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Other video games, TV shows, movies, general chit-chat...this is an all-purpose off-topic board where you can talk about anything that doesn't have its own dedicated section.
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Tue Sep 04, 2007 7:24 pm

Can we induct this into the HOF in a year or two? :P

Tue Sep 04, 2007 8:21 pm

Not a part of my usual hunting ground, but I couldn't let this one slip.

Once again, if I’m a liar or a hypocrite, or even based on the quotes you have of me, no way does that imply that I’m stupid. So by your calling me so, then that once again proves that you are another Live dweller that needs to feel superior.


Isn't it ironic that you're getting worked up about being called stupid, yet you're the one that says people that purchase Live products (that being the majority of this forum) are stupid?

I mean...you don't like being called stupid, but started off things by calling us stupid. So...doesn't that in fact...make you stupid, stupid?

Wed Sep 05, 2007 1:31 am

Re: This thread.
2K1-2K7 > Live 2001-07. 2K8 and Live 08 are not out yet. Both companies have worked on their game. Media have said both are better than before. Until we have both titles to sit down with, we cannot know if Live has surpassed 2K. It is unlikely they do, but they are likely to close the gap from what has been shown thus far.

king2k starts off well by providing the new info on here, but then starts trolling or someone insults him. Then everyone starts feeding the troll and nobody looks good. Jae and shadowgrin are the only people to sit down and analyze the info in the article.

Re: The info
Kool Moe Dee wrote:Where I have heard this idea. NBA Live's Direct Pass?

Well, Sony did it first...NHL FaceOff 97 and NBA ShootOut 97. VC was the first company to keep the icons up after triggering them instead of requiring them to be held down.

Another thing to note, that I think we understand. In order to more accurately represent basketball the games are going to have to become more complicated to control. Just compare Live 2004 to Live 99. Or Live 2003 to 97. The question is how to make it complicated but logical enough to easily handle.

Wed Sep 05, 2007 2:52 am

ND_Raiden wrote:well yea it got some good features in it but i meant the quality of it, really poorly put together, n it was fan made anyway lol if it was a better presentation id really look into it jus the way it is doesnt catch my attention


Well I guess that is just personal preference. I didn't like it at first but when I payed attention to the detail in the HD version, I was really impressed.

1up:Rumor about a feature in the Association Mode of NBA 2k8

Wed Sep 05, 2007 12:17 pm

Last year, NBA 2K7 was the best hoops game in years, while the competition (NBA Live 07) floundered. This year, EA presses the reset button while the 2K series soldiers on in a whole mess of ways.

For starters, NBA 2K8's arena lighting and crowd looks fantastic -- this year it's all part of the same picture. Last season, the art team didn't develop the stadiums and the players at the same time, so the ballers didn't exactly "fit" when they were dropped onto the parquet. This year the team built them simultaneously, and it shows -- so much so that players interact with the sidelines and even jump over the first row of seats when going for a loose ball.

Image

On the court, 2K is trying to fix up two major NBA game problem areas: playing defense and the post game. We only had a game's worth of hands-on time (though we loved the chance to run with Boston's new three-headed monster), but there's plenty of reason to expect a repeat from last year's b-ball champion. Working the ball down low feels strong, with plenty of signature shots to make it feel authentic.

In the defensive game, there's a new lock-on feature that allows for more physical play on the ball-handler (not to mention helping defenders during online play -- which, by the way, will run at 60 frames per second). The lock-on basically helps you stay on a player with assisted A.I. at the pull of a trigger. A tiny meter which fills up much faster for top defenders like Ron Artest than it does for Adam Morrison-types lets you know when you're locked on. Once that happens you can ride a player to the sidelines. To stop the lock-on, the offensive player can pass or, if he's a good ballhandler, reverse his dribble and lose you. We did see some goofy, broken animations as part of both the dribbling and the post game, but we're hoping those will be cleaned up by launch day.

