Tuesday, March 1, 2016

NBA 2K16: Smoothing out the Rough Edges

 

After months of being a 2K Hermit i've had the opportunity to really delve into the great aspects of NBA 2K16 and the ones that need improving. Most of you guys know i'm a Sixer fan, and for the first time I can truthfully say 2K has nailed the talent gap between teams. Despite my having played this game for over 10 years, you can't imagine how difficult it is to get a win with Philly--and shouldn't it be? Make no mistake it's not just that other teams make more shots...there's actually depth to it: The Sixers lack shot makers, have a smaller threshold for turnovers, foul too much (and at the worst times lol), have bad defensive rotations, bad defenders and don't get calls. I'd probably like to see more bad passes in gameplay but trust me, 2K officially nailed the 'bad team' thing.

And THE GAMEPLAY in NBA 2K16 is stellar as always, trust. As are features like Play Now Online, Practice Plays, Home Court Advantage, Roster Updates, and the Pick and Roll, but there are still aspects that need tuning. I was fortunate enough to play over 100 online games (winning 40) and as nothing exposes game balance like the player vs player experience, I feel qualified to speak on the parts of NBA 2K that are well balanced and the ones that need some work. I'm sure 2K devs are deep into development for the next version of the game, so I compiled a list of ten things they need to focus on.


10. POE - This part of the game must continue its yearly improvement, NEWS FLASH: right now options like Limit Transition aren't working well. Making this aspect more dynamic, and expanding on its options will do a great job improving the depth of NBA 2K. Maybe we'll see more specific options like "key on roll man on PNR", "steal inbounds pass" or "focus defense on Cousins" in the future. Also, it'd be great to allow us to call a play for the 1st possession out of a timeout from this screen.

9. Effective Double Team - When users initiate the double-team it should not any different from what you see the AI do when playing offline, a quick reaction from defenders that forces offensive players to react or lose the ball via contact, be tied up or risk having the ball stolen. To prevent abuse (because 2K has to be super careful with anything that forces users into animations) double teaming should also fatigue players faster and generate more contact/reaching fouls as part of the risk/reward.

8. Post Windows - Let's see defenders take away post position instead of the 'perpetual post position' we see now. I'd like to see players with low post ratings lose their dribble (especially when mismatched with a good defender) this would be the perfect way to prevent perimeter players without skills in the post from from using a quick post-up to gain a step on the defense. Further display skill level in the post and separate poor, average, solid, good and elite defenders. Animations where defenders overpower offensive players and deflect/steal the ball would add a nice bit of variety to the post game.

7. Tiers - There's still a huge issue with users still seeing the same 3-4 elite teams in online play. No one's more tired of seeing GS, CLE and OKC than I am. What about a matchmaking option that allows lower level teams to remove higher tier ones from the rotation? Playing teams on the same tier would STILL be required, but i'd gladly wait a little longer if it meant actually meant variety, wouldn't you? We also need to see an online point system that rates the teams from 1-30, and gains or loses you points based on your team. Meaning a win with GS gets you the least amount of ratings points but can also lose you the most, especially with a loss to a Tier 2 or 3 team.

6. Intuitive Passing - Last time: The current passing system sends the ball to the wrong recipient too often. I've lost track of how many times the ball goes over the person intended and to a covered player for a turnover. Passing must be intuitive...any system that doesn't want to pass the ball to the most logical player in the direction of the left stick is broken. Want proof? Run Fist Zipper 91 Loop and hit your PG as he comes off the screen, then WITHOUT icon passing give the ball to your PF....see? Let's not hear any more foolishness about how the passing system doesn't need fixing.

 5. Kill the Shot Meter - I totally get the intent of 1) making shooting somewhat skill-based 2) making free throws challenging and 3) providing feedback of why a shot missed, but why am I watching the meter and not the defensive guy bearing down on me? Taking our eyes off what the defense is doing is a big no-no and counter-intuitive. If nothing else, allow users to go online and enjoy the classic 2K (and more rational) 'apex of your leap' shooting system.

4. Speed Disparity Let’s see that speed difference we heard so much about in addition to plenty of blocking fouls in situations where bigs are matched up with guards and do away with how beat defenders are are allowed supernatural makeup speed. Quicker players should beat slower PFs and Cs and at the very least draw contact and blocking fouls. Lets also see defenders rushing out at shooters at a bigger disadvantage. Lastly, the lack of speed disparity has made the chase-down block routine when it is anything but.

