Sat Jan 27, 2018 1:59 am
Andrew wrote:So, we've identified some of the most pressing gameplay issues this year. Since we are compiling the Wishlist at the moment, what are some specific suggestions and solutions that we can offer?
Sat Jan 27, 2018 7:54 pm
Dee4Three wrote:Ahh, gotcha. I see what you were getting at.
I'd rather have a sit still crowd with good lighting, than a sit still crowd with unrealistically dark lighting. They achieved that in NBA 2K17, and the FPS was perfectly fine. I don't see anybody stating that 2K18 is working better than 2K17 for them. So it's interesting.
I felt the lighting in 2K17 was a step in the right direction.
Sun Jan 28, 2018 2:12 am
Tue Jan 30, 2018 2:26 am
Tue Jan 30, 2018 2:59 am
Thu Feb 01, 2018 4:35 am
Thu Feb 01, 2018 5:33 am
Dee4Three wrote:5. Shooting - Shooting has a "Gumby" feel to it in this game, it doesn't flow. Animations seem faster, rushed, and less realistic. This also seems to be tied into the new motion system.
Dee4Three wrote:Anybody else worried about the gameplay direction for 2K19?
Andrew wrote:Overall, there's a sloppiness to the gameplay that detracts from the fun and enjoyment this year. It really does seem like more time was spent on figuring out how to implement more microtransactions and build the game for the new NBA 2K League, rather than polish the game and address the myriad of legacy issues. The new motion engine, while it does have its benefits, feels unfinished. The most polished elements of NBA 2K18 are the systems that result in "recurrent revenue", and I think that's very telling.
Thu Feb 01, 2018 7:10 am
bongo88 wrote:I'm not gonna participate much in this thread. just casually glanced at it. Of course, i do like 2k18. I don't play Online Myplayer, just my league and mygm. regardless,Dee4Three wrote:5. Shooting - Shooting has a "Gumby" feel to it in this game, it doesn't flow. Animations seem faster, rushed, and less realistic. This also seems to be tied into the new motion system.
I actually thought the default game was too slow animation and shooting wise, lol. i turned up game speed to 67, i believe. haha. I'm probably the only person who's done that. Of course i also tweaked the other movement sliders, so who knows what animation baseline i'm running now anyways.
not my video, looking at crowd atmosphere specifically:
somebody pointed out the 2k18 crows was more lively than the real- life crowd. haha
now, the lighting/graphics, motion, etc etc can be analyzed (for good or bad), but i prefer a more lively crowd than a zombie, crowd that only uses 1 synced animation for every 18,000 people in attendance. Not sure exactly what you expect 2k to do crowd wise- more than they have done. the video is to showcase crowd in 2k18. again, whether or not it is perfect, not sure exactly what more 2k can do. If you just want to highlight that the crowd is darker than the real life, then that is indeed true.Dee4Three wrote:Anybody else worried about the gameplay direction for 2K19?
I'm concerned about gaming in the future. the micro transactions screw ups of battlefield, destiny 2, 2k18,forza 7, anthem (rumors), call of duty, middle earth: shadow of war. Not to mention the insanity of mobile/smartphone gaming lootboxes.
The publishers are just following the trends because people are buying lootboxes. Gaming has come mainstream and is no longer just the stereotypes of pc nerds of the 80/90s and the 12 year old console brats.
2k seems committed to the new motion system. Maybe in 3 or 4 years they will have it polished. But, by then, will micro transactions may completely overtake the whole game (pay extra for the newest team my city Jerseys!!!! 50% off!!! can be used offline as well as online!!!!).Andrew wrote:Overall, there's a sloppiness to the gameplay that detracts from the fun and enjoyment this year. It really does seem like more time was spent on figuring out how to implement more microtransactions and build the game for the new NBA 2K League, rather than polish the game and address the myriad of legacy issues. The new motion engine, while it does have its benefits, feels unfinished. The most polished elements of NBA 2K18 are the systems that result in "recurrent revenue", and I think that's very telling.
