Sun Jul 22, 2018 12:13 pm
New Takeover System
One of the more noticeable changes coming to NBA 2K19 is a new game system that celebrates the idea that any NBA player can take over a game at any time. Think of this Takeover concept as a more nuanced take on the “On Fire” system from the arcade classic NBA Jam.
The way Takeover works is players of each archetype have unique ways to exert their dominance during a game. For instance, playmakers take over by setting up teammates for easy buckets, rim protectors change the trajectory of a game by locking down the paint, etc. As the player exercises his will against the opponent using his specialties, he builds up a takeover meter. Once activated, you will see an on fire badge underneath the player on the court, which indicates the player has unlocked a new tier of special animations and badges that align with their archetype. For instance, playmakers like Rajon Rondo won’t suddenly be raining down threes while on fire NBA Jam style. Instead, they may get Dimer and Ankle Breaker boosts.
Holding the left bumper button, you can check where all your players on the court are at in terms of activating their Takeover. Multiple players on the same team can activate Takeovers at the same time, as well, making for some intriguing combinations. But beware, if your players struggle they can also develop cold streaks. These diminish gradually over time, but you can try to accelerate coming out of their funk by calling a timeout.
"I like it, it's a little meta game to think about how you play with players,” Wang says.
Dramatically Reduced Clipping
The switch to the new motion system in NBA 2K18 brought some unexpected problems. Immersion was often shattered due to excessive clipping where limbs, heads, and basketballs morphed through players’ bodies. Making it worse, these rough animations weren’t just limited to the high-traffic areas; we saw them in one-on-one situations on the perimeter as well.
“It was embarrassing,” Wang admits. “There was a bug that we didn't find until very, very late with the collision detection. That's another thing that we're working on right now. We're spending a lot of time trying to make sure you just can't go through players and stopping them when you try to run into guys.”
I only played four or five games of NBA 2K19, so I’m reporting off a small sample size, but during each game, I paused and watched instant replays when bodies clashed in the paint and on the perimeter to see if the collisions were still compromised, and all the animations looked clean. Arms reacted naturally to contact and bodies slammed into each other instead of clipping through. Wang says Visual Concepts is continuing to hone this in the lead-up to launch to minimize clipping as much as possible.
“It's hard to make it foolproof because it's a game and if we made it so every time a limb got hit the ball would knock loose it would be chaos,” Wang says. “But you definitely won't see the major bodies going inside other bodies and heads.
Rebuilt Stealing System
We’ve all been in a situation defending off-ball and see an opportunity to swipe at an unprotected ball, yet nothing happens when we press the steal button. Visual Concepts has wanted to re-examine this system for a while now, and finally had the time to address it with NBA 2K19.
Successful steal opportunities are now governed by a zone system that judges vulnerability. Defenders who recognize prime stealing opportunities where the ball is exposed – during open-bodied hesitation dribbles and when post players aren’t protecting the ball from secondary defenders, for example – will be rewarded for their smart timing. Dribblers can’t just string together moves with no concern about the defender’s reach anymore. Reading those situations correctly and stealing at the right time will pop the ball out a lot easier.
But these aren’t always clean wins with unobstructed paths to the hoop; building off the more unpredictable loose balls of NBA 2K18, sometimes both players will scramble for possession when it's knocked free.
Returning Skill To One-On-Ones
Last year’s new motion system made it easier to blow by defenders with speed, but it went too far. Even lockdown defenders could be taken right off the dribble with startling regularity. This has been reworked in NBA 2K19 to make stick skills matter more than before and restore balance to the one-on-one interactions.
"We have to make this game more about bringing back the skill gap and making it about the users, the skill on the sticks to be successful,” Wang says. “It's all about matching your stick to where the guy's trying to get to. That's where you'll get the set-offs, the brick walls. You'll get blow-bys if the guy's stick is the wrong way."
Defenders also can’t just rely on holding the left trigger to be in the ideal situation to contest a shot. The automated contest system has been removed, so defenders need to actively get a hand in the shooter’s face by using the right analog stick if they want to affect the shot.
Offensively, the dribblers have some new tools at their disposal as well. Flicking the right stick activates signature walking size-ups. Wang also says good ball handlers should find NBA 2K19 a lot more responsive and fluid in terms of branches and combos.
Sun Jul 22, 2018 12:37 pm
NBA 2K19 has a lot to live up to considering NBA 2K18 simultaneously became the best-selling entry in franchise history while also alienating some hardcore fans with its approach to microtransactions and server instability. While developer Visual Concepts isn’t talking about those elements of the game just yet...
Sun Jul 22, 2018 6:52 pm
Sun Jul 22, 2018 7:29 pm
Sun Jul 22, 2018 11:06 pm
Mon Jul 23, 2018 12:28 am
“It was embarrassing,” Wang admits. “There was a bug that we didn't find until very, very late with the collision detection. That's another thing that we're working on right now. We're spending a lot of time trying to make sure you just can't go through players and stopping them when you try to run into guys.”
