Eight Exciting Changes Coming To NBA 2K19's Gameplay - Game Informer

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Re: Eight Exciting Changes Coming To NBA 2K19's Gameplay - Game Informer

Postby ThePointForward on Wed Aug 29, 2018 12:07 am

  • Near perfect timings are higher percentage (but obviously not automatic.
  • In competitive modes and higher difficulties timings is "much less forgiving".
  • Tier 2 dribbling is same in 2K19 as it was in 2K18 when you were 70 Ball Handling. (at least that's what I understood)
  • When you build up the takeover mode you activate is by R3 (right stick click).
  • If you do not activate it and get a foul, miss a bad shot, cause a turnover, etc "you lose your progress and have to start over". (given how wonky passing sometimes is this is not great if it blaps all your progress)
  • There are reverse contact layups to address reverse layups being hard to defend.
  • In takeover mode "all your badges get a boost". Higher badge level gets bigger boost.
  • NBA players get their takeover mode activated automatically (this should be for team control games like Play Now, MyLeague, ...).
  • If you're 94 OVR takeover activates for both primary and secondary archetype at the same time.
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Re: Eight Exciting Changes Coming To NBA 2K19's Gameplay - Game Informer

Postby Andrew on Wed Aug 29, 2018 12:16 am

In competitive modes and higher difficulties timings is "much less forgiving".


By competitive modes, I'm guessing they mean online? If so, considering the lag factor (and people intentionally causing lag, as Agent 00 demonstrated), less forgiving timing isn't exactly good news.

I am glad that they've walked back on nerfing near-perfect releases, though. I get what they were going for, but in terms of the overall concept and nomenclature, it was ridiculous that a "Good" release was actually worse than a slightly early or slightly late one. Again, with lag online, I found myself getting far more Good releases than Green/Excellent releases, which might as well have been Poor releases.
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Re: Eight Exciting Changes Coming To NBA 2K19's Gameplay - Game Informer

Postby ThePointForward on Wed Aug 29, 2018 12:33 am

Yeah, the "Good" release was essentially "hey, screw you in particular" releases.

I just hope they reworked the free throw grind because it was infuriating:
  • Created players sucked equally even if they'd normally be rather good out of box (mid range shooters for example).
  • The drill was screwing us over by design where even if 9 out of 10 shots went in we were at mercy of the animations that more often than not dropped us to 1 star ratings.
  • The assistant coach was constantly mocking us and it was just super cringy. I mean... C'mon dude I literally hit 9 out of 10 and you're saying how you haven't seen worse performance in years?
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Re: Eight Exciting Changes Coming To NBA 2K19's Gameplay - Game Informer

Postby Dee4Three on Wed Aug 29, 2018 12:41 am

Anybody else weary of the new take over system? I feel like that type of thing should be left in arcade games, like NBA Jam "3 makes in a row and hes on fire".

My opinion: I would keep this type of feature out of games marketed as simulation. I also think this could hurt the gameplay in general.

We will see.
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Re: Eight Exciting Changes Coming To NBA 2K19's Gameplay - Game Informer

Postby ThePointForward on Wed Aug 29, 2018 12:46 am

It's kinda expanded Hot/Cold system from countless previous games. I'm not sure how well the additional animations and abilities like seeing where the ball is bouncing will be balanced, but that is mainly Mike Wang's problem at this moment.
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Re: Eight Exciting Changes Coming To NBA 2K19's Gameplay - Game Informer

Postby Dee4Three on Wed Aug 29, 2018 12:52 am

Dommy73 wrote:It's kinda expanded Hot/Cold system from countless previous games. I'm not sure how well the additional animations and abilities like seeing where the ball is bouncing will be balanced, but that is mainly Mike Wang's problem at this moment.


Maybe more of the problem is how its being advertised: If it's an expanded form of hot/cold, cool. But, it's being advertised as a "Hes on fire" type ability. So I think maybe that's why it's coming off that way to me.

Either way, hopefully it is implemented properly and it isn't an exploit that hurts the gameplay.
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Re: Eight Exciting Changes Coming To NBA 2K19's Gameplay - Game Informer

Postby Andrew on Wed Aug 29, 2018 1:17 am

As an extension of the hot/cold streak system, I think it's fine in theory. It does have the potential to be OP, though.

Dommy73 wrote:I just hope they reworked the free throw grind because it was infuriating:
  • Created players sucked equally even if they'd normally be rather good out of box (mid range shooters for example).
  • The drill was screwing us over by design where even if 9 out of 10 shots went in we were at mercy of the animations that more often than not dropped us to 1 star ratings.
  • The assistant coach was constantly mocking us and it was just super cringy. I mean... C'mon dude I literally hit 9 out of 10 and you're saying how you haven't seen worse performance in years?


