. It can also dynamically change weights as the game goes on based on efficiency for each scorer on the floor. If LeBron James has the better matchup and is scoring well, the game-plan will dive deeper and add more weight to the plays he’s most successful with. On the flip side, the AI will also adjust if their primary scorer is struggling. So, if LeBron is having an off night, you’ll see the 2nd and 3rd scoring options get more plays run for them.”
    I like this & I don’t like this. I like the variability. I like that a player can have an off night & the cpu looks elsewhere. What I don’t like is how does this keep teams playing like themselves? For example, if Chris Paul is off does that mean they stop running PNR plays for him where he is more looking to facilitate than score? Or do we just abandon that and run everything through Booker now? This doesn’t help teams play as themselves. Variety, yes. Players playing as themselves, yes. Teams playing as themselves, no.
    I’d really like some way to seperate teams play styles through specific plays they like to run. Or the ability to pick for the cpu AI teams whether they run plays or freelance a certain percentage of the time. Or the ability to run certain plays more often than others. Like Phoenix running more PNR’s compared to 3pt plays. Not having it be random play selection between 50 plays in their playbook. Maybe they run their favorite star rated plays more than other plays deeper in their book. Something like that. Something like Madden’s 5 star ratings per each play in a teams playbook. That could separate teams from 1 another.
    “Rotations are sharper and more varied; pick and roll defense is tighter and smarter; and this year, players can choose to turn off drive, pick and roll. We’ve also improved cutter help individually as well to have more control over their Defensive Focus settings.”
    What is turn off drive, pick and roll? Again this sounds good but would have loved more detail here. But at least it says they improved cutter help INDIVIDUALLY.
    “This year our refactored success and action engine can track exactly how scorers are doing their damage. This engine can decipher post-scoring, off-screen actions, isolations and whether or not players are getting buckets at the rim. It can detect spot-up shots vs. players who like to come down and fire up long distance threes after a few dribble moves. Each of these scenarios have their own defensive adjustments that the AI will automatically roll out depending on how efficiently the scorers are making shots.”
    Assuming the AI will roll this out during timeouts? This is all great as long as they switch & the defense behind them can rotate & scramble properly.
    “The defensive AI is stingier with sending help until we know the opponent can actually take advantage of a particular opening. So at the beginning of games, you may notice drastically less help as your teammates wait to see if your opponent can actually take advantage of an open lane”
    Lol
    People mentioned the DHO button changing. I used all game long myself. On that point I’m really hoping they cleaned the DHO’s up to be more smooth and flowing after the handoff. It was best it ever was last year but still had a lot of room for improvement. It’s a staple in todays NBA offenses and scattered all through teams playbooks so it has to be. That being said the cpu DHO’s always ran smooth. Just speaking for user to have same smoothness.
    Hmmmmm. I thought this said improvements.
    I didn't see anything about SERVERS.
    I didn't see anything about SERVER ERROR CONNECTION CODES.
    I didn't see anything about SERVER ISSUES during events.
    I didn't see anything about SERVER INPUT DELAY LAG OR LATENCY.
    However, I did see more added button mashing, more offense oriented improvements that will probably make defense even worse this year, more badges or gimmicks, and the Jabbawockeez.
    While all of this sounds great and its meant to hype us none of it means nothing without putying simple things like shooting, contact , and ball fouls along with physical play and most of all defense that rotated and has a semblance of logic!! In theory again it sounds great but we keep expecting a change when everything else development wise doesn't change!! I also
    would be wary that the same game you play on launch day will mot be the same game 2 patches later!! been there done that!! im putting faith in czar this year but Im not expecting nothing but talk!! The nba league pass is drawing me in thats a great deal and im hoping the game follows suit!!
    Liked and more interested in what I saw in the videos and and read in the article. Wish defenders followed the ball after shot release
    to see if it's a make/miss/rebound opportunity. Would add to the on court realism.
    MoreThanAGamer
    Hmmmmm. I thought this said improvements.
    I didn't see anything about SERVERS.
    I didn't see anything about SERVER ERROR CONNECTION CODES.
    I didn't see anything about SERVER ISSUES during events.
    I didn't see anything about SERVER INPUT DELAY LAG OR LATENCY.
    However, I did see more added button mashing, more offense oriented improvements that will probably make defense even worse this year, more badges or gimmicks, and the Jabbawockeez.

    Why would you see info about servers on a GAMEPLAY blog?
    Dlee3
    Why would you see info about servers on a GAMEPLAY blog?

    Not exactly why but it's not like we can act as if they are not related either.
    Because there is a NETCODE, netcode defines how the game is played under different stressed conditions which makes the game look "playable" under high ping, thru jittery connections and packet losses with p2p, and believe me 2k has a lot of varied gameplay versions online especially 5v5 play now online and mlo and such so yes netcode defines gameplay in a whole lot of different ways, not everyone plays the same game everywhere around the world. At least not since 2k13-14 as they changed the whole netcode which has been clarified with a probable gameplay blog where they glorified the situation as the online play will be a lot better they said, back then we got disconnects more but general gameplay was more or less the same until getting a disconnect, now we see less disconnects but more different varied gameplays, animations taking part differently or skipping some to get to next outcome faster etc. not to get to a disconnect but make it on until the end kinda thing. Different connection qualities get you different gameplays.
    Just fyi.
    I know everyone has seen a player go wacky arms on the replay. LMAO! The no look steals, some rebounds, weird block successes, ghost shorts etc. I'm excited to see how far they can push/advance/evolve this series until some form of competition enters the market.
    I have a good feeling about this iteration. I like what I'm hearing with these changes. Like the user Victor mentioned, I also wish guys like Durant could regularly hit jumpers off the triple threat......I just end up turning this game off every time I turn it on because I always end up feeling like I just can't move freely. Can never find the right sliders anymore. I'm optimistic though and happy to see a number of the changes seem to be geared towards improving the game play for players who don't play online. I am so sick to death with this game catering more and more to online players the last few years.
    Junior Moe
    Thinking about it, this might add a whole new dimension to the Jordan Challenge. Playing the Pistons with their "Jordan Rules" and the new defensive AI could be something crazy.
    Sent from my SM-G950U using Operation Sports mobile app

