The best aspect of 2K's gameplay is unquestionably the variety of outcomes we see. Things like needing to read floppy plays to see if your shooter is open, you also need good decision making on screen-roll as well...transition is the same way. This helps the game avoid monotony, but MOST IMPORTANTLY it helps gameplay avoid exploits. Nothing good can come from users being able to generate specific outcomes repeatedly--especially if that outcome lacks diversity. Look at any of the worst exploits in gaming and you'll find being able to trigger animations where with very few outcomes (Madden 15's QB sneak and its still-presently-bad FB dive come to mind) Here are a few examples where NBA 2K needs work:
1. Bad Block & Steal Timing - This has to be a priority. It means punishing block/steal spam and more importantly enhancing the chess game between savvy offensive players and aggressive defenders.
This starts with a better block/fouls ratio that puts a greater emphasis on position defense/right stick challenges and less on chase-down and recovery blocks by beat defenders. Those instances should be rare and even when successful they should lean heavily in favor of good and elite help defenders and actual shot-blockers. More importantly, like shooting--there has to be a skill and timing based element to both. There should be a window for when a block/steal can be successful, and it has to vary based on player. Missing that window too early or too late has to have negative consequences. It destroys the game's balance when users can go for steal attempts while staying in textbook defensive position or when non-successful attempts trigger animations that reward the defense. No more benign results like the instances below--this is what prompts spam.
Blocks and Steals must be a Zero Sum Game, and tied heavily to skillset. If you're successful? Desired results. If not? Consequences.
While reaching fouls must factor in more, at a minimum missed steals must have the defender lunge at the ball and be punished with terrible defensive position if they're unsuccessful.
2. Green Releases - I'll keep this one short and sweet. Beluba admitted that he came to regret green releