[情報] NBA 2K10 Q&A Thread
看板NBAGAME (NBA 遊戲)作者terrypili20 (你的熱情像大海)時間16年前 (2009/08/25 06:36)推噓8(8推 0噓 2→)留言10則, 9人參與討論串1/2 (看更多)
http://www.operationsports.com/forums/nba-2k/350686-nba-2k10-q-thread.html
All right, so instead of re-listing all the questions from the other thread
and then answering them here, I'm just going to try and answer as many of
those questions as possible as I pepper through these various portions of the
game. Obviously you can ask more questions, and I can try to answer them as
well.
You should also know that I played four matchups, all against other human
players -- three against my OS cohort Rich Chavez, and one against 2K
developer Rob Jones. I was at the studio from like 10-5 (minus one hour for
lunch) so I got time to be walked through pretty much every aspect of the
game before playing at the end of the day.
-The matchups were Spurs vs. Suns (me) on Christmas Day -- this was just a
feature for the demo, you won't have access to last year's game via NBA
Today. The developers want NBA Today to be, well, all about today in the NBA.
The other matchups were Jazz (me) at Portland, OKC at New York (me) and
Atlanta at Golden State (me).
My Player/Create A Player
Creating A Player
-50-something hair styles to choose from (including the Gooden patch).
-Facial hair is improved in the visuals department.
-50-60 different types of tattoos per body part.
-When working on the created player's face, the developers got rid of the 125
sliders or whatever and instead now there are various presets to choose from
for each part of the face. Then after you choose a preset, you can still go
to this 2-D style plane and work on each part of the created player's face --
it's just a more simplified version of the old sliders, so it should be more
user friendly. Think of the presets like Mr. Potato Head, and then you can
still get really deep into creating the guy via the 2-D plane.
-Finger straps, ankle braces, compression shorts, undershirts are all now
available.
-All the major shoe brands are in the game, and you can customize the colors
for every shoe -- pretty much can make 15 million different shoe combos if
you want. You can also have home and away versions of the shoes.
-For the accessories and headbands, you can choose white, black, secondary
team color and primary team color
-You no longer have to apply an entire "package" to your player. In other
words, this means you don't have to pick a specific dunk package or whatever,
you can choose various types of dunks per created player instead -- if your
guy has enough hops you can choose 10 different dunks for your guy to use.
Once again let me be clear, you are not choosing a "Josh Smith" dunk package,
but rather specific dunks that make up your own unique dunk package.
-When you originally create your 'My Player', you don't have access to every
specific animation in the game -- your attributes won't be good enough at the
start for you to select some of the more spectacular dunks for example.
-The only portion of your guy that is still tied down by a specific "package"
is the layup package because the layups are all pretty basic outside of stuff
like floaters. The floater is really the unique part of the package so to
speak -- Nash and Parker have their own specific floaters like in the past.
-The 'My Player' create-a-player system is the same one used for the standard
create-a-player system. Same goes for editing existing NBA players. This
means if you don't think a certain player can do a specific dunk anymore, or
you find a dunk that you think is unstoppable or something, you can remove it
from any player.
-The lighting on the player you are creating is much improved within that CAP
hub, and he just looks more realistic looking as you are creating him.
-In 2K10 once you DL your 'My Player' from the 2K server -- assuming you did
the Draft Combine before the launch of 2K10 -- he goes where Kobe would be on
the start menu screen (aka the screen you see where it says 'press start'.
You can change it back to Kobe if you don't want your created guy on there.
-You can only upload one 'My Player' to the server.
Draft Combine
-Your player starts around a 37 overall when you create him.
-The goals you get before a game are based on your play style. So a
rebounding center will have goals based on something like getting a certain
rebound total rather than scoring 15 points.
-Speed is insanely expensive (as it should be) so it will be very hard to
earn enough points to boost your player to a high level in that department.
-You can lose skill points if you play real poorly.
-The Draft Combine is not exactly what 2K10 will be like from gameplay
perspective, and because most of the virtual players within this portion of
the game are subpar, you won't see a lot of the new animations etc. in this
mode. I'd say treating the Combine as a nice RPG element and filler to tide
you over until the game actually releases is the best way to look at it --
assuming the other option is judging the gameplay as being exactly like 2K10,
because it's not.
