Re: [討論] NBA 2K16 Gameplay Blog with Mike Wang

看板NBAGAME (NBA 遊戲)作者 (布獅子)時間10年前 (2015/09/03 14:19), 編輯推噓1(103)
留言4則, 1人參與, 最新討論串2/5 (看更多)
雖然對2K抱怨不少 不過每年我還是準時買新版支持 畢竟遊戲的確也是有在進步和改善 只是玩家的要求和期待一定比較高就是了 ※ 引述《hwtone (HWTone)》之銘言: : 原文網址:http://goo.gl/ltP8uZ : ※內文為英文,有興趣者可自行閱讀 : ‧New Post Game! Post has been rebuilt from the ground up and is better than : ever. We’ve moved post back to a hold of L2/LT to give you quicker access, : free your right thumb up for other actions, and to better mirror defensive : movement. There are hundreds of new animations, better freedom of movement, : lots of new moves and collisions, a new post cutoff system, and just a better : overall feel to the play in the paint. : ‧新的低位系統!低位在場上重製了,而且比以往更好。我們把進入低位移回了壓住L2/LT : 讓你更快的進入低位,並釋放了右邊按鈕的空間給其他動作,和更好反映防守端的動作。 : 有上百個新的動畫,更自由的移動,大量新的動作和碰撞,新的低位卡位系統,總體而言 : 能讓你更好的體會在禁區廝殺的感受。 禁區愛好者的福音 14和15在低位的表現上已經有不少的進步和修正 能把背框的部分和移動再做精進和修改是好事 對這點抱持期待 : ‧Loads of passing improvements: faster ball speeds, better pass animation : selection, completely re-written pass lane selection, ability to immediately : break out of catches, step in catches around the rim, step out catches when : crowded, less sliding on standing catches, boat loads of new content, and : much much more. We’ve even added a new option to allow you to pick what’s : most important when using directional passing. So you can go with the default : tuning or you can bias it more toward stick direction or receiver openness. : ‧許多傳球方面的進步:更快的球速、更好的傳球動作選用、徹底重寫的傳球路線選擇, : 立即接球後馬上動作的能力、在籃框附近時往內搶位接球、人多時站出來接應、站立接球 : 時更少的滑行,大量的新內容,而且不只如此。當你使用指定傳球時我們甚至加入了新的 : 選項讓你選擇什麼更為重要。你能更開放的選擇要傳向與設的路線,或更傾向於搖桿或接 : 球者。 : ‧New passing controls: : ‧新的傳球控制: : ‧A/CROSS = Best Pass (gives you the best pass for the situation you’re in) : ‧A/CROSS = 最佳的傳球 (給予當下你處於的情況最佳的傳球) : ‧B/CIRCLE = Tap for Bounce Pass, Double Tap for Flashy Pass, Hold for dribble : pitch/handoff (hold to bring the selected receiver toward the ball, release : to pass or handoff if close enough) : ‧B/CIRCLE = 按一下為彈地傳球,按兩下則是花俏傳球,壓著來選擇給球(壓著讓選擇接應 : 的球員接近球,放開來傳球,夠近的話則給球) : ‧Y/TRIANGLE = Tap for Lob/Overhead Pass, Double Tap for Alley-Oop, Hold for : Lead to Basket pass (hold to make the receiver cut toward the hoop, release : to pass… awesome addition!) : ‧Y/TRIANGLE = 按一下來高吊球,按兩下來空中接力,壓著來傳往籃框方向攻擊的傳球(壓 : 著讓接球者往籃框方向切入,放開來傳球…超棒的增加!) (註:能自己選擇切後門了阿) 內牛滿面之一...希望遊戲正式遊玩的時候不要打臉XDDDD 傳球一直是蠻被詬病的問題 能針對這部分做大幅調整與修正非常好 光是看到可以壓著按鍵給空手跑位的球員球這點就覺得可以期待更自由的傳球操作 以後終於可以自由的開後門了!? : ‧Improved pick controls and animations – Ability to quickly toggle between : roll or fade as well as switch pick side without having to wait for a timer. : You can also call for an early slip or fade at any point. The new pick : controls give you ultimate flexibility to read the defense and adjust in real : time just like an NBA point guard would. : ‧進步的擋拆控制以及動畫 -可以快速的切換檔人後切入或拉開和切換擋在哪個面而不 : 用等計時。你也可以在任何點叫一個偷跑或退開。新的擋拆控制系統給你最大的彈性來閱 : 讀防守以及及時調整,就像NBA的控球後衛做的一樣。 覺得跟15的差距應該有限 觀望中 主要是我覺得15這塊已經做得不錯啦 : ‧Controllable “flick flick” finishes give you the ability to control how and : where you finish your up and unders and step thru shots (previous years you : were stuck with whatever the animation wanted to do) : ‧可控制的 " 輕彈 " 結尾給你操控如何結束你的up and under和切一步投籃(前幾年 : 你不管動畫要做什麼都會卡卡的) 關於這個flick flick系統要看實際遊玩的操作如何 好的話會有高評價 如果不好操作或太複雜或判定太蠢可能會成為被詬病的系統之一 : ‧Pump fake, draw foul shots have returned : ‧假動作、製造犯規投籃回來了 內牛滿面之二...