This is the perfect summary of the current state of general gaming. not just 2k18 but lots of other games and genres of games. Because people are absolutely devouring micro transactions, then that shows in the development cycle. I've never bought a microtransactions for any game, but it seems that lots and lots of people buy them. If the future development of gaming contines like this, myself, i'm just gonna pick up a new hobby. wood working has always interested me. In the end, gaming is just entertainment. and i can entertain myself in other ways.
anyways, have a nice day y'all.
edit: just saw this on my rss feed. forgot to include tf2 and csgo about the micro transactions. $61,000 for a csgo skin. enjoy: http://www.pcgamer.com/csgo-dragon-lore ... han-61000/
Thu Feb 01, 2018 12:38 pm
Dmayne wrote:not to get sidetracked but not only do we have to deal with the medicore gameplay, also simple updates from 2k that don't work with older rosters? simple things like this being broke for 2 years now?
it makes me wonder for the future of this game... we all hope for a major gameplay/graphics/texture improvement for 2k19, but let's be honest... why would they put the extra time in?
just copy paste 2k18, change the logos to 2k19, add in a anti-trump my player story with low vc gains to get you to spend money on more vc, update roster, pay money for good reviews, and done.
Thu Feb 01, 2018 9:23 pm
Thu Feb 01, 2018 11:53 pm
sticky-fingers wrote:[ Image ]
About lighting : the more hilarious thing is that on TV cam, 2K18 is closer to reality than 2K17.
[ Image ]
But 2K18 has a slight grey fog and is a too dark specially after the first crowd rows. 2K17 is too bright everywhere, to cartoony (you're welcome Andrew)
About the crowd atmosphere, both games are pretty dead comparing to old gen, there isnt a big difference between 2K17 and 2K18.
And in fact I also think it's pretty close to the real NBA ; in regular season, NBA crowd is pretty dead. i dont really appreciate Euroleague, or Euro Basketball, but NBA atmoshpere is dead in comparison.
There's a lot of talk about 2K15, i played it again just before 2K18 release. I have the feeling that 2K18 is some kind of 2K15 reboot : dark stadiums, cameras'angles etc...
Fri Feb 02, 2018 2:12 am
Dmayne wrote:@d43, i agree with everything you said in your last post. the players need to react instead of just running their scripted plays slowly... kind of a let down to see this in 2k18.
at this point i would feel better if you were in charge of 2k19~ gameplay instead of the current 2k team we have now. maybe you should contact 2k with your ideas and try to fix this mess for us?
Fri Feb 02, 2018 2:55 am
Dee4Three wrote:And I talked about lighting again because it was brought up by Bongo.
I never said that 2K17 crowd was stellar, I said the lighting was better giving the game a more lively look.
The point stands, NBA 2K18 is far too dark, unrealistically dark, the atmosphere sucks.
Dee4Three wrote:With that being said, I keep posting on here hoping someone from 2K/Visual Concepts sees the feedback. .....I'd like to know who continues to approve of and implement the VC take-over, and who could possibly think that this is a way to retain the user base, or gain new followers of the series.
2K is focused on mostly the wrong things, and its really disappointing/frustrating.
Fri Feb 02, 2018 2:57 am
bongo88 wrote:Dee4Three wrote:And I talked about lighting again because it was brought up by Bongo.
I never said that 2K17 crowd was stellar, I said the lighting was better giving the game a more lively look.
The point stands, NBA 2K18 is far too dark, unrealistically dark, the atmosphere sucks.