Offensively, there's a clever addition that shows off your shooter's hot spots. Live 08's indicator is an overlay that comes up with the press of a button. But that also tips off the defender. In 2K8 you see some sort of Cingular cell phone bars that fill up if your shooter has the range. The bars are colored, so if you're struggling they go blue and when you're neutral they stay yellow. Naturally, the bars go bright red when you're hot.

We didn't get a close look at the franchise mode, but we did hear something that had our ears perk up: You can pitch players on different aspects to lure them to your team. If you say they'll start and you're empty at their position, they are more likely sign. Smart stuff.

Finally, we got a look at the Blacktop Mode (there's no more story mode with nerdy guys in striped sweaters), where you can have a pick-up game, play 21, enter into a 3-point shootout, or -- and this is the best of it -- jump into a Slam Dunk Contest hosted by Bobbito, of NBA Street Vol. 2 and Vol. 3 fame. The dunking's intuitive, as you whirl the right analog stick to break off something special, then time your trigger pull for a slick finish. It's challenging, but easy enough to play as a party game.



http://www.1up.com/do/previewPage?cId=3162504

:lol:

though I don't really care for the Association mode, this sounds cool. :D

Wed Sep 05, 2007 1:13 pm

Andrew wrote:Free agent signings have also been enhanced by a mini-game of sorts as the negotiation process may involve more than just throwing money at a player, depending on a player's interest in signing with your team. Free agents have an interest bar that gives you an indication of how keen they are to sign with your team or even talk to you. If their interest is high enough, the mini-game is skipped and you immediately start talking dollars and contract length. If their interest isn't quite high enough, you'll have to convince them that joining your team would be a good idea before their virtual agent will even start listening to contract offers.

:lol:

though i don't really care for 2k, this sounds like some company's been doing their research on the competition this summer. :D

Wed Sep 05, 2007 2:06 pm

I don't think they would've had time to implement it just weeks after all the previews. It's like the 2K people saying Madden ripped off features from All-Pro that they would've had an entire week to implement.

Both of these games are done now. If they don't go gold this week, it'll be next week for sure.

Wed Sep 05, 2007 3:59 pm

benji wrote:though i don't really care for 2k, this sounds like some company's been doing their research on the competition this summer. :D


though i don't really care for their competition, their competition didn't really bring it last yr, and last time I checked it was much better than the competition last yr. :D

A really good company knows how to be very innovative or/and implement what its competitor has BUT with more "Efficiency" (ex. Hotspots)

Wed Sep 05, 2007 4:15 pm

That was Qballer that said that, not benji.

Dynasty mode doesn't do it for me - I'll never have any sense of accomplishment after signing Erick Dampier in a video game.

Thu Sep 06, 2007 5:36 pm

New screenshots

Image

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Image

Image

Image

Source: 2k Sports

Thu Sep 06, 2007 5:53 pm

These are the most beautiful screenshots I've ever seen!

Thu Sep 06, 2007 8:33 pm

Check out Lebrons face in the Dunk Contest pic. He looks like a fish!

Fri Sep 07, 2007 4:43 am

Faces are still very generic looking - unimpressive.

Fri Sep 07, 2007 7:16 am

Image

Image

Source: 2k Forums and Vetzballin

Fri Sep 07, 2007 8:02 am

either they are pre-renders as well or they are doctored beyond belief. I say saturation is jacked waaay up and I'd love to bet my life savings that it looks only half as good in-game. hopefully by now we've all learned to not take "screenshots" for face value.

Fri Sep 07, 2007 8:10 am

Even if they are for some reason doctored screens, at least they know how to properly fake depth of field unlike EA.

Fri Sep 07, 2007 8:23 am

I wouldn't say that when looking at the first pics. They blurred the player, but the edges of the body give away either an improper use of DOF or doctoring. The second ones look ok in that respect, though.

I like it either way. The ball could look a bit better at the seams.