    That would be AMAZING.
    I REALLY hope I’m wrong but my gut feeling from reading the blog is this year offense will be OP and scoring will be off the charts. Defense seems to be more alive but also it feels like they’re saying they dialed back the “physicality” and defensive “cheats” like OP blocks to use against offenses. So you’re really depending on ur new AI logic to provide good defense. If it can’t, or if it gets nerfed, then it’s very clear scoring with stars may be extremely easy and guarding stars won’t be so easy.
    “Last year our focus was on defense and this year it’s on offense” is sort of a red flag to me. For me making offense “easier” was never a concern, and I definitely don’t need guards making easier layups as an offline player. I go the other route in trying to make paint scoring harder.
    Contested jump shots was an issue in 2K22, easily fixed by lowering jump shot defensive strength sliders. Now in my game I’m hitting contested middies with KD all night. The new game suggests certain players will be hitting contested J’s with ease. And no OP blocks to mitigate it.
    In other words, I can see myself having too easy a time lighting the CPU up with MJ hitting contested shots all over, then having to dial UP defensive strength sliders to make it more challenging for him, which would then make hitting contested jumpers impossible for players without the “special sigs.”
    We’ll see. Fact is this year’s game has us at the mercy of 2K’s ability to make an intelligent AI and NOT patch it out, more than ever. That can be exciting and revolutionary or a recipe for disaster. But my hunch is that we’ll be seeing lots of crazy high scoring games in this years game. Offense is clearly prioritized.
    Also do they really have signature passing now???? Missed that part in the blog.
    I hope that shooting gets much harder in the top than before.
    In 2k22 now at the end where everyone has 1 year of practice behind them, we have teams shooting so good, that its better defense to just let them have a 1:0 layup instead of giving them any three. the best shooter in our playoffs - keldon johnson - shoots 92 % from deep (on superstar). Average 3p% in our playoffs across all teams is 50 %. This is just horrible.
    I haven't been around these parts for a while as I've slowly lost some of my excitement for 2K in recent years. But after reading about the gameplay, there's some optimism for me and I'm sure many others.
    I just hope Jimmy Butler's hair doesn't make it into the game at all, even after updates lol. Needless to say, I'm looking forward to 2K23 more and more each day.
    Everything sounds interesting my only hope is that the presentation and crowd reaction gets a bit of love this year as well the arena specific PA announcers was a great touch but the crowd reaction was a hit and miss on next gen.
    The 24th Letter
    Czar gave a pretty good supplement to this guide.
    Brute is a great creator with a sim background and breaks it down.
    Good watch.
    https://youtu.be/r8xxTVaBX1o

    In 2k12 i was the shade god. That was the best on ball defensive experience ever, and it was the last time the ball was live. If on ball defensive shading is anything like 2k12 then we are in business.
    joel0078
    I have a good feeling about this iteration. I like what I'm hearing with these changes. Like the user Victor mentioned, I also wish guys like Durant could regularly hit jumpers off the triple threat......I just end up turning this game off every time I turn it on because I always end up feeling like I just can't move freely. Can never find the right sliders anymore. I'm optimistic though and happy to see a number of the changes seem to be geared towards improving the game play for players who don't play online. I am so sick to death with this game catering more and more to online players the last few years.

    You know, the movement issue is so weird to me. Sometimes I play and the movement and animations click and I feel like I'm in control. Then other times I play and I feel like the controls are not responsive. I think part of it comes down to how often I play. If I'm playing regularly I have a good feel of the game and how it is supposed to be played, but if I try playing after not playing for awhile it's like I need to adjust to how they game should be played, not how I want it to play (if that makes sense).
    The 24th Letter
    Czar gave a pretty good supplement to this guide.
    Brute is a great creator with a sim background and breaks it down.
    Good watch.
    https://youtu.be/r8xxTVaBX1o

    Good stuff. Great news on the 4 out 1 in to be more modern with dunker spot rather than just the swing motion! It’s great for teams like the Suns, Warriors, or Celtics with Ayton, Looney, & R. Williams instead of going 5 out. Much needed for realistic spacing with those non stretch bigs. Good news!
    I also found interesting the adrenaline also working for the defense! That will take some getting used to for sure as I have become used to turbo on defense when guarding on ball to stay in front of ball handlers and not to mention the turboing to get back on defense with fast breaks! Adds another level of strategy. Gonna have to retrain myself to lay off turbo & be more selective. That might solve those fast break issues and open the floor up some more.
    alabamarob
    In 2k12 i was the shade god. That was the best on ball defensive experience ever, and it was the last time the ball was live. If on ball defensive shading is anything like 2k12 then we are in business.

    Shade god? Lol Was that year you were nuggets and running rampant with Ty Lawson picking up full court! Haha You we’re turning me like Pippen on magic in the finals all game! Better lay off that adrenaline now shade god! Lol
    Would be interesting to know if the bar consumption depends of the stamina of that player. Also the energy recover should be related at physical characteristic.
    jk31
    I hope that shooting gets much harder in the top than before.
    In 2k22 now at the end where everyone has 1 year of practice behind them, we have teams shooting so good, that its better defense to just let them have a 1:0 layup instead of giving them any three. the best shooter in our playoffs - keldon johnson - shoots 92 % from deep (on superstar). Average 3p% in our playoffs across all teams is 50 %. This is just horrible.

    J, it's because of the latest patch dropped nba 2k22, after that every1 started shooting up 60% in MLO HOF, they again did change behind the scene, lates and earlies get in more,too...
    vannwolfhawk
    Good stuff. Great news on the 4 out 1 in to be more modern with dunker spot rather than just the swing motion! It’s great for teams like the Suns, Warriors, or Celtics with Ayton, Looney, & R. Williams instead of going 5 out. Much needed for realistic spacing with those non stretch bigs. Good news!
    I also found interesting the adrenaline also working for the defense! That will take some getting used to for sure as I have become used to turbo on defense when guarding on ball to stay in front of ball handlers and not to mention the turboing to get back on defense with fast breaks! Adds another level of strategy. Gonna have to retrain myself to lay off turbo & be more selective. That might solve those fast break issues and open the floor up some more.

    If the ratings/badges matter. Pat Beverly should have more then 3 adrenalines. It would help make guys like that useful. Same with a Mugsy Bogues type of offensive player who always is pushing the pace on offense.
    vannwolfhawk
    Shade god? Lol Was that year you were nuggets and running rampant with Ty Lawson picking up full court! Haha You we’re turning me like Pippen on magic in the finals all game! Better lay off that adrenaline now shade god! Lol

    Those were the good old days. I grew up on Nolan Richardson. Ha
    The 24th Letter
    Czar gave a pretty good supplement to this guide.
    Brute is a great creator with a sim background and breaks it down.
    Good watch.
    https://youtu.be/r8xxTVaBX1o

    A pretty good one and it all sounds good till it's good; yet it all comes down to the very first patch and twitter community and 2k deciding to forfeit of their first design of the game or not; as i can cleary understand from his wordings and voice and all that those may not be there as they speak of right now after some patches, i can sense the hesitations with his wording and repeating or maybe even praying that give it a chance and all that jazz...
    Well stamina fe sounds great, right yes right; but check 2k22 and stamina related stuff most were talked about there,too, it wasn't a three bar but they said stamina will drain so fast etc look where we ended up.. Only time will tell but history until otherwise would repeat itself, if there is a pattern, it would, that's how life it is.
    And i hope nothing but that 2k would defend their first design yet, well...
    Fifa has had that stamina thing for like 7 years at least by the way they defended their vision about that for all those years and so people substitute players so. Can 2k, we'll see..
    alabamarob
    If the ratings/badges matter. Pat Beverly should have more then 3 adrenalines. It would help make guys like that useful. Same with a Mugsy Bogues type of offensive player who always is pushing the pace on offense.
    Those were the good old days. I grew up on Nolan Richardson. Ha

    Agreed! I think there was badges they used for Pat Bev as an example no? Same type of badge for the offense with handles too (can’t remember name). I like that for added strategy & true specialists that you need to gameplan for!
    40 minutes of h***! Loved those 90’s teams with Todd Day, Lee Mayberry, Corliss, Alex Dillard, etc. I still got on vhs somewhere the #1 Vs #2 UNLV Vs Arkansas game!
    The 24th Letter
    Czar gave a pretty good supplement to this guide.
    Brute is a great creator with a sim background and breaks it down.
    Good watch.
    https://youtu.be/r8xxTVaBX1o

    If that dribble sequence at 2:21 is a custom sizeup done by the user and not a pre-set animation, that is insanely smooth and I would like to play this game now please.
    VictorMG
    If that dribble sequence at 2:21 is a custom sizeup done by the user and not a pre-set animation, that is insanely smooth and I would like to play this game now please.

    Pretty sure it’s a custom sequence from 22. A lot of people miss the long canned size ups from 2K16, but man, IMO these feel so much when you do them yourself
    I felt that the dribble/ shot stick was at its apex last year, and it’s LOOKS like it’s evolving even more. Need to get a feel for it.
    VictorMG
    If that dribble sequence at 2:21 is a custom sizeup done by the user and not a pre-set animation, that is insanely smooth and I would like to play this game now please.

    Thats footage from 22 bruh lol
    The 24th Letter
    I felt that the dribble/ shot stick was at its apex last year, and it’s LOOKS like it’s evolving even more. Need to get a feel for it.

    I agree. I loved the dribbling last year with the explosiveness and responsiveness of it. It sounded like czar mentioned less twitchy and we will notice it immediately as well with pull ups and more responsiveness compared to last year which I thought was also the best it had been.
    After that Czar vid, I wonder if shading takes up one of the adrenaline bars. He said it will be difficult to stay where you want on defense, so maybe that means you can’t abuse the shading and more have to hold off on using it until you really want to commit.
    Really need some more detail on this adrenaline system and if/how they differentiate guys with that higher motor/stamina from the rest.
    vannwolfhawk
    Shade god? Lol Was that year you were nuggets and running rampant with Ty Lawson picking up full court! Haha You we’re turning me like Pippen on magic in the finals all game! Better lay off that adrenaline now shade god! Lol

    Sounds like some shady cheesy ish rob would do.
    TarHeelPhenom
    For you online guys, per Mike Wang on Twitter, Real Player % no longer an option in online games. I don't play online like that. But for those that do is this good news or bad news?

    It is really good news it will force players to have to shoot with skill rather then be open and then cpu makes it go in no matter what long as they are open
    Baebae32
    Wonder if they got rid of those unneeded double pump pull up jumpshots.

    Boy I hope so. Not only were they unneeded but also ugly and unrealistic.
    While all of this sounds great and its meant to hype us none of it means nothing without putying simple things like shooting, contact , and ball fouls along with physical play and most of all defense that rotated and has a semblance of logic!
    J_Posse
    No offense to the many last gen/PC gamers, but I feel bad for 'new gen"/current gen gamers cause the larger install base (last gen) is holding back the game.
    Obviously, I stated why (larger install base) that is so, but the AI/gameplay improvements for the series have slowed to a crawl catering to (checking my phone) near 10 year old tech.
    Time to move on and really dip into the power of these newer consoles, IMO.
    Official HQ of Bills Backer/Spurs Nation

    I'm on PC and I agree 100%. I don't think anyone is happy about this prolonged straggling of gens.
    Baebae32
    Wonder if they got rid of those unneeded double pump pull up jumpshots.

    These were in the game for a reason. If you get this animation 2K is telling you that you were out of control while holding R2. You always want to let go of R2 while shooting a pull up so that you’ll be in better control and it will result in a smoother shot animation that’s easier to time.
    Sent from my iPhone using Operation Sports
    vetmin
    I'm on PC and I agree 100%. I don't think anyone is happy about this prolonged straggling of gens.
    I'm wondering if this is just destined to be an odd generation of consoles.
    The supply shortage is one thing but speaking from a personal gaming standpoint, I haven't felt the push necessary to slap down $500 to $700 to grab a next gen console and accessories. NBA 2K7's signature jumpers and animations are what finally pushed me to grab a 360 and a great deal is what pushed me into XBox One, but I haven't felt a need to upgrade for what my gaming interests are.
    I figure it's probably an unusual position for 2K's development, with so many people yet to upgrade thus splintering their development. But then, paradoxically, I haven't really seen the sort of "next level" from my go-to games to warrant that sort of financial commitment.
    VDusen04
    I'm wondering if this is just destined to be an odd generation of consoles.
    The supply shortage is one thing but speaking from a personal gaming standpoint, I haven't felt the push necessary to slap down $500 to $700 to grab a next gen console and accessories. NBA 2K7's signature jumpers and animations are what finally pushed me to grab a 360 and a great deal is what pushed me into XBox One, but I haven't felt a need to upgrade for what my gaming interests are.
    I figure it's probably an unusual position for 2K's development, with so many people yet to upgrade thus splintering their development. But then, paradoxically, I haven't really seen the sort of "next level" from my go-to games to warrant that sort of financial commitment.

    I totally agree with everything you stated. I remember how i got from ps2 to 3 and then i remember how ultra fast i got from ps3 to ps4 but now this ain't it. It's not the same upgrade.
    And i don't really believe the so called much power of the next gen either aside ssd, as the game developments are already at some level, more horse power won't get the supper dupper stuff any time soon as it seems and i also don't really believe 2k doesn't get more innovation bcs of current gen at all.. Things are not stall because of current gen that's what people misunderstand fully or just as they already paid a huge chunk of money they think they need more privilige or something as the human nature as is, i don't know..
    Next gen is FAR more powerful than old gen. Don’t get it twisted, the hardware of old gen isn’t even close. The supply shortages severely hindered both MS and Sony’s ability to get these new consoles into consumers’ hands, so devs made the decision to have most games release on both old and new gen consoles. That’s the long and short reason why we haven’t seen some of the generational leaps we expected 2 years into this console generation, and most of the benefit has been reduced to the SSD load speeds because that’s the easiest thing to code for while maintaining a general parity between old and new consoles.
    It’s hard to blame “next gen console shortages” on 2k giving us a relatively similar looking game from last gen 2yrs in with 20million PS5 sold, 14 million Xbox series x sold and 15million Xbox series s sold. Those numbers steadily continue to rise as well and are tracking very similar to how ps4 sold at the same time.
    Truth is they are a company that is going to milk parity on 2 generations until the very last drop which looks like years to come at this point unfortunately
    The next gen game is built on top of the current gen game. Why else when I get bugs when changing clothes does that lake from NBA 2K18 when you were fishing with Paul George show up?
    They needed to build from the ground up. Instead of taking last gen and giving it more horsepower.
    EccentricMeat
    Next gen is FAR more powerful than old gen. Don’t get it twisted, the hardware of old gen isn’t even close. The supply shortages severely hindered both MS and Sony’s ability to get these new consoles into consumers’ hands, so devs made the decision to have most games release on both old and new gen consoles. That’s the long and short reason why we haven’t seen some of the generational leaps we expected 2 years into this console generation, and most of the benefit has been reduced to the SSD load speeds because that’s the easiest thing to code for while maintaining a general parity between old and new consoles.

    Yeah, it’s not a matter of opinion, The current gen consoles are most definitely more powerful.
    Whether the leap is worth it, is in the eye of the beholder (That and whether they can find one), but I for one, couldn’t possibly go back.
    2K originally brought on a separate dev team for 2K21 CG…not sure if that was the case for ‘22 as well.
    EccentricMeat
    Next gen is FAR more powerful than old gen. Don’t get it twisted, the hardware of old gen isn’t even close. The supply shortages severely hindered both MS and Sony’s ability to get these new consoles into consumers’ hands, so devs made the decision to have most games release on both old and new gen consoles. That’s the long and short reason why we haven’t seen some of the generational leaps we expected 2 years into this console generation, and most of the benefit has been reduced to the SSD load speeds because that’s the easiest thing to code for while maintaining a general parity between old and new consoles.

    You don't understand my point at all, whatever you do with what horsepower is only decided by the creators of that horsepower and for the last 2 years beside 2k, do you see that happening in the whole gaming world on that beside ssd power?
    I doubt so you do, so i don't get it twisted my friend i'm not saying next gen is not powerful nor more powerful than what current gen is; I'm stating a fact dont get your reasoning of not making a leap with new gen just bcs of the 2k current gen aight, because that's not true, no, it's what it's for all the gaming world, there is no leap not at least until now... and not like the older times of getting to a new gen..
    The 24th Letter
    Yeah, it’s not a matter of opinion, The current gen consoles are most definitely more powerful.

    Whether the leap is worth it, is in the eye of the beholder (That and whether they can find one), but I for one, couldn’t possibly go back.
    2K originally brought on a separate dev team for 2K21 CG…not sure if that was the case for ‘22 as well.

    And that's not what i'm saying either, i'm not saying it's not powerful and you didn't understand what i meant and i didn't state my opinion on being powerful or not but to the expectations of a giant leap and not having it is not because of 2k current gen worload, no. The reasoning is wrong.
    vetmin
    I'm on PC and I agree 100%. I don't think anyone is happy about this prolonged straggling of gens.
    Right, look at the tech and advancements EA is making with FIFA & Madden.
    I'm not as angry or jaded as other folks, but definitely have a little bitterness that the 2K series hasn't made a significant move forward. Hopefully that happens next year or the year after at the latest.
    My biggest wants are more physics driven outcomes, improved team/individual AI and pacing that better replicates the modern NBA. The AI and physics part are being addressed (in smaller areas at least where physics are concerned), but it might them another year or two for it to really do what I'm imagining.
    Official HQ of Bills Backer/Spurs Nation
    vetmin
    I'm on PC and I agree 100%. I don't think anyone is happy about this prolonged straggling of gens.

    Im making the switch to PC this year. The capabilities of mods far outweigh everything 2K is adding to next-gen. And this is coming from someone who already has a PS5 AND XSX. I have every single platform this game is made on, and I'm just about set on making PC the only platform I'd buy the game on.
    If 2K doesnt get with the times soon and fully make the switch to next gen, including making that the base for PC, then I might just forget about 2K.
    I think Take Two as a company hates the PC. GTA gets the same treatment. I’m sure whenever the PS6 comes out they will continue to give the PC the at the time last gen version for years.
    ataman5
    You don't understand my point at all, whatever you do with what horsepower is only decided by the creators of that horsepower and for the last 2 years beside 2k, do you see that happening in the whole gaming world on that beside ssd power?
    I doubt so you do, so i don't get it twisted my friend i'm not saying next gen is not powerful nor more powerful than what current gen is; I'm stating a fact dont get your reasoning of not making a leap with new gen just bcs of the 2k current gen aight, because that's not true, no, it's what it's for all the gaming world, there is no leap not at least until now... and not like the older times of getting to a new gen..

    I won’t lie, I legitimately have 0 clue what you’re trying to say. You agree the new consoles are far more powerful, but don’t agree that the lack of a generational leap is due to devs attempting parity with old gen? What do you attribute the lack of a generational leap, then?
    We are seeing this with essentially every other game that is also releasing a last-gen version of the same game. Even Horizon Forbidden West didn’t make as huge a leap as it should have (even though it is still extremely impressive on the PS5) because they also released a version for PS4. And from what we’ve seen of the new God of War, the game will look great but not THAT much better than the previous title in 2018, also due to the fact they’re releasing the game on old gen as well.
    What I don’t get is even with 2K22 color’s being massively improved from 2K21, do next gen colors look more washed in general (and 2K23 certainly doesn’t change that as you can see the lakers yellow is still pale)?
    I fired up 2K21 old gen (2K21 next gen was hideously washed of course) and it’s ASTOUNDING how much better and richer the especially Lakers colors are. The gold is solid and rich, Staples actually has an atmosphere. In next gen the yellow just isn’t close to as rich and it doesn’t give off the right Lakers atmosphere.
    AIRJ23
    What I don’t get is even with 2K22 color’s being massively improved from 2K21, do next gen colors look more washed in general (and 2K23 certainly doesn’t change that as you can see the lakers yellow is still pale)?
    I fired up 2K21 old gen (2K21 next gen was hideously washed of course) and it’s ASTOUNDING how much better and richer the especially Lakers colors are. The gold is solid and rich, Staples actually has an atmosphere. In next gen the yellow just isn’t close to as rich and it doesn’t give off the right Lakers atmosphere.
    I'm not really sure what you're going on about with the colors. All or most of the team colors were off for 2K21, yes, but they all were fixed for 2K22.
    They even went away from the "correct" team issued colors - just mess with the shoe creator for proof - to make sure they all look appropriate in game.
    The Lakers "gold" is really yellow and it no longer looks washed out on next gen. I can verify that because the game is in front of me.
    Can't speak to the atmosphere or what not of Crypto.com arena since stadiums sounds/atmosphere has always been a low priority. Hopefully one day they really make an effort to address people's issues with audio and arena presentation.
    Official HQ of Bills Backer/Spurs Nation
    J_Posse

    Hopefully one day they really make an effort to address people's issues with audio and arena presentation.
    Official HQ of Bills Backer/Spurs Nation

    Man i been pushing for 2k for Authentic Atmosphere Audio Crowd Arena Presentation for years!
    Can you imagine having that on next gen using ps5 3d Audio:)
    Mypark killed the dream because that's thier main focus
    Peep game about their silence on certain things they dont want you to know about just like till this day 2k never told us why the Knicks still dont have Madison square Garden Logo
    2k we still waiting on this Atmosphere Mike Wang did for NBA Live from the PS3 era
    https://youtu.be/Gv4a2A6Dsv8
    I agree about atmosphere and immersion. This game could go to a whole new level if the developers would focus on crowd audio.
    I felt the same way you did about the prioritization of Park and online modes taking away any chance we would see a focus on arena audio. However, they added every teams PA announced last year (amazing addition), which was a major undertaking of time and resources. If they were willing to do that, surely they could focus on the crowd audio.
    J_Posse
    I'm not really sure what you're going on about with the colors. All or most of the team colors were off for 2K21, yes, but they all were fixed for 2K22.
    They even went away from the "correct" team issued colors - just mess with the shoe creator for proof - to make sure they all look appropriate in game.
    The Lakers "gold" is really yellow and it no longer looks washed out on next gen. I can verify that because the game is in front of me.
    Can't speak to the atmosphere or what not of Crypto.com arena since stadiums sounds/atmosphere has always been a low priority. Hopefully one day they really make an effort to address people's issues with audio and arena presentation.
    Official HQ of Bills Backer/Spurs Nation

    Play a lakers home game on an old gen 2K and then a new gen. The yellow on court is wayyyy richer on old gen. 2K22 next gen has perfect colors actually, and the yellow isn’t washed anymore, but lakers yellow is still definitely not as rich as it was on last gen. And 2K23 isn’t any better there
    By atmosphere I mean the aesthetic. The yellow/gold on old gen just feels a lot truer to life.
    It used to be gold btw, until Nike ruined lakers “gold” with their hideous new banana/p*ss yellow hues. It looks nothing like the Kobe or Magic era gold. Nike jerseys in general are horrendous if you ask me.
    VDusen04
    I'm wondering if this is just destined to be an odd generation of consoles.
    The supply shortage is one thing but speaking from a personal gaming standpoint, I haven't felt the push necessary to slap down $500 to $700 to grab a next gen console and accessories. NBA 2K7's signature jumpers and animations are what finally pushed me to grab a 360 and a great deal is what pushed me into XBox One, but I haven't felt a need to upgrade for what my gaming interests are.
    I figure it's probably an unusual position for 2K's development, with so many people yet to upgrade thus splintering their development. But then, paradoxically, I haven't really seen the sort of "next level" from my go-to games to warrant that sort of financial commitment.

    Same. Back when all we knew about next-gen was that it was supposedly "built from the ground up," my gameplan was to stay on current-gen for 2k21 (since I anticipated first-year growing pains on next-gen) and get a PC for the next-gen release of 2k22 (since I needed a new PC anyway), though I conceded that I'd be very tempted to get a PS5/XSX sooner if next-gen 2k was as incredible as we thought it might be.
    Once details re: 2k21 dropped, that temptation was dead in the water. Like, absolutely no way am I spending that kind of money to get quicker access to a 2k experience that seems more or less like what it's been for years. To that point...
    zello144
    The next gen game is built on top of the current gen game. Why else when I get bugs when changing clothes does that lake from NBA 2K18 when you were fishing with Paul George show up?
    They needed to build from the ground up. Instead of taking last gen and giving it more horsepower.

