Sat Aug 07, 2010 9:00 am
One way we attempted to satisfy all parties was to introduce a new option called Game Style. Changing this option will significantly change the way you experience NBA 2K11. So when you get your hands on the game this October, play around with the different settings, as well as the difficulty level setting, to see what best fits your style of game and experience level. Here’s a quick rundown of what we were shooting for with the different settings:
Default: Kind of a hyper-realism. Shooting %’s will be slightly higher than real life, there will be fewer fouls, slightly more dunks, more and 1’s, etc. “Let ‘em play hoops” so to speak.
Casual: This is the setting you want if you like up and down play with lots of dunks and highlight moments. There won’t be a whole lot of stoppages and you’ll see higher scoring across the board. Arcade-style play is probably the best way to describe it.
Simulation: Real life stats. This is my game style of choice. With 12-min. quarters, you will easily see NBA averages across your stat lines. Don’t expect anything easy in the paint, you’ll have to work a lot harder and execute good basketball strategy to be successful in Sim.
Custom: If you manually modify sliders and settings on your own, the game slider will automatically change to Custom.
Here are some of the new tendencies that we added for 2K11:
Tendency to use glass
Tendency to Give an Go
Playmaker tendency
Touches tendency
Tendency to attack strong
Tendency to use the new shots
Dribble Move Tendencies
Tendency for putback dunks/layups
Sat Aug 07, 2010 9:49 am
Sat Aug 07, 2010 10:12 am
Sat Aug 07, 2010 10:51 am
Sat Aug 07, 2010 10:54 am
Sat Aug 07, 2010 12:10 pm
JaoSming wrote:in the insight they mentioned that would be multiple tendencies for all the new kinda of shots....I'm guessing that would include stuff like hanging on the rim and other stuff mentioned in the other insight.
Mike Wang wrote:End of game logic was a big one as well. There’s nothing worse than having an epic back and forth battle with the AI only to have it make a bone-headed decision in the closing moments to seal its fate. Too many times the AI would dribble out the entire shot clock when needing a quick basket, fire up a long deuce when down by three, or rush in for a forced shot when it could’ve dribbled out the clock for a win. We spent a lot of time cleaning up those types of issues in NBA 2K11.
Sat Aug 07, 2010 2:07 pm
Sat Aug 07, 2010 3:06 pm
Sat Aug 07, 2010 3:58 pm
End of game logic was a big one as well. There’s nothing worse than having an epic back and forth battle with the AI only to have it make a bone-headed decision in the closing moments to seal its fate. Too many times the AI would dribble out the entire shot clock when needing a quick basket, fire up a long deuce when down by three, or rush in for a forced shot when it could’ve dribbled out the clock for a win.
Another big area of improvement is in our “Freelance” offense.
So, for example, if you break down your initial defender and drive the lane, your bigs should give you space inside, while your perimeter players look to spot up for jumpers or trail you in for a dish off or offensive board.
A lot of times your perimeter players on the weak side would creep into the mid-range or post area in NBA 2K10. This caused the defense to be a lot more compressed, resulting in an annoyingly packed interior. Now, everyone spaces the court much better, allowing for more realistic driving lanes and kickout opportunities.
Among other things, you’ll see changes like: improved pacing, players taking more intelligent lanes, running the break all the way through rather than spotting up unnecessarily, and players no longer crossing paths on their way up the court.
most significant AI-related offense change for NBA 2K11… revamped plays! Up until this year, plays in 2K basketball have been generic.
Logic for shading has also been improved. Defenders will shade their matchup to their dominant hand and force them to drive on a non-favored side
Another aspect of the game where shading is utilized is forcing a player baseline from the wing, using the out of bounds line as a second defender (add in the backboard as a third). As a side note, the baseline cheese has been addressed in NBA 2K11, making this part of the court difficult to exploit this year.
For offball (and onball) defenders, they will now cut under the traffic when chasing after their man out in the perimeter. This way, they do not get tangled and get beat especially if their man is making a cut to the basket. This is much better now with NBA 2K11.
Guys will now help out a vulnerable/overmatched defender – resulting from switches and rotations – when he’s being backed down.
Defenders are also smarter now in reacting to pick and rolls. Guys will hedge out to help his teammate. They will also drift towards the basket with the cutters, making you think twice about making that pass
Rotation has been completely refined for 2K11. We’ve made it so that the rotation system is consistent; making it a part of the pick and roll, double team, and offball screen system.
Sun Aug 08, 2010 12:41 am
Sun Aug 08, 2010 2:29 am
Mon Aug 09, 2010 5:43 pm