Fri Sep 07, 2007 8:32 am

The first pic with Yao is accurate DOF as the camera is focused on the back, so the front players are blurring. And with Paul and McGrady focused the rest of the scene blurs. They are clearly doing seperate DOF on the models however. Likely a blurring of the texture, then they blur the draw behind the "focus" as well. It has to be only during replays clearly.

I was just comparing it to the EA shot, where the blurring was clearly done to the shot and not as a post-processing effect.

IGN: 3 ACTUAL GAMEPlAY vids of NBA 2k8 the sexiest vids ever

Fri Sep 07, 2007 12:24 pm

http://media.xbox360.ign.com/media/866/ ... ids_1.html

:lol:

There is nothing that needs to be said. Speechless. :D

Fri Sep 07, 2007 12:26 pm

The dunks still look shit. Not too bad, not creaming in my pants over it like you but impressed nonetheless.

Fri Sep 07, 2007 1:16 pm

Sexiest vids ever? Really? That explains a lot then.

Fri Sep 07, 2007 1:25 pm

I think the Ray Allen dunk was a bit silly, but Kobe and Shaq's dunks are awesome!!!

IGN: deepest Association mode ever

Fri Sep 07, 2007 1:31 pm

September 6, 2007 - The franchise mode in almost every sports game has suffered from the same problem: unrealistic and downright bad trade and player logic. Trades are just a matter of matching up ratings, signing free agents comes down to having enough to spend (since you're always first in line), and player morale is simplistic and often broken. NBA 2K8 may have the solution, with a revamped Association Mode that puts personality into every single NBA player and future draft pick.

Every player is assigned one of four personality types:

* Neutral: This covers the majority of NBA players. They don't suffer from many of the issues associated with the other three types. Examples: Michael Redd, Chris Paul, Shawn Marion

* Laid Back: This player doesn't often show emotion and usually ignores what others may perceive as an insult. At the same time, they aren't know for inspiring a team with their energy. Examples: Tim Duncan, Grant Hill, Ray Allen

* Expressive: When this player's not happy, you, the team, and the media know about it. But this player can also have a positive effect on a team so long as they are kept happy. These guys wear their emotions on their sleeves. Examples: Rasheed Wallace, Vince Carter, Sam Cassell

* Unpredictable: You just don't know what you are going to get with these types of players. They may suddenly lash out at a coach or just sit quietly and say everything is okay, even if it's not. Examples: Allen Iverson, Zach Randolph, Ron Artest


One personality isn't necessarily better than another. In fact, NBA 2K8 is designed so that, like a real hoops team, it's best to have a mix of personalities. A team full of Laid Back players will be just that -- laid back. Team chemistry and morale, while less likely to go sour, will also build far slower without some energetic personalities. On the other hand, two big stars that are both Expressive may clash. But a Batman & Robin tandem of an Expressive point guard and a Laid Back small forward may be able to work some real magic over their careers together. Managing the personas of your players and creating the right blend for your team will be crucial to succeeding in The Association.


Player personalities are only one half of the mix that makes The Association look so promising this year. For the first time, users can define every player's role on the team. Depending on a player's persona, their overall rating, and career, they will have specific expectations of the role they should play on a team. That includes number of minutes played, but also factors in how they are being utilized on the court.

There are five roles that can be set for players. Each role includes several potential sub-roles that further define player expectations. In this way, you can have five starters that each have an understanding of their place on the team (that doesn't mean they have to be happy about it):

Starter: This player expects to be in the starting five of every game and play a significant amount of minutes.

* I want you to be the star of the team.
* Your position as a starter is guaranteed.
* You're replaceable if an upgrade comes along.


6th Man: Usually the first man off the bench, these guys are often good enough to be starters and are the leaders on the court when substitutions are made. And yes, you can have more than one 6th Man on a team.

* We need you to bring some energy off the bench.
* You might not be a starter, but playing time will be ample.
* You will have plenty of opportunities to prove yourself.