Beyond The Combine
-When you get 2K10 and download your player from the server, you head to the
NBA Draft. If you get drafted, you go to the summer league with that team. 2K
has the 30 unique summer league jerseys and also the actual summer league
rosters -- of course only the names will show up for players in the NBA
already. It will be generic names for players who are not in the NBA.
-If you perform well enough in summer league, you get to go to training camp.
If you don't perform well enough, you might get an invite to another team's
training camp (assuming you were a second-round pick and got cut), or you
might get no invites and have to join up with a D-League team before training
camp.
-Training camp consists of five games. The team invites 20 players and only
15 can be on the roster, so one player gets eliminated after each game. This
should be the first point where you feel a difficulty spike because you'll be
playing against other NBA players on your team rather than other prospects.
All five games are intrasquad games.
-If you make the team, you'll probably start by getting 2-3 minutes a game.
In other words, you have to build your way up. You might also get a different
role at points. If you get drafted as a SF by the Warriors and make the team,
you might find yourself playing PF a good amount. So be ready to handle
different positions and styles.
-If you don't make the team, you are sent down to the D-League, assuming you
were drafted in the first round. If you were drafted in the second round and
get cut during training camp, you have to go find a spot in the D-League.
-If you get two 10-day contracts from the same team, if you get that third
10-day contract, you get to stay on that team for the rest of the year like
in real life.
-It is meant to be hard to make it to the NBA and stick as an NBA player in
this mode. 2K feels like most career modes basically give you an easy road to
the pros/becoming a legend, whereas in this mode the developers want you to
earn your way to being a legit NBA player. Their thinking is that it's a way
to make their mode stand out from the rest.
-There are other camera views to pick from if you don't like the modified 2K
cam when being your player.
-You always have a one-year contract. The better you play, the more offers
you will receive during the offseason. It seems like this route was taken
because the NBA is not a huge fan of players demanding trades, and in
addition, the developers didn't want you to go through a two/three/four-year
rookie contract, then get your first max deal, then get another max deal
because it wouldn't allow you to change teams if you wanted to play for
someone else -- especially if you were drafted for a team you do not like in
real life or are stuck behind a superstar at your position. Take that for
what it's worth.
-When you take 'My Player' online and use him, you play in what are called
Pick-Up games. You play these games in outdoor environments and earn points
for your player in the same way you would offline -- sans getting goals
before the game. In these games, you will be playing with nine other humans
who are also using their 'My Player.' The game will match you up so you are
the only PG or SG or whatever on your team.
Presentation
-If you had a beef with the presentation in the past, I'd say this version
will be the best chance to redeem itself in your eyes.
-Three stars on your team will be shown with their stats, rather than a video
of one player on each team before the game.
-The game gets to the starting lineups right away when the game launches
before cutting to something happening on the court before the tip-off.
-In addition to a lot of the postgame stuff you have come to expect, there is
also this new "slideshow" feature that basically takes still images of some
of the moments of the game and flashes them on your TV in slideshow form. You
can save these images if you want.
Graphics
-Lighting has been redone this year. So individual arenas should have more
unique lighting.
-Textures have also been redone. Nash and other white players I checked out
looked a bit better because of it.
-In general the game looks amazing graphically, I came away very impressed.
It's a clear-cut improvement over last year's game.
-This is the only Live/2K comparison I'll make, and I only do it because
Dwight is the cover athlete of Live. The Dwight in 2K10 looks better than the
Dwight I've seen in Live 10.
Commentary
-Examples of what the commentary duo will discuss: They talk about injuries
that occurred in real life, will mention Valentine's Day is coming up, and
will even tease upcoming games and say tune in to play/watch so-and-so game
this Sunday. They will also discuss trades that occurred in real life.
-During quick games, the commentators will still talk about the real-life
standings and all that, so it's not just tied to when you do matchups within
NBA Today.
-Kevin Harlan's "right between the eyes" comment is not allowed to be in the
game because it's a violent reference -- would affect the ESRB rating.
-The commentary and presentation might sound cool when reading about them,
but you will appreciate these aspects a lot more when you're actually playing
the game. And what's nice is that is the commentary will be fresh throughout
the year, because it won't be until playoffs time that you see the duo
discussing the playoff matchups going on and all that.
NBA Today
-This is the hub you see when you start the game. It shows today's matchups,
as well as box scores and stats from yesterday. You can also access the
league leaders, All-Star voting and so on right from this screen.