終於可以加飯了!? : ‧MUCH more responsive defensive movement both onball and off which feels : fantastic and really helps balance the game. : ‧反應更靈敏的防守移動,不管在持球時或無球,感覺很棒而且真的幫助了比賽的平衡 到底是製作人太有自信還是真的如他所言呢? 9/29見分曉... : ‧A bunch of new jump shot types to cover various cases to prevent weird facing : and momentum pops. We’ve also given you the ability to maintain your dribble : when pulling off a hop shot and tweaked shot release speeds to remove some of : the delays and hitches you may have seen in the past. : ‧一堆新的跳投類型取代了詭異和突然的案例。我們也讓你能夠很快的做墊步投籃和調整 : 投籃時保留自己的運球動作來移除以前那些延遲和有障礙的動作。 如果這塊真的有修正那也是很大的進步點 運球到投籃的連結動作是很重要的一環 以往在前幾代會出現部分延遲或不協調的狀況 希望這個改動玩家能真正感覺到"流暢" : ‧Support for signature size-ups in all 4 directions. Over 200 new size-up : animations really boost the floor game and makes it a lot more fun to break : down the defense with your favorite ball handlers. All size-ups are : completely branch-able at any time and look great. : ‧支持四個方向的招牌運球。超過200種新的運球動畫確實的增強了場上的遊玩,也讓你使 : 用自己最愛的運球者撕裂防守時增加了很多的樂趣,所有運球動畫都完全能隨時切換動作 : 而且看起來很棒。 我只在乎當我crossover晃開切進去後會不會突然被防守者的圓吸住(斜眼) : ‧Brand new dribble crowd system allows you to body up the ball handler while he : ’s standing in triple threat or dribbling. This makes the physical onball : defenders feel much more dominant. The moving body up ride system also saw a : ton of improvements. Collisions are much more appropriate, more intense, and : more responsive for both the dribbler and defender. In a nutshell, playing : onball defense is nice now. 簡單來說面對持球者用身體壓迫對方的防守做了一拖拉庫的修正 攻守雙方都是 到底以往跟三秒膠一樣黏住的情況是會黏更緊還是甩得開了呢!? 讓我們看下去... : ‧Speaking of onball defense, we’ve also added a new Dynamic Defense Assist : feature. The harder you press the Intense-D trigger, the more assist we give : you as an onball defender. I can’t overstate how much this feature improves : the ability to play defense online. There’s also a slider, so you can tweak : the strength yourself or turn it off. clutch鍵防守強化 按著的時候防守系統會提供更多協助 對玩家來說是福音? : ‧Boxouts and rebounding have been re-designed from the ground up. The major : difference you’ll feel is that you now have complete control over how your : player moves and interacts during boxouts. It allows players to read and : react on the fly and turns rebounding into a game of skill. 卡位和籃板部分經過重新設計 玩家可以透過更佳的閱讀和反應來掌握籃板... 我只知道以往的電腦都是神落點預測和銅牆鐵壁卡位啊(茶) : ‧Blocking is another area that has gotten a lot of love. As a blocker, you can : now choose to go up conservatively with verticality or more aggressively to : try and make a bigger play on the ball. We’ve also implemented point IK, : which allow blockers to track the ball in real time and react to different : situations in a dynamic way. For me, swatting a shot into the stands is : probably the most gratifying thing to do in NBA 2K16. The improved physics on : blocks make these scenarios look great too. 火鍋封阻終於變得比較有愛了XD 針對阻攻的部分做了不少調整 可以選擇保守的垂直起跳或積極封阻這點倒是挺有趣的 我猜還是靠AI判定居多? : ‧Layup strips have been improved and are a much more reliable counter against : guys going to the rim. 