"We have to make this game more about bringing back the skill gap and making it about the users, the skill on the sticks to be successful,” Wang says. “It's all about matching your stick to where the guy's trying to get to. That's where you'll get the set-offs, the brick walls. You'll get blow-bys if the guy's stick is the wrong way."
“Interior defense was really rough last year,” Wang says. “When we went to the new motion system we ended up taking out a lot of the multi-actor animations that we had in the past, so it made it really tough to protect the rim. That's why there were so many missed lay-ups, it was kind of a band-aid to fix all that because you could pretty much get them at will. That's a lot better now, and so is the hit detection of when you are actually covered and when you are not.”
SKILLS STILL MATTER
Last year I mentioned how much we focused on the skill of the gamer being king in deciding who wins and who loses. With NBA 2K18, that focus remained but definitely evolved from last year. I think the main course of the evolution was defining what “skill” meant. Last year, NBA 2K17 put a very large focus on stick skills. And while that focus was good, it also took away from some of the aspects that traditionally make 2K gameplay so great.
With shooting for example, last year we introduced shot aiming and put a heavy emphasis on shot timing deciding makes and misses. The unfortunate side effects to some of these changes were that it became very difficult for us to balance the “stick skill gap” between new users and pro gamers, as well as across the various archetypes. So in many ways, it ended up de-valuing player attributes, defensive impact, and all of the other factors that go into shot success. So we took a step back and looked at the pros and cons of NBA 2K17’s shooting system compared to how we’ve done things in past games and married the best ideas together to create a new system for 2K18. This year I think we’ve struck a great balance between the importance of stick skills and basketball IQ.
On the defensive end of the floor there were a ton of improvements as well. The biggest thing for a lot of our users was the dribble drive game. This is something we spent a lot of time on and it’s come a long way since last year. Many people complained about “stonewalling” defenders that were able to clamp down ball handlers regardless of their ratings and, somewhat unrealistically, stifle the dribble drive game. The interactions and logic for ball handler/on-ball defender collisions were reworked and it feels MUCH better. In NBA 2K18, if the ball handler can get a step on his man or is a Westbrook or LeBron coming downhill prepare to see a blow-by for a clear drive to the hoop. It feels really good now to get your defender leaning one way, attacking his drag foot, and seeing your ball handler quickly swim by the defender without getting snatched into a heavy bump animation. Sure the Kawhi Leonards of the league can still clamp down slower ball handlers, but for the most part, you’ll see a lot of “hip riding” this year compared to the knockbacks and dribbler stuns from the past. If you find yourself matched up with an extra pesky hard-nosed defender, I recommend pulling off stepback moves from the rides. They’re extremely deadly this year. The whole revamp of the 1-on-1 chess match really opens up the floor game and makes going to the basket with a playmaker much more realistic than before.
You’ll also notice that we significantly reduced the number of multi-actor layups in NBA 2K18 and that was intentional. It felt a bit in past games that you could get really good shot defense just by being there and getting pulled into a contact shot. This year, we wanted to make playing defense as a rim protector much more engaging so the onus is now on the gamer to recognize guys attacking the rim and timing their shot blocks accordingly.
Mon Jul 23, 2018 1:48 am
Mon Jul 23, 2018 2:14 am
Mon Jul 23, 2018 10:37 pm
Visual Concepts heard our complaints and is including a shot meter on all lay-ups in NBA 2K19.
You can choose a meter that goes by the players’ hands, the players’ feet, turn on both, or turn them off altogether.
In addition, you can customize the color of the shot meter. The options I saw included team colors, white, and magenta.
When moving into high traffic areas, the new stealing system gives bigs the awareness to take a swipe at exposed balls
Visual Concepts also did work to improve the transition game lane principles so players fill the lane appropriately and space into the corners for kick-out threes.
New Takeover System
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“It's hard to make it foolproof because it's a game and if we made it so every time a limb got hit the ball would knock loose it would be chaos,” Wang says.
Mon Jul 23, 2018 10:59 pm
Tue Jul 24, 2018 3:15 am
Andrew wrote:In some cases, it's not even patches and tuning updates that mess things up. The game just fails to live up to the hype and promises out of the box.
When you go back and look at last year's gameplay blog, it's hard not to be cynical. Beluba's remarks about the problems in last year's game are in stark contrast to what he said about it at the time. Let's pull a couple of quotes from the Game Informer article (emphasis is mine):“It was embarrassing,” Wang admits. “There was a bug that we didn't find until very, very late with the collision detection. That's another thing that we're working on right now. We're spending a lot of time trying to make sure you just can't go through players and stopping them when you try to run into guys.”"We have to make this game more about bringing back the skill gap and making it about the users, the skill on the sticks to be successful,” Wang says. “It's all about matching your stick to where the guy's trying to get to. That's where you'll get the set-offs, the brick walls. You'll get blow-bys if the guy's stick is the wrong way."“Interior defense was really rough last year,” Wang says. “When we went to the new motion system we ended up taking out a lot of the multi-actor animations that we had in the past, so it made it really tough to protect the rim. That's why there were so many missed lay-ups, it was kind of a band-aid to fix all that because you could pretty much get them at will. That's a lot better now, and so is the hit detection of when you are actually covered and when you are not.”