-When you get the game, the NBA will be just starting preseason games (I
believe) and so the announcers will pull stats etc. from those games -- so
NBA Today is in effect once you get the game.
Signature Style
-Teams that stand up until their team scores the first points of the game
will do that in the game.
-To give some example of the non-gameplay signature style:
* DHo does his fadeaway before the game
* KG and Pierce will be screaming on the scoreboard during the initial
zoom in to a game in Boston.
* KG will bang his head off the stantion under the rim.
* Ray Allen also rocks the powder before the game.
* Wade will lift himself on the rim.
* Vince will lift himself on the rim.
* Cleveland will do the picture thing before the game.
* Shaq will do his bowling thing.
* Cleveland will also do the knocking it out of the park thingy.
* LeBron of course has his powder.
* Boobie and LeBron will do the brush off your shoulders and salute thing.
-The cool part about a lot of these pregame rituals and so forth is that you
won't see the same ones every time. So maybe you see KG bang his head off the
stantion one time, but the next time you see Ray Allen making sweet love to
the powder. It happens this way because the camera is dynamic so it won't
always focus on the same stuff or players.
-I was told LeBron and Kobe got new shots, but I didn't see those teams in
action. As for the players I did see, Ray Allen got a new shot, as did SJax,
Deron Williams, Korver, Boozer and Nash. Many many more apparently got new
shots, but I didn't have time to scope them out.
-Nate Rob has his free-throw routine in the game.
-The ImageMetrics people (the folks behind GTA IV) created the signature and
generic facial animations in the game. I didn't see too many signature ones
while playing, but was told that LeBron puffing his cheeks out after he does
something big-time is in the game. The facial animations looked good when I
saw them, and the eyes looked pretty lifelike as well.
-The organ will be playing at Madison Square Garden.
-Signature play involves all the signature stuff done before as well as the
tendencies. The AI system was also built on the tendency system. How does a
player like to get to a particular spot, what moves does he like to do to get
to that spot -- think of it as "the how" -- is where 82games.com comes into
play. So the point is that someone like Iverson would not do a spin move to
get to where he would want to go on the court, he would do a crossover -- so
the tendencies tie into that fact.
Online
Team-Up
-The teammate grade within 'My Player' is the same one used for Team-Up mode
online -- sans getting three goals before the game.
-The Team-Up grading system is much deeper, and as a result, it will be much
easier to avoid the people who ruined the mode last year. If you see a guy
with an F grade you will know not to play with that person. In addition, I
would think the guys with F grades kind of become lepers because no one will
want to play with them. Obviously, it will still be up to the individual user
to decide if he or she wants to play like a sloppy mess, nothing can
physically stop that person from doing so.
-You will also get dinged for dribbling the ball too much, not passing,
taking bad shots and so on. Basically a lot of the things that would barely
hurt you last year (leaving your assignment etc.) will hurt your grade much
more this year. And just because you score 30 points, that won't make your
grade an A when you are not playing the game the right way.
-I have more faith in this grading system because I watched a developer play
within 'My Player' and even in that mode he couldn't pull off an A grade.
Since it's the same grading system for the online Team-Up mode, there is hope
the actual good teammates will shine through.
-Cherry picking won't be smart for multiple reasons. The first is that your
team grade will be terrible -- remember the grading system is based on how
good a teammate you are not how good your individual stats are -- because you
will get dinged for leaving your defensive assignment. The other reason is
that not every pass will automatically make it to the cherry picker. If
someone is trying to do those full-court passes there will be errant ones.
Servers
-Yes, they did/are working on new server code this year.
-The Team-Up experience should go much more smoothly this year, and the
developers realize how badly they fouled up last year.
-The 2K leagues should benefit from the server code as well as there should
be fewer disconnects.
-The leagues didn't get any new features, but there should be even more Web
functionality this time around.
Miscellaneous
-You can play in random quick games with your 'My Player' within Team-Up mode
and earn skill points in the same way you would offline. You play
with/against other people using their 'My Player' on outdoor courts when
within this portion of Team-Up.
-"Crews" is another new addition to the Team-Up mode. This is the ability to
get together with friends and form an online team. You get to compete against
other crews, and there are leaderboards that rank the top crews. You use NBA
teams for these, and you can also use your 'My Player' -- but you don't earn
points since there is no rating during this mode. This is partly because
you're playing with friends and also because the number one goal is getting
the W.