Haha, i'm always de-railing topicslool
Your critique makes more sense now. i do agree with you on these points. The lighting was better in 2k17, and 2k18 is a tad dark. It also amazing me how lighting in 2k18 varies from stadium to stadium, and yet many or just slightly off. Personally, it'd be cool if they had a lighting gradient slider or something when it comes to lighting. options to turn off led's/change stadium led colors, overall darkness/shader lighting, etc etc. i guess we can turn off floor reflections
I do that sometimes, just to psych myself out
The lighting being slightly off reminds me of how the default basketball is just slightly off. everybody in the world knows what an nba basketball color looks like, but 2k has it slightly darker. It's almost like nba tells 2k to not make it perfectly on color or something. I mean, the game revolves around the basketball, and 2k comes out with a brownish color basketball? strange.Dee4Three wrote:With that being said, I keep posting on here hoping someone from 2K/Visual Concepts sees the feedback. .....I'd like to know who continues to approve of and implement the VC take-over, and who could possibly think that this is a way to retain the user base, or gain new followers of the series.
2K is focused on mostly the wrong things, and its really disappointing/frustrating.
This is a very good post. and i agree. (didn't want to quote the whole thing and clog up the forum) but the whole post is spot on. I'm glad for 2k18 & 2k17 for the mods and 2 different flavors of gameplay, and mostly because the future of 2k, for me, seams to be headed in bad direction. i'll be hanging out on 2k17/2k18 for a long time, personally.
Anyways, sorry for diverting the thread, lol. Back on topic everybody, haha
Have a good day.
Fri Feb 02, 2018 3:03 am
Dee4Three wrote:No worries, thanks for your input (and you scoreboards, ha)
Fri Feb 02, 2018 8:01 am
Fri Feb 02, 2018 5:30 pm
Fri Feb 02, 2018 6:53 pm
Fri Feb 02, 2018 7:12 pm
Fri Feb 02, 2018 8:16 pm
Andrew wrote:The gist of it is, this year there's a 50% chance that a Perfect/Excellent release will be Green, which is an automatic basket. The other 50% of the time, it becomes a Good release, which has a 5% chance of being made. This essentially gives you a 55% chance of making the shot, because 100% of the Green releases (which happen 50% of the time) will go in, while only 5% of the White releases (or let's say full bar/Good releases, since you can change the colour this year) will be successful. Badges will affect the percentages on non-Green releases. Early and Late releases
This has been done to curb cheesy shooting, by ensuring that players aren't regularly shooting 70-80% (especially on threes) by mastering the timing. There's basically a dice roll so that you can't always hit Green. A good idea, but I don't think it's worked out well in practice.
For a start, online players are still shooting really high percentages once they master their timing, with the help of Badges, hot zones, and perfectly tuned custom jumpshots. At the same time, it also feels like the Good to Excellent/Perfect ratio isn't exactly 50-50. Furthermore, dropping the make percentage to 5% on what is essentially a nerfed Excellent release (or very close to it) is conceptually flawed. Slightly Early and Slightly Late releases still feel safer than aiming for the best release possible, and that's not right.
My suggestion would be to adopt a system similar to NBA 2K17, but leave out the stick aiming bonus that was definitely making things too easy. Make it difficult to get a Green release for a guaranteed basket without precise timing on the button/stick, but give Good releases a better percentage, ideally scaling with the player's ratings. A player with good three-point ratings who has ten attempts with Good releases should probably knock down around 50% of them, maybe around 75% when wide open and with Badges that boost the odds. Likewise, defense (and defensive Badges) should affect percentages as well.
Fri Feb 02, 2018 9:34 pm
Daex wrote:Hi Andrew. I have trouble understanding why are you jumping on a bandwagon with incorrect facts about Good release. The issue at hand is recognized widely among people who actually understand how the system works to be visual only. Good releases are NOT worse than slightly late/early. It is NOT beneficial to aim for slightly early/late to reach higher %. The confusion stems from the fact that "Good" releases are more or less "Excellent" releases that game decided you will miss. Detailed analysis is provided by 2k Labs, where this is proven by the fact when you have absolutely perfect timing every single time, number of "Good" shots that will go in is 0. If you in fact try to aim for slightly early/late, you will hit significantly less shots than if you were aiming for good/perfect.