    Exactly. How can you have legacy bugs in a game that was "built from the ground up"? That's literally why you build or re-build something from the ground up, to disentangle it from deep-rooted bugs / limitations. I was very outspoken about all of this as soon as we had video footage of 2k21 and saw the truth of what it was.
    So yeah, there's zero chance I buy a new-gen console (even if 2k on PC is discontinued) as long as the game is as similar as it is to old-gen. I get that it feels and looks noticeably better when you're actually playing, but it's well, well short of what it should be, and absolutely not worth getting a next-gen console IMO unless you really play a lot of other exclusive titles as well. This is especially the case to me since it sounds like the out-of-game experience — mainly franchise mode stability / non-glitchiness — actually sounds inferior to old-gen, based on the complaints I've seen here constantly for both 2k21 and '22. That's a killer for me, though I understand that Play Now gamers are not impacted by these drawbacks.
    Idk if its just me or the Lakers jersey number colors look weird on next gen? And i agree lakers yellow jersey on old gen looks very vibrant compared to next gen
    EccentricMeat
    I won’t lie, I legitimately have 0 clue what you’re trying to say. You agree the new consoles are far more powerful, but don’t agree that the lack of a generational leap is due to devs attempting parity with old gen? What do you attribute the lack of a generational leap, then?
    We are seeing this with essentially every other game that is also releasing a last-gen version of the same game. Even Horizon Forbidden West didn’t make as huge a leap as it should have (even though it is still extremely impressive on the PS5) because they also released a version for PS4. And from what we’ve seen of the new God of War, the game will look great but not THAT much better than the previous title in 2018, also due to the fact they’re releasing the game on old gen as well.

    The developers for Arkham Knights really touched on this after cancelling the current gen version of the game. It’s not about how much money the company brings in, WB certainly isn’t short on money….but it’s a daunting task for the development teams when attention has to be split between tech. That’s just the reality of it.
    ch46647
    I agree about atmosphere and immersion. This game could go to a whole new level if the developers would focus on crowd audio.
    I felt the same way you did about the prioritization of Park and online modes taking away any chance we would see a focus on arena audio. However, they added every teams PA announced last year (amazing addition), which was a major undertaking of time and resources. If they were willing to do that, surely they could focus on the crowd audio.

    The PA announcers were a very underrated and dare I say under appreciated add. Grabbing every PA announcer (Some past and present) wasn’t some casual addition, and it most definitely wasn’t for the “online crowd”. Hopefully they can keep building on the arena atmosphere from here.
    The 24th Letter

    The PA announcers were a very underrated and dare I say under appreciated add. Grabbing every PA announcer (Some past and present) wasn’t some casual addition, and it most definitely wasn’t for the “online crowd”. Hopefully they can keep building on the arena atmosphere from here.

    Maybe so, but 2k routinely shoots itself in the foot by adding new features that are broken. I loved the team-specific PA announcers at first, but eventually I kinda wished I just had the default one back, since so many of the PA announcers are busted in different ways (POR and MIA are the ones people complain about, but I've been in a lot of games where the team-specific PA guy randomly won't say certain types of things). If I'm not mistaken, didn't the default PA guy also pronounce every name in the game, like if you had a Create-A-Player named World B. Laimbeer or something? The team-specific PA guys (understandably) aren't as flexible, which makes draft classes kind of a bummer sometimes (i.e., PA guys unable to verbalize a pretty normal name that would've been recognized by the default guy).
    vetmin
    Maybe so, but 2k routinely shoots itself in the foot by adding new features that are broken. I loved the team-specific PA announcers at first, but eventually I kinda wished I just had the default one back, since so many of the PA announcers are busted in different ways (POR and MIA are the ones people complain about, but I've been in a lot of games where the team-specific PA guy randomly won't say certain types of things). If I'm not mistaken, didn't the default PA guy also pronounce every name in the game, like if you had a Create-A-Player named World B. Laimbeer or something? The team-specific PA guys (understandably) aren't as flexible, which makes draft classes kind of a bummer sometimes (i.e., PA guys unable to verbalize a pretty normal name that would've been recognized by the default guy).

    I’m sure all of those issues exist, as well as other quirks. Doesn’t mean the feature is broken.
    On the flip side of that, They recorded specific lines for incoming new players, and even old calls for players who have been traded back to the team they left. Including legends.
    Bugs inevitably happen. Those bugs didn’t completely undermine the feature for me personally.
    The 24th Letter

    The PA announcers were a very underrated and dare I say under appreciated add. Grabbing every PA announcer (Some past and present) wasn’t some casual addition, and it most definitely wasn’t for the “online crowd”. Hopefully they can keep building on the arena atmosphere from here.

    Easily one of my favorite additions in recent years that I forget how much it's one of my favorite additions. Exceeded my expectations tbh when I heard new players audio such as for example, Michael Baiamonte in Miami saying Bradley Beal in the way you would expect him to say Bradley Beeeeeeal threeeeeeeeeeeee. Any improvement in real life immersion is going to be a huge plus for me. Not saying CAP names was to be expected and doesn't kill it for me.
    The 24th Letter
    The developers for Arkham Knights really touched on this after cancelling the current gen version of the game. It’s not about how much money the company brings in, WB certainly isn’t short on money….but it’s a daunting task for the development teams when attention has to be split between tech. That’s just the reality of it.
    The PA announcers were a very underrated and dare I say under appreciated add. Grabbing every PA announcer (Some past and present) wasn’t some casual addition, and it most definitely wasn’t for the “online crowd”. Hopefully they can keep building on the arena atmosphere from here.
    Yep. I may be wrong but I feel like additions like the PA Announcers are possible because of the crazy money 2K makes online. Yes, more development goes into the modes making money. Why wouldn't it? But theres more for smaller things like the PAs.
    Sent from my SM-G950U using Operation Sports mobile app
    I'm such a mark. Despite not being happy with NBA 2K for a few years now, I can already feel it in my bones that I will get it again this year at launch. If I stop playing it quickly I won't blame 2K for anything though, it's on me for being a marshmallow.
    jfsolo
    I'm such a mark. Despite not being happy with NBA 2K for a few years now, I can already feel it in my bones that I will get it again this year at launch. If I stop playing it quickly I won't blame 2K for anything though, it's on me for being a marshmallow.

    Odds are ill be doing the same lol
    Verzonden vanaf mijn iPhone met Operation Sports
    My only beef with the PA announcers is when I put Jordan, Pippen, Rodman and co onto the current Bulls team (to use in MyNBA), the Bulls PA announcer doesn’t say their names with any emotion. When they’re doing the starting lineup show he yells out certain current players names with excitement but some and especially classic players he doesn’t say their names like he recorded them as a part of the team. It defaults into what sounds like the standard 2K announcer, just emotionless.
    So when Jordan scores, or gets announced in the starting lineup, you hear a very basic, dry “Michael Jordan” in the same tone you would if he’s an opposing player scoring on the team.
    Meanwhile random 80’s players will be announced with complete excitement on other teams they didn’t even play for. I don’t know why the Bulls PA didn’t record MJ and the Bulls legends as if they were part of the team. You have to play as the old Bulls teams to get that from the old school PA guy.
    The 24th Letter
    Czar stream on body ups.
    https://youtu.be/5aONyKR6cSU
    Good listen.