-You can invite friends to a game right from quick game screen if you choose,
you don't need to go to the Xbox Live tab and go through that whole process
to invite someone to a game.
-You can also do Association mode games online like NHL 2K10 has this year.
That doesn't mean online Association mode, it just means if you want to
invite one person to play as the other team in your Association game, you can
do that.
Gameplay
General
-The post game is really intuitive this year, and I don't think it is being
appreciated enough at this point. It's the first time where I really think 2K
might have found something that works for good. I struggled the first game
because I had to get used to the new controls, but after that, I really
started to understand the way to manipulate the controls and started to do
some nice moves. And the great part is the moves aren't overly canned and
extended, so you will really feel like you are the one doing the up and
under, rather than pressing a two-button combo to do it.
-I do think if you have a dominant post player, you will WANT to feed him
more than you did in the past because it's just more enjoyable during that
interaction.
-You don't have to hold a trigger to post up, now it automatically goes into
a post up if the scenario is right. To get out of a post up, you just push
away from the basket with the left stick.
Defense
-When in the post, you can strip the ball during an up and under if you time
it correctly.
-If you know a player wants to go baseline or to the middle of the paint with
a move while posting up, you can lean on the post player in such a way
(pressing left or right on the stick) to cut off their attempt to do so. But
attribute checks are still in place, so leaning one way or the other won't
help you if you're trying to guard DHo with DFish or something.
-Patience will be key when playing defense in the post. I didn't feel nearly
as helpless when playing D in the post because now it's easier to block shots
and contest them, but if you flail during a pump fake you will get disowned
more than ever. I think being able to strip the ball during more instances
along the way will be a big deal as well.
-Help D isn't purely based on closest guy now, same goes for double teams.
The defense does rotate accordingly as well. I saw a lot more hedging and
recovering this time around on help D.
-When it comes to the double teams, they do feel more natural, but I did
still feel a little suction going on. However, it won't be easy to simply
shoot over the double now since it's not canned -- you can swat away the
shots or whatever.
-Lock-on D is now not automated at all, you just get really close to the
player you're defending when you hold the trigger -- you get more physical
and crowd him. You now need to guess where the player is going to go to stay
with him, otherwise you will get burnt, plus turbo gets used so there are two
downfalls to it. I am the ultimate hater of lock-on D, but I could actually
see myself using it in this case since you are controlling every aspect of
the D outside of the proximity to the person when using the lock-on. If you
liked the old lock-on D style, there is a defensive assist slider you can
boost to 100 if you want it to be entirely automated, or anywhere in between.
-The focus this year on defense was help D and guessing correctly when
someone dribbles. The thinking was that since in the NBA most would agree
that stopping someone from driving while in the center of the court is pretty
unstoppable, you just need to have better support behind you or you need to
take a risk to get a better outcome for the defense. If you are playing
against someone who is a cheesing punk, I do still think if you stop that
player a couple times, if the player truly wants to, the player probably can
still get around you. But if the help defense is sound (it's looking good as
of now but does need a bit more tuning, which there is time for) then that
player will have to drive and kick or get mauled in the paint.
-The developers redid the zone logic for zone defenses, so there is hope they
may be work for a change of pace. I didn't actually use any zone defenses
while there -- I found out they were redone near the end of the demo session
-- so I can't personally comment.
-It's closer to 3 in the key now, not 6 in the key when dealing with a post
player.
-Illegal defense was a bit too rampant right now, 2K says they are going to
tune that further. Frankly, though, it was kind of nice to see the illegal
defenses because it was proof that the help D was present.
-You can more easily lose the ball when trying to dribble through a crowd,
and it's also easier to swipe the ball away in high-traffic areas. In
addition, using the "cheesing punk" as an example once again, you can lose
the ball if you are doing move after move. I tested this and it did occur
while even playing with a guard.
-Blocks are tied into vertical now -- the animations you get are tied into
that as well. So now DHo should be a better blocker than Yao and should also
have different block animations than Yao. The height of a player also ties
into how you contest shots via different animations.
-There was an instance where I was controlling Eric Maynor and had a
relatively clear lane to the hoop. Unfortunately for me, Brandon Roy was
tracking me on the break, and so he came in from the side and threw my layup
attempt out of bounds.