Oh, definitely. Taking away the ratings in favour of grinding up a Badge for MyPLAYERs was a mistake. Not only did it make all players really poor shooters out the gate, but as you said, the animations could easily turn a good round of shooting into a poor score because the game decided that the shot was going to hit the rim and/or backboard instead of swishing, even on Excellent releases.

The coach's comments were a fine example of how obnoxious the characters and writing in MyCAREER were last year. Like, what kind of coach would say those kinds of things, especially once you're establishing yourself as a star? It wouldn't bode well for their career, and it's not exactly good coaching, either.

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Re: Eight Exciting Changes Coming To NBA 2K19's Gameplay - Game Informer

Postby ThePointForward on Wed Aug 29, 2018 2:06 am

Yeah exactly, the proper response would be "Mate do you want ME to get the GM and G-League on the phone?".
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Re: Eight Exciting Changes Coming To NBA 2K19's Gameplay - Game Informer

Postby Andrew on Wed Aug 29, 2018 9:48 am

Speaking of free throws: https://twitter.com/CHoops4Life/status/ ... 4462590976

Free Throw Ace is back, but not everyone can get Gold this time around. Sharps can get up to Hall of Fame, a few archetypes can't get the badge at all #NBA2K19


That's...potentially worse than last year. If players still don't have a free throw rating and only Archetypes with the Badges can improve their free throw shooting, that's going to be really bad.
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Re: Eight Exciting Changes Coming To NBA 2K19's Gameplay - Game Informer

Postby ThePointForward on Wed Aug 29, 2018 11:22 pm

"Are this archetypes mostly centers / defenders"
"Yes"

The fuck? There are so many centers and defenders these days that are decent free throw shooters.
This sounds really, really bad.
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Re: Eight Exciting Changes Coming To NBA 2K19's Gameplay - Game Informer

Postby Andrew on Thu Aug 30, 2018 12:55 am

If they're going that route, Badges need to be for a boost and there has to be a free throw rating that we can improve, at least to a certain point. I'm getting the impression that Archetypes are going to be broken and contain glaring flaws in their attributes/Badges.
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Re: Eight Exciting Changes Coming To NBA 2K19's Gameplay - Game Informer

Postby ThePointForward on Thu Aug 30, 2018 1:10 am

I have a feeling that is not the case and it's gonna be slightly expanded system from last year and this is just the way of balancing (yet again) online gameplay to make a tradeoff for let's say very tall rebounding rim protector. Which in terms of online gameplay and 2K League is fine on paper, but we are getting to NBA MyCareer getting hurt by that.

Or it's gonna be a boost to a rating but like I said, I highly doubt that based on previous year(s).
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Re: Eight Exciting Changes Coming To NBA 2K19's Gameplay - Game Informer

Postby Andrew on Thu Aug 30, 2018 1:23 am

Good point. Trying to find that balance where the online and offline gameplay is more than satisfactory for most people is obviously easier said than done, but it has led to some bewildering design choices that have ended up benefiting one over the other, or worse yet, neither.
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Re: Eight Exciting Changes Coming To NBA 2K19's Gameplay - Game Informer

Postby ThePointForward on Thu Aug 30, 2018 8:39 pm

I should have really started a thread on this way back.

Anyways, some new stuff.

  • Park size-ups are back, available in Park modes, the Cages and offline blacktop.
  • You can check other people's archetypes during game by pressing the playcalling button.
  • You can take over more than once per game (so once the takeover ends you can fill up the meter and activate again).
  • On defence being close to shooter is not enough - you have to be close and contest for it to count. Just standing in front or closing out late increases risk of makes.
  • Takeover meter builds up from all good stats, but fastest by doing archetype specific actions (like finishing ta the rim with slashers etc, but rebound will give you a bit too).
  • Pure defenders can be good finishers, but to be decent from perimeter you have to be really good at shot timing.
  • Strong boost for taking open shots, build without shooting arch can be threats when wide open and with good timing.
  • A lot less shooting fouls on chasedown block attempts.
  • Playmakers get boost to shooting if they shoot shortly after using a dribble move to create space in Takover mode.
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Re: Eight Exciting Changes Coming To NBA 2K19's Gameplay - Game Informer

Postby Andrew on Thu Aug 30, 2018 8:44 pm

Strong boost for taking open shots, build without shooting arch can be threats when wide open and with good timing.


Good to hear. I felt with last year's shooting mechanics, being wide open wasn't a big enough advantage and was unfairly nerfed with the approach to "Good" releases.
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