    Oh no. It seems like I can no longer lockup with Trae Young and John Collins. I used to love running into offensive players and shutting down drives. Ha.
    This will literally change the game for the good. Playing trash defensive players should kill you. Same with bigs.
    The 24th Letter
    Czar stream on body ups.
    https://youtu.be/5aONyKR6cSU
    Good listen.
    This is the smallest, most inconsequential thing so I'm not trying to front like it's anything major, but if 2K just wanted to give me a certificate of participation for, like two days work, I'd be willing to go ahead and fix some of those inaccurate classic team accessories once and for all (looking at you, knee-high-socks wearing Rick Mahorn).
    I wish I knew more about the development process so I could make sense of why there's not enough time to just find one person on staff somewhere, at least once over a five year span, who could go through and make a quick sweep to make sure that stuff's on point (or to make sure a guy like 2004 Lindsey Hunter doesn't come out the gate chock full of Shawn Kempian dunk signatures).
    Again, tiny thing, not trying to make it big. But classic teams are my thing so, that's how she goes. I'll wait for a different time to discuss the possible regression of classic Pistons jerseys from one generation to the next (so much space between the number and the waistline).
    VDusen04
    This is the smallest, most inconsequential thing so I'm not trying to front like it's anything major, but if 2K just wanted to hire me or give me a certificate of participation for, like two days work, I'd be willing to go ahead and fix some of those inaccurate classic team accessories once and for all (looking at you, knee-high-socks wearing Rick Mahorn).
    I wish I knew more about the development process so I could make sense of why there's not enough time to just find one person on staff somewhere, at least once over a five year span, who could go through and make a quick sweep to make sure that stuff's on point (or to make sure a guy like 2004 Lindsey Hunter doesn't come out the gate chock full of Shawn Kempian dunk signatures).
    Again, tiny thing, not trying to make it big. But classic teams are my thing so, that's how she goes. I'll wait for a different time to discuss the possible regression of classic Pistons jerseys from one generation to the next (so much space between the number and the waistline).

    Can’t lie-
    Kind of expected you to comment on the possible improvement of straight line driving angles Czar talked about in the video, with that seemingly being a sticking point for you over the years..
    Hear you on the jersey too though.
    alabamarob
    Oh no. It seems like I can no longer lockup with Trae Young and John Collins. I used to love running into offensive players and shutting down drives. Ha.
    This will literally change the game for the good. Playing trash defensive players should kill you. Same with bigs.

    Sounds like defense is going to be quite an adjustment…I think we’ve all kind of gotten used to that “latch on” effect…lol
    If the shot separation/creation game goes hand in hand with this body up system and forcing people to take angles instead guarding on ball like offensive linemen…if this is the case then we might reach an entire new level of stick skills.
    Dribbling can then be made less glitchy because creating separation will be about using pace and reading your defenders position rather than waiting for a canned stunned defender or RNG based ankle breaker animation to play out.
    Hopeful.
    I like that strength is a factor as well. I always try to make a Chauncey Billups type of PG in MyCareer. It always feels too slow. Now hopefully I can create a PG that's not super fast and athletic, but skilled and strong. It will be cool to see the strength reflected while attacking.
    Sent from my SM-G950U using Operation Sports mobile app
    The 24th Letter
    Can’t lie-
    Kind of expected you to comment on the possible improvement of straight line driving angles Czar talked about in the video, with that seemingly being a sticking point for you over the years..
    Hear you on the jersey too though.
    I'll have to get back to you on that. I clicked on the video and passively watched on mute while on the phone with my mom 😆
    jfsolo
    Yes, this is a must listen for everyone here.