-Another cool blocking animation I was told about involves one guy trying to
go up and grab the ball off the backboard with two hands (I guess think MJ
vs. Ron Mercer during the Wizards era). It seems like you will see more
spectacular blocks by the JSmoovs and DHos of the world. I guess we all have
to hope that the Shannon Brown "foul" block on Mario West makes it into the
game.
-If the game ships with blocking balanced this way, I do think some people
will complain that there are too many blocks. I'm not sure whether they would
be right or wrong because for example I swatted Oden with Okur, Millsap and
Boozer at different instances. Obviously those three are not known for their
blocking prowess, but if Oden is trying to do a little putback or something
and does not respect his defender being there, shouldn't he still get swatted
even if he's much taller and stronger? I think a lot of the blocks you deal
with when you get the game will occur because of old habits. You can't just
go into the paint against three guys and assume the layup or dunk or whatever
is going to just go in or be uncontested. Your shot will be blocked.
-If you get turned while playing D, there is more weight to your guy this
year, so you won't be able to just magically get back on your guy or somehow
magically catch him from behind. This ties back into the risk/reward again.
-There is no defensive stance off the dribble, it's more or less automated
and based on distance from ball -- that means one pass away or two.
-Three dude dunks should be out -- still will see some of the big boys like
Bron hammer on two guys here and there, but more based on vertical, momentum
and so on this year. During my play time, I saw Richard Jefferson throw down
on Robin Lopez, but otherwise I really didn't see any hammers on other
players. In the RJ instance, he beat his man and had plenty of steps to get
his momentum going, while Robin Lopez slid over late so he just put his hands
up and took RJ's balls in his face under the hoop. Now that doesn't mean
insane dunks are not there, but it's a good first sign if anything that I
didn't see any instances of two-three person dunks.
-There are more tips and pass interceptions this year. Really this means you
can't be so lackadaisical with your passes -- and that doesn't mean on the
perimeter so much as when you are trying to throw it across the court or into
the paint. Not every pass will be an interception, some might just be tipped
away or tipped out of bounds, but it was definitely apparent. This was
another old habit I had to try and break while playing -- I turned the ball
over a ton by just throwing passes that would always get through in the past.
-A lot less of those BS passes threading through four guys in the paint are
gone. The same goes for some of those lob passes to the guy in the post --
they are now easier to snag.
-You can't move with your hands up while covering someone.
-The run-down strip system has been changed. You will see less of those
automated strips where you are magically caught from behind -- last year if
you pressed the button at the right time it was almost a guaranteed steal.
Now you will see more fouls when trying to pull these off or just missed
attempts in general.
Physics/Tech
-The developers grabbed some of the tech from NFL 2K5 where a guy will twitch
or twist a bit when he gets hit in a certain spot. Basically think of when a
running back would contort his body to fit through the line or something like
that.
-Removed most of those really long layups, as well as the infamous "ghost"
layup. So now you are not starting your layup animation from way outside the
paint. As an example, I had a couple breakaways, and since it was an old
habit, I pressed the the shot button way early to begin my animation, which
led to me shooting jumpers rather than taking the ball in for an easy two
points. One reason why these were taken out (outside of the obvious canned
factor) is because now it is easier to line the layups from multiple angles
and block them, so you would have been helpless during these layup animations
as Camby or DHo or whoever lined up to pin your shot off the glass.
-Examples of new animations: A lot of animations added for blocks, various
under the basket moments, drifters, floaters, running jumpers.
-Examples of animations removed: Took out a lot of the unstoppable
under-the-basket animations, in addition to those long layups and various
other overly long animations. There was more focus on giving control to the
player at all times this year.
-No new camera angles, but the developers said they refined and improved the
existing cameras.
-There are now kicked balls -- yes you have to inbound the ball after.
-There's a lot more physical play when you go in for a layup with a full head
of steam. Beyond the blocks, I saw some charges and a bunch of shooting
fouls. I think this plays into the fact that help D is better, so you are
just inevitably going to run into more guys in the paint.
-Game pace has been slowed down a bit. Default camera has also been pulled
out a bit more.
-Players are smaller, but the court seems to be the same size.
-The alley-oop system is now based on level and ability, and basically it's
all new. James "Flight" White came in to mo-cap some of the oops. That
doesn't mean there are a ton of insane dunks, it just means he was there to
do some of the new oop animations. I just think it was interesting, so
forwarding it on to you guys.
-If there were too few oops last year, in the build I played there were
probably too many. They all looked natural and made sense, but the developers
also seemed to agree that right now too many are happening, and so I would
think they will be tuned further before the game ships.
-Tipped dunks seem legit now. They don't just happen out of nowhere, now you
can see the guys step into their jump as they line up to put a dunk back.
There was one instance where Horford was under the hoop and he just went up
and put the dunk back, nothing too fancy. It was the only tipped dunk I saw
during the game. I was told that guys like JSmoov will have access to some
pretty sick tip dunks, but they will be very rare.
-The developers are saying that the hand-rim interactions should be much
better this year. I didn't go into replay mode and examine the hand and hoop
after every dunk or whatever, so you guys will have to be the judge of that
one later on.
-The pro-hop system has been rebalanced. I really didn't mess with it much
(not usually my style to use it much in 2K9) so I don't have much to say on
it at this point.
-There are no new passing buttons.
-Saw a lot of new bounce-pass animations
-The ball will go off the back of the backboard if you shoot from too far
behind it (can't remember if this is in 2K9 or not).
-People (including myself) were unhappy with shooting of the dribble in the
past. 2K has worked on the gathers/foot planting when shooting off the
dribble so it should be better this year. In the past, someone like Ray Allen
or Michael Redd was a real pain in the arse to shoot with, and I think you
guys would agree. I didn't see Michael Redd, but Ray Allen got into his shot
much quicker off the dribble. Basically this is because your feet don't need
to be stuck on the court like glue and you don't need to be completely rigid
to shoot. But the bigger thing is now the gather starts quicker, so Ray Allen
is already getting his shooting form ready as he picks up his dribble and
gets ready to fire -- he doesn't need to do the whole animation process after
he stops dribbling and gets his feet set. I would say it's not perfect -- I
still say Ray can get a shot off quicker than he does in the game off the
dribble -- but it's definitely noticeably improved.
-Rebounding has been tuned so there are more players fighting for the ball,
as well as more physical box outs.
-Foot planting has made some pretty big leaps this year. I do think this ties
into the fact that less turbo is being used, and also the fact that the game
pace has been slowed down a pinch, and because there is more focus on giving
the players weight and having each step mean something. There are still cases
where your guy won't plant his foot (aka ice skating), but I saw these
instances less and less. It seemed like when the ice skating happened, it
would occur while mashing on the turbo button when dribbling with the ball.
2K is saying they are still tuning this aspect and are trying to improve it
further before launch.
-New dribble movement model for when you first begin dribbling inside -- you
go slower, can't accelerate as quickly and are more aware of protecting the
ball.
AI
-I didn' play against the computer so I don't have too much to say on this
front as of now, at least in terms of ho they play against you. I have a
couple things to say about teammate AI though.
-According to the developers, there will be mid-range shots and dribble pull
ups from the AI. MomentousCeltic was there -- presumably cutting together the
infamous trailers -- and the developers told me he was impressed with the
overall shot chart as well as the fact that the AI was doing pull-up jumpers.
-The AI is built around the 40 tendencies in the game, plus all the spot-up
locations where they like to be. So you will look for Kobe in the high post
when you're not running a play because the game is driven by tendencies not
playbooks when you don't call a play.
-The player spacing was much improved, which also led to a healthy amount of
drive and kick game. When I was the Jazz, Andre Miller did not stand a chance
against Deron Williams, so you know Kyle Korver and Okur got some open
three-pointers because other players had to help to stop the penetration.
When I covered Parker with Nash I was equally as abused. I don't know if
that's proof-positive that the ratings stretch means speed will play a bigger
part, but the developers felt pretty comfortable saying Shaq has no chance of
guarding CP3 anymore for example.
-The player spacing did still get jumbled at times, which I think is because
of the tendencies. Since certain players like to go to certain places on the
court, there would sometimes be a jumble of players clogging the mid-to-high
post when you didn't call a play. This is still apparently being tuned.
-The AI players did a better job filling the lanes on the fast break. I saw
less of those instances where you pass a player the ball and he catches it
and goes in a big loop towards the sideline rather than catching the ball and
continuing towards the hoop.
Playcall System
-The playbooks have been expanded, and now the plays that are called are
based on what position you want to use.
-The players get to their spots much quicker to run plays.
-I'd comment more on the playcall system, but it didn't seem to be working
right in the build I had. Basically after you would get to the first spot
during the play the next part of it wasn't showing up. So I guess chalk that
up as a bug for now.