3. Blocks - Gameplay needs a proper block to fouls ratio, period. Secondly, stop rewarding non-shot blockers like Stephen Curry with blocks on bigs (or in general) We live in a 2K world that allows Jose Calderon to miss steals but still recover for blocks at the rim. This can't happen. Even worse just the attempt forces contact and rewards the defense with misses...think about that for a second, shouldn't bad block attempts be fouls? That they aren't breaks one of the core PVP gaming agreements--there aren't rewards for being unsuccessful...there are consequences. Take players like Dwight Howard, Robin Lopez or Joakim Noah and run a perimeter offense through them (complete with 3pt attempts) how successful is it? The same should be true when players that aren't shot blockers don't use the 'hands up' or contest tools in the game. I'm not saying they can't ever block shots, but we should be surprised when players like Damian Lillard and Oladipo get blocks, not expecting it.


2. Fouls - This aspect of gameplay is sorely in need of tuning so I gave it a section. Where are the loose ball and blocking fouls? The game can't be afraid to call fouls as they're a huge part of the NBA. Currently users can spam blocks and steal attempts without risk--this needs fixing. Behavior that would be whistled quickly and regularly in the league is deemed acceptable in NBA 2K and this needs to change.
  • The frequency of loose balls on player contact is one of the most well-done aspects of 2K16 but someone forgot to punish the aggressor. A gaping gameplay loophole allows defenders to turbo into offensive players and make them lose control of the ball, these fouls should be whistled quickly and automatically.
  • Like chase-down blocks, steals/blocks in transition must come way down. Intercepting passes is one thing, but on-ball defenders swiping away the ball or blocking it in one-on-one situations is very low percentage.
  • Block timing has to matter, right now it doesn't. Worse, even horrible timing forces contact animations and lowers shot percentages. AGAIN: The game can't be afraid to call fouls.
  • On-ball steals in the half-court also make our heads scratch, we can't imagine a league where officials allow swiping at stationary players to the level we see in 2K16. That it results in success so often adds insult to injury.
  • Pressing circle when a dunker is barreling towards you can’t be the only way to see a charge called, keep in mind a defender doesn’t have to be set if they beat offensive players to the spot. Let’s see offensive fouls called when users take Lebron or Westbrook and ram into defenders at will. In the spirit of guesswork it’d be nice to see a delay before the call is made and some cool referee animations. Having both players on the edge of their seats wondering who the foul is on could be exciting.
  • Colliding into players and stopping fast breaks has to be a thing of the past, these are the easiest fouls in the game, CALL THEM.
  • Chase-down blocks have to be tuned significantly, and the bulk of those attempts by themselves should draw whistles. Show users why players like guys like Fredette, Paul and Felton dont run down players from behind, flailing wildly at the ball. Out of position blocks/steals have to result in more fouls. 2K can't ignore defenders in bad position and reward their button mashing with success on defense. Let's see the difference between poor, average and elite defenders. 2K16 has fooled users into thinking that chase-down blocks are SUPPOSED to happen. Reality check: Doug Mcdermott just blocked this guy. *frown*
  • Chase Becotte did a great piece on OS regarding how 2K rewards physicality that would prompt a quick whistle in the league. He's right too, bumping players excessively on the perimeter has to be whistled.

 1. Inbounds - This is #1 because it's the biggest threat to simulation gameplay in 2K17 and a deal-breaker if not addressed. Defenses in NBA 2K17 must stop ball, and deter long inbound passes to redeem themselves from the most arcade element of 2K16. Its unbecoming for gameplay to allow offenses to sprint players up-court and launch inbounds to near half-court that NBA players would easily steal or deflect. The lazy, disinterested nature of our AI inbound defenders is unworthy of 2K hoops and frankly, embarrassing. There can't be any loophole that allows players to receive inbounds downcourt, turbo into easily created 5-on-4 opportunities and be rewarded with easy dunks and layups. Let's see more bad passes, and our defenders aggressively shadow offensive players that try to receive the ball outside the normal inbounds area in 2K17. Let's stop this practice of seeing our defenders turn into idiots because an offensive player is running fast, shall we? The occasional run-out/guy running free is fine...being able to base our offense around it is NO BUENO.

So there's my list....the things 2K17 needs to iron out and some of the missteps of 2K16. It's important that the game continue the commitment to addressing gameplay loopholes and steady, noticeable improvement from year to year. I hope you guys have enjoyed 2K16 as much as I have, be well.

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