應該是指上籃被斷球這件事會更常發生 會成為阻擋切入者更可靠的手段(玩家表示惱火) : ‧We’ve re-worked the offball collision system to allow you to deny with more : physicality and chuck cutters away from the ball. It’s especially awesome to : see guys trying to fight their man off while being grabbed to try and get : open for those last second buzzer beaters. ...... 無球跑動會被允許更多的防守接觸和碰撞來阻止接球 要被黏到天荒地老了... : ‧For jump shooters, we’ve added some of the post-release follow through : antics that shooters tend to do in real life. So on high percentage shots you : ’ll see guys leaving their hand up on the follow through or heading back : upcourt early as they watch the flight of the ball. You’ll see players try : to “will the ball in” with their body language, follow their shots, or even : celebrate early like Steph Curry on a buzzer beater. It may be a small : detail, but it’s one of my favorite features this year. 加了投籃出手後的手指跟隨這個小動作 對一般玩家應該是無感 在細節上是有進步啦 : ‧Shot percentages have been re-tuned and provide much more expectable results. : We do a much better job now of detecting shot defense and responding with : realistic outcomes (fewer missed easy layups, more bricks when heavily : contested, and contested jump shot values that match real life stats.) Also, : just about every variable we have in our shot heuristics can now be re-tuned : post-release without having to create and release a patch, ensuring that we’ : ll be able to fine tune the system based on community feedback so that : everybody’s happy. 關於投籃命中率上做出了修正 簡單來說為了更貼近真實數據 真心希望能做到不出patch就可以讓玩家對於遊戲真實度滿意的狀況...(不可能啦XD) : ‧Ball handling saw its share of upgrades. Lots of new content to freshen up : cuts, first steps, and overall movement… as well as plenty of ambient, bring : the ball upcourt dribbles which the sim community loves. 持球動作升級 加入不少新的動作 持球和運球上更有樂趣(散步過半場給我修掉啊威!!!) : ‧One quick gameplay camera thing… for fans of the 2K camera, we’ve added a “ : Flip Style” option that lets you choose between “Swivel” (what it’s : always done) and “Cut” (immediately change camera angle with a cut.) So for : those gamers who like playing “north/south” but hate the swivel effect on : change of possession, there you go. There’s also a new “2K Wire” camera : option which is kind of a hybrid between the 2K Cam and Wire cam. You might : want to check it out. 多了新的遊戲視角 請玩家自行體驗(過往視角不習慣的玩家有更多選擇) : ‧And last but not least, no 2K basketball game would be complete without a : massive content refresh. Last I checked, we were somewhere in the : neighborhood of 9,000-10,000 new animations. So you’ll be seeing some new : stuff for sure. 主要還是講系統和動作上的升級 至少目前看起來修正的方向算是有誠意 但我認為重點還是在過往既有bug修正 動作的強化和修改這些部份 畢竟這類型的遊戲每年都要出一次 要大翻新難度很高 最低要求至少修正去年的問題 另外今年的諸多消息讓我在意的另一個點是製作團隊加入了不少動作和操作 是否會造成玩家實際上遊玩時候的操作困擾這點值得持續觀察... 然後MC部分希望不要只有劇情進步 slider調整還有twitter跟replay的bug趕快修正啊!!! -- 你...喜歡打籃球嗎? 我很喜歡,這是我的真心話 -- ※ 發信站: 批踢踢實業坊(ptt.cc), 來自: 36.235.138.189 ※ 文章網址: https://www.ptt.cc/bbs/NBAGAME/M.1441261188.A.207.html

09/03 14:35, , 1F
針對無持球者的防守,最大的問題還是在於電腦
09/03 14:35, 1F

09/03 14:36, , 2F
想黏就黏,不想黏就自己跑走XD
09/03 14:36, 2F

09/03 14:36, , 3F
然後莫名其妙就有他們的空擋,玩家想要跑的時候
09/03 14:36, 3F

09/03 14:37, , 4F
電腦就是把你整個黏死死的,沒有其他選擇
09/03 14:37, 4F
文章代碼(AID): #1Lv-Q487 (NBAGAME)
文章代碼(AID): #1Lv-Q487 (NBAGAME)