I honestly don't see how can anyone who understands the mechanic think that there is something wrong with it. If there weren't such mechanic in place, theoretically you could learn Ben Wallace's release perfectly and shoot 100% from 3pt line with him. Game prevents this, by saying on some of your "Excellent" shots - "Sorry, you can't hit all your 3pt shots" and tells you "Good".
Fri Feb 02, 2018 11:16 pm
Sat Feb 03, 2018 2:46 am
sticky-fingers wrote:Great post, but it also summarizes NBA2K franchise main problem : too many modes, and all of them are unfinished.
For Shooting, as an offline player, i'm alright with the shooting dice of 2K18.
But I understand that an online player will try to improve his shooting success by using all the tricks.
How can 2K satisfy both sides ? Is it possible ? Is the gameplay should be the same between online and offline modes ?
About STRATEGY, AI, AND PLAYER DIFFERENTIATION :
I'm totally agree about that some movements and skills should be limited to fewer players.
Offense :
- the biggest problem this year is when CPU with some players will keep the ball 'till the end of the 24sec, without moving, and try an awful shoot. It happens regularly with the same players, so I guess it's related to players attributes.
- game plan : all the teams have the same
Defense
- individual CPU defense : 2K should find the good mix between brick wall defense (pre 2k18) and everyone can drive to the basket (2K18).
- help defense : it seems that 2K forgot to activate some options on CPU side, never adjust the strategy, never trap a hot player. On 2K18, I had shared this few months again, it helps, A LOT :
Again, unfinished business.
The saddest things in our verdicts, is that, year after year, 2K/VC seems to regress, to work as an indie developper, not in a project mode. And the final product dont really improve (to be kind).
There's ton of things that shouldnt be allowed to be released in production : partially broken sliders, disabled autodefense, big heads, (2K17) bodies ...
(re)Launch 2K9/10/11, there's so many times where you can say "why they drop that ?"
We talked previously on dead atmoshphere on 2K18 vs 2K17 ... but try 2K.... 9![]()
The saddest things in our verdicts, is that, year after year, 2K/VC seems to regress, to work as an indie developper, not in a project mode. And the final product dont really improve (to be kind).
There's ton of things that shouldnt be allowed to be released in production : partially broken sliders, disabled autodefense, big heads, (2K17) bodies ...
(re)Launch 2K9/10/11, there's so many times where you can say "why they drop that ?"
We talked previously on dead atmoshphere on 2K18 vs 2K17 ... but try 2K.... 9![]()
Andrew:
The addition of realistic elements such as fumbling passes, losing your balance and stumbling, and passes having bad aim, don't feel nearly as realistic when they seemingly happen at random. Those moments shouldn't happen "just because"; they should make sense in the context of the action, and according to the quality of your decision. A few examples...
• Risky passes should stand a chance at being intercepted. It feels fake if the pass goes directly to the defender without them having to move or make an effort, though. Good passers shouldn't have their passes picked off because the game has decided "this is going to be a turnover", and instead of the pass going where it should - even when using icon passing - it just conveniently goes straight to the defender.
• Players with good ballhandling/passing and finishing/catching abilities shouldn't fail to connect on easy passes. If nothing else, plays with slick, well-timed passing shouldn't be ruined by players randomly bobbling passes or getting stuck in a stumbling animation, even though they catch the ball in stride. Despite assurances in pre-release blogs, players are getting stuck in animations, and screwed over by bad animation selection.
Andrew:
As I've said, I like the fluidity in NBA 2K18, but not the skating and looseness. I feel like it needs to be tightened up so that it's somewhere between NBA 2K17 and NBA 2K18 - precise like NBA 2K17, but responsive like NBA 2K18. That's how I'd sum up my desired result.
Sun Feb 04, 2018 7:41 pm