    This sounds great to me. This is something that would kill me on offense. I would think that I pointed the sticks to an opening but would just get bodied up instead. Czar was right about needing to damn near point the sticks to the sideline. To get around defenders you'd basically have to turn like a bus or tank. Hopefully this works as good as it sounds and doesn't get changed.
    Edit: Man, that Czar laugh NEVER gets old! It's like the "Ho Ho Ho" of 2K.
    If they have finally greatly reduced the absurd detection radius that was allowing defenders to be unrealistically great perimeter defenders, then help defense simply has to be much improved otherwise it will be too easy to get to the rim, and they'll have to turn it back up again.
    As has been said by so many here, hopefully they can leave the offline game alone when they inevitably make changes because of online folks wanting the old way of defense back.
    The 24th Letter
    Czar stream on body ups.
    https://youtu.be/5aONyKR6cSU
    Good listen.
    Czar's comments beginning around the nine minute mark explain so much about the frustrations I've had with this game in recent years. A 45-50 degree body-up detection angle on either side of the defender is exactly why I could feel like I was attacking a very obvious opening only to get bounced right back to the perimeter by an out of position defender. That was probably the No. 1 reason 2K22 felt dead on arrival for me. How am I supposed to play basketball if I have to point toward the sideline just to have a chance of skirting around a body-up?
    In turn, it's very encouraging to hear they've lessened that body-up window to an undisclosed width.
    That being said, that also raises questions on the defensive side on the ball. Somehow, in 2K22, it felt like I couldn't move anywhere on offense without getting bodied up. Yet defensively, it felt like my human-controlled on-ball defender was set to 100 percent sensitivity. He'd just jitter, slide, and wildly overreact to any CPU ball-handler input until an advantage was gained. Here's hoping they're able to find a more sensible balance this year.
    If nothing else, these videos are always interesting for how they provide a modicum of insight into the why. Like, I'm sure that 50 degree body-up detection angle was not chosen for its realism, but rather to compensate for the game's defensive shortcomings (subsequently making it unrealistically more difficult to drive to the rim). I empathize with their struggle to find balance and I hope 2K23 moves a step toward finding it.
    I would love to hear more about the tendencies of players being improved both classic and current players. The more we dive into the Jordan Challenge for 2K23, the more it should bring back nostalgic feelings for any retro basketball fans. That is reason enough alone for tendencies to finally see a correct update across the board. There is no reason 2K can't put emphasis on them if they truly want authentic basketball. In the past, there have been posts/threads by many on Twitter which led to some players being updated but then 90% of others never being touched which led to imbalance gameplay as many role players have higher shot or touch tendency than stars (Classic Teams). I know in the past one of the DEVS used outside help on the tendencies to someone for the current teams, so I'm hoping he or someone else at 2K was able to do the same for the classic teams finally. It's a lot of work to get them correct but is well worth it if someone can be found that is knowledgeable of the specific classic teams and who also knows the correct scaling to help bring out proper gameplay.
    My thoughts on Czar's video that,
    First, as he himself suggests things may not turn out the way they had visioned and get patched afterwards when the game is released, i hope that some folks here understand this as well and don't get hype right away, this is no more a theory of likeminded guys like us (game changes all year long, even day by day with in game updates) but a dev saying the well known output of how the history has happened for recent years and may well be again repeated.. Even Czar were a little bit inexperienced in his first years at 2k with his pre release videos(we're still waiting transition game to be fixed. :)I have ssd memory here with 2k) and had more hype about the first design and versions of the game and but now he's also more cautioned with his wordings and more calm, so am i, so i suggest you are,too.
    And yes the notion is looking out good as basketball has more angles on one n ones and impying that into the way players move in 23 would be a big gain at least on the hopeful long process. One thing that came to my mind right away he said narrowing the angles is if it implemented as he says than it would Space the Floor more, right. Spacing can be much better. We had stone walls, we had no walls and blowby then we had invisible magnetic interactions now we can have spacing better maybe this can help with that,too. Let's see.
    22 has a lot of varied and very fun offensive arsenals when you get to 2ku all by yourself yet on the court i felt (user vs user MLO or PNO) i couldn't really make use of those arsenal as i want it to be or feel to be that i got more locked not rightfully by mostly even onball defenders yet on the other hand there were cheese for offense that you wouldn't really need all those offensive bag of yours or anything to need to go deep dive for you to get by your defenders easily, for those who don't spend time on 2ku wouldn't really lose anything on the court by not learning, i hope that this new approach with shading on d and more compact offensive movement would give more realistic or not realistic but a well balanced in game outputs to whom he spends time learning it rather than cheesing on defense(fe. as Czar said running directly to offense to stone wall or the other way around cheese to get bys etc.) or for offense.
    That does sound really good on paper.
    On the flip side i have my doubts on the strength factor though, strength is already a very much of a factor and those players who has strength gets away with much more cheese either to get by defenders and get easy layins down the rim and i'm talking about low rated overall but has good strength attributes who gets away a lot of cheese on defense,too. They add this notion by thinking about parks proam etc. but on the NBA portion ratings of nba players have to be well identified with their impact on gameplay so that we won't see that cheese if strength gets even more love, we would end up a different kind of a trouble.
    I played 2k21 and 2k22 for a total of MAYBE 10 hours combined... MAYBE. Yet, here I am, again, preordered.
    SO many little things, LITTLE things, that should be nothing, kill my enjoyment of the game. None of them "individually" would kill the experience, but combined, just lead to an overly frustrating experience.
    One them, Czar spoke on and hopefully we'll see some big changes and a more enjoyable experience.
    I haven't listened all of the way through... any word on loose ball recovery after a block, rebound, etc? Where the offensive player, in a jumble of defensive players, somehow mysteriously ends up with the ball for an easy putback or foul call? Played 3 minutes yesterday of 2k22 and it happened twice. One was egregious, lol.
    rudyjuly2
    Mike Wang did tweet that the “take” foul in transition is in the game and that lefty dunks will have their controls flipped in the new system.
    Did he mean the new punishment for take fouls is in the game (free throw and possession)? Or just the ability to perform take fouls? Or maybe both?
    With the new rules hopefully curtailing take fouls in real life, this could be a mechanism that'd be outdated before it's even added.
    WTF
    I played 2k21 and 2k22 for a total of MAYBE 10 hours combined... MAYBE. Yet, here I am, again, preordered.
    SO many little things, LITTLE things, that should be nothing, kill my enjoyment of the game. None of them "individually" would kill the experience, but combined, just lead to an overly frustrating experience.
    One them, Czar spoke on and hopefully we'll see some big changes and a more enjoyable experience.
    I haven't listened all of the way through... any word on loose ball recovery after a block, rebound, etc? Where the offensive player, in a jumble of defensive players, somehow mysteriously ends up with the ball for an easy putback or foul call? Played 3 minutes yesterday of 2k22 and it happened twice. One was egregious, lol.
    Quite relatable.
    Regarding loose balls, I don't think they were touched on in the video, as he primarily stuck to the topic of body-ups.
    LeBlonde James
    This could finally be an answer to people spamming steal
    I get the need to find ways to counteract online spammers but this cascade of boosting and counterboosting has me concerned about the gamefication of 2K as opposed to its reliance on sensible, realistic physics-based principles.
    It's a quandary, no doubt, because head-to-head gamers play by different rules and have different needs. But I'm not sure I need boosting and adrenaline and active ratings depletion to arbitrarily occur by simply pressing the steal button while playing against the computer.
    I think I'd prefer a continued push to make motions and countermotions more physically accurate rather than just arbitrarily capping their use.
    People who recklessly jump non-shot blockers toward shooters should be called for fouls on contact and in lieu of no contact, should have realistic trouble recovering on the play (in 2K22 I distinctly recall the pumpfake having virtually no effect on my ability to elude a CPU defender, even if they bit on the fake, due to their speedy recovery skills).
    People who spam the steal stick with a poor defender should probably be left a bit flat footed if they initiate that steal from a vulnerable position. Or reach in fouls for steal attempts from bad angles should suffice. Or offensive ball handling animations to shut down weak steal attempts (a subtle arm bar, protective dribble, low dribble, etc.).
    Really just makes me wish there was an offline programming setup and an online programming setup.
    VDusen04
    In turn, it's very encouraging to hear they've lessened that body-up window to an undisclosed width.

    The entire time I was listening, and it was a great listen for sure, I was wondering if the devs would ever consider implementing a slider for exactly what Czar was talking about. "Body-Up Window Angle" or something like that.

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