Now compare that to the aforementioned NBA 2K18 gameplay blog (again, emphasis is mine):SKILLS STILL MATTER
Last year I mentioned how much we focused on the skill of the gamer being king in deciding who wins and who loses. With NBA 2K18, that focus remained but definitely evolved from last year. I think the main course of the evolution was defining what “skill” meant. Last year, NBA 2K17 put a very large focus on stick skills. And while that focus was good, it also took away from some of the aspects that traditionally make 2K gameplay so great.
With shooting for example, last year we introduced shot aiming and put a heavy emphasis on shot timing deciding makes and misses. The unfortunate side effects to some of these changes were that it became very difficult for us to balance the “stick skill gap” between new users and pro gamers, as well as across the various archetypes. So in many ways, it ended up de-valuing player attributes, defensive impact, and all of the other factors that go into shot success. So we took a step back and looked at the pros and cons of NBA 2K17’s shooting system compared to how we’ve done things in past games and married the best ideas together to create a new system for 2K18. This year I think we’ve struck a great balance between the importance of stick skills and basketball IQ.On the defensive end of the floor there were a ton of improvements as well. The biggest thing for a lot of our users was the dribble drive game. This is something we spent a lot of time on and it’s come a long way since last year. Many people complained about “stonewalling” defenders that were able to clamp down ball handlers regardless of their ratings and, somewhat unrealistically, stifle the dribble drive game. The interactions and logic for ball handler/on-ball defender collisions were reworked and it feels MUCH better. In NBA 2K18, if the ball handler can get a step on his man or is a Westbrook or LeBron coming downhill prepare to see a blow-by for a clear drive to the hoop. It feels really good now to get your defender leaning one way, attacking his drag foot, and seeing your ball handler quickly swim by the defender without getting snatched into a heavy bump animation. Sure the Kawhi Leonards of the league can still clamp down slower ball handlers, but for the most part, you’ll see a lot of “hip riding” this year compared to the knockbacks and dribbler stuns from the past. If you find yourself matched up with an extra pesky hard-nosed defender, I recommend pulling off stepback moves from the rides. They’re extremely deadly this year. The whole revamp of the 1-on-1 chess match really opens up the floor game and makes going to the basket with a playmaker much more realistic than before.You’ll also notice that we significantly reduced the number of multi-actor layups in NBA 2K18 and that was intentional. It felt a bit in past games that you could get really good shot defense just by being there and getting pulled into a contact shot. This year, we wanted to make playing defense as a rim protector much more engaging so the onus is now on the gamer to recognize guys attacking the rim and timing their shot blocks accordingly.
Some clear contradictions there. It's funny how removing multi-actor layups was touted as an intentional move and key improvement last year, but is now being described as an unfortunate side effect of problems with the new motion engine. Last year was meant to address the skill gap and making sure skill matters, but so is this year, apparently. Once again, the previous year's game has been thrown under the bus and aspects that were touted as strengths are now being described as problems that are being addressed. While I like the sound of what was said in the Game Informer article, we've heard it all before, and there are some clear contradictions that make it difficult not to be sceptical.
Tue Jul 24, 2018 11:46 am
Tue Jul 24, 2018 11:49 am
Dommy73 wrote:“It's hard to make it foolproof because it's a game and if we made it so every time a limb got hit the ball would knock loose it would be chaos,” Wang says.
All I want in this regard is to get same treatment as AI. Because they could clip the ball through me all the time, but if I as much as touched them on offence I lost the ball.
Tue Jul 24, 2018 12:13 pm
sticky-fingers wrote:Great great post![]()
this kind of post, debriefing of kept and broken promises, would deserve a front page article
StyxTx wrote:Funny how they never screw up the VC gouging aspect of the game. It's the only part they seem to get right all the time.
StyxTx wrote:This point is one that I have harped on in the past, the inability for the human player to do things the AI players could. That is just plain wrong.
Wed Aug 08, 2018 11:31 am
Wed Aug 08, 2018 1:39 pm
Lamrock wrote:I don't like the idea of this takeover system. One of my biggest complaints about the gameplay has been how it feels like the outcome is scripted or out of my hands much of the time. In my opinion, 2K13 plays better than 2K18, and it's because they keep adding features for the sake of adding them. Gotta justify charging $60, but either re-do your engine or leave it alone... This is probably just a gimmick that will probably be OP in this year's game, then be nerfed into irrelevance in 2K20.
While I'm excited about the additions they keep making to myLeague, I think I'll wait on purchasing this one. I did say that about 2K18, but after playing that one way less than I expected to, I think I mean it this time...
Fri Aug 10, 2018 6:39 pm
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