Role Player: This might be a defensive specialist or perimeter shooter -- someone who is on the team to perform a very specific function.

* We need some energy and depth off the bench.
* Your minutes will be limited, but you will get a chance.
* We need your versatility off the bench; playing time will be sporadic.
* Our young players need a mentor; playing time will be limited.


Prospect: This is someone who has a great deal of potential, but isn't quite ready for a full-time job in the NBA. They expect to play a few minutes each night, but won't carry much of the load.

* You will have a solid career, but you're not ready yet.
* We believe in you, but you need more time to develop.


Bench Warmer: These scrubs are the Jack Haleys of the NBA, there to fill out the 12-man roster and clap a lot on the pine.

* Playing time will be very limited.
* You will only see playing time if we get hit with injuries.
* We need you to fill out the roster.

Personality and player roles factor into almost every aspect of The Association. Let's say you are playing as the Celtics and, just to be a jerk, you decide to make KG a Role Player. Because of his rating, KG knows he should be a starter. If KG were an explosive personality, this could become trouble instantly. But since KG is Laid Back, he may bite his lip and just take it. But his morale will slowly tumble. And if the team begins to lose with KG riding pine (even in sims, you can designate the number of minutes players are on the court), the team chemistry will start to sour. And if team chemistry drops, some of the more hot-headed players on the team may start having an adverse reaction. All of this as a result of your benching a player who expects (and deserves) to be a starter.

This also factors into signing and trading players. Let's say you decide to bench Paul Pierce for a few games. He may become so upset that he demands a trade. In fact, you can damage the relationship so much that it will be very difficult to regain Pierce's trust. What can you do but trade him? Problem is, the AI knows Paul Pierce is demanding a trade. So, with your hand forced, Pierce's trade value plummets. And should you keep Pierce, it will cost you quite a lot of cash to convince him to resign.

When signing free agents or even re-signing players currently on your team, you'll have to do more than just offer cash. You can also include a no trade clause, player and team options, and define the role/sub-role. You can try and over-promise a player a role to get them at a lower value, but you may end up screwing yourself later if they don't get the minutes. In this way, players are called on their BS signing tactics that allowed them to easily overload a team with talent.


Age and a player's history also play a part in contract negotiations. Younger players are usually more interested in getting a big pay day, even if it means playing on a sub-par team.But an older player who hasn't won a ring may take less money and a reduced role to be on a good team. And yes, you team's winning percentage does factor into player decisions. So Golden State will have a tougher time attracting a superstar than Phoenix.

Free agency is going to be a bit tougher on GMs this year. In the past, you had first dibs on every player out there. Now there are days and weeks of negotiations where a player weighs a variety of offers. Your Lakers may be able to offer Gilbert Arenas more cash than the Pistons, but will you risk promising Agent Zero a role equal or greater than Kobe's? Doing so could create a major disaster by mid-season.

Once the signing process is over and you've drafted your rookies (each with their own personalities and expectations), it's time for training camp. There are more than a dozen different training regiments to increase the aspects of a player's game. Throughout the previous season, you've earned Reward Points for completing specific tasks (win the Championship, be named Coach of the Year, etc.). These points are then spent to train your players. Put some extra weight on Shaq just for laughs or try and improve D-Wade's perimeter defense. It's up to you.

In theory, all of these elements should make for a dynamic and realistic franchise mode. How well all of this works over the course of several seasons remains to be seen. But, from our time fooling around with The Association, it appears 2K is going to give gamers something special this October.


http://xbox360.ign.com/articles/818/818513p2.html

:lol:


Personalities are would matters in a relationship. :D

Fri Sep 07, 2007 2:12 pm

Does the 2K series have a forum?

Fri Sep 07, 2007 2:18 pm

I'm loving the animations except for the off-ball ones. It's looking very smooth, and the defense AI, more often than not, is looking awesome. I'd much rather be playing this game than Live 07, one of the worst playing experiences ever.
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