-I can say that there was a lot less jogging when guys were making cuts at
the very least.
-There is no play editor.
-It doesn't seem like there will be branching plays. If anything there will
be a couple branching plays only because they were designed that way.
-Not every team runs Motown music anymore.
-The default playbook is different for each team, so not every team has the
same plays from the get-go.
Association Mode
-2K is dubbing it as the "year of the fan" when it comes to Association mode.
-D-League players are not part of the D-League license, so you won't have
real players on the teams.
-The D-League is only available within Association Mode -- as well as 'My
Player' when you are on those teams.
-The D-League is fully integrated into Association mode. You can play those
games if you choose, you can sign players from the D-League, and you can send
your players down to the D-League.
-The proper D-League rules are in there, so you can't send Kobe down and
score 60 points a game with him so he progresses more.
-You can create your own draft class, which means you can create 72 guys and
then upload that file to the 2K server. That means you could create 72 of the
top prospects or you could re-create an old class and upload that one. You
can download a new draft class before each season. Obviously you can just
have a class generated for you if you don't want to download a draft class. I
know some insane people on OS will create entire draft classes, and bless you
if you do.
-The NBA.com style is still the hub when you are in Association mode.
-The developers added a lot of new headlines and added some new headline
categories.
-There is a "league history" feature now. Basically it's the archived history
of the NBA. So you can look at league leaders from any season, playoff
matchups, team records, Finals matchups etc. It goes back to when Dolph
Schayes led the league in scoring (I think that's 1961). The "league history"
continues to build as you play, so you are "writing" history so to speak in
your own Association.
-I don't think there is any sort of weekly recap feature or whatever. I
didn't ask specifically (sorry forgot) but I would think the developers would
have shown me it if it was there.
-You can control all 30 teams this year.
-There are 10-day contracts.
-No bi-annual exceptions or stuff like splitting the mid-level in half.
-Restricted free agency is now in the game.
-There is a full-on practice mode within Association mode. You can go in with
your team and practice plays (full 5-on-5 if you choose for this and you can
set the defense up in various defenses as well). There is also free-throw
practice and "freestyle" where you just mess around with one player. You
don't get performance boosts for doing practice -- this is probably for the
better in my opinion because it would probably be one of those things that
you only get boosts from -- not the computer -- so it would essentially be an
unfair advantage. There is no "scrimmage" feature where you play full-court
5-on-5.
-No dunk contest or 3-point contest during All-Star Weekend. The thought was
since the dunk contest 2K created is not like the one that occurs during ASW,
it wouldn't make sense to use that for ASW.
-Rookie/Sophomore game is fully sponsored for ASW. The game has the right
court logos, T-Mobile sponsors and jerseys.
-There is a new player progression system -- you shouldn't see the 12th on a
team progressing to 90 overall anymore. The progression system is now based
on playing time and performance. Players do have peak ages and peak decline
ages -- these ages vary so it's not always the same age when players peak or
decline.
-Dynamic attendance is a maybe for now. They are working on it, but don't
want to promise it yet, because it may not be ready in time.
-The commentary you hear in Association mode is dynamic. So while quick
games/NBA Today will be based on real life, the commentary duo will talk
about trades that occurred in your Association mode or any other things that
happened in your Association, not real life.
-There is a new simulator this year. In the past the person working on simmed
stats only had a couple days, this year the developer got three weeks. The
shooting percentages are a bit high still (according to the developers) but
that's still being tweaked. Otherwise the simmed stats should be better.
-In-game saves are present.
Random Stuff
-You can upload images and video right from the game you are playing. In
other words, go into replay mode during a game (or after) and upload
something right away without Reelmaker.
-No new sliders outside of defensive assist.
-The ref doesn't bounce the ball to your player at the FT line as of now, but
apparently it's on the devs' to-do list during the last few weeks of
development, so hopefully that small touch is present at the end.
-Achievements in the game are based on 'My Player' as well as Association
mode. There are also those individual player achievements like getting a
certain stat line with CP3.
-Ratings were mostly built internally, not based much on tendencies. However,
the former College Hoops developer who used to do all the ratings in that
game, used 82games.com as a baseline to write all the ratings formulas in NBA
2K10.
--------
越看越期待10月
好險明天NBA選秀ARCADE明天就釋出了!!!
我要當苦工型大前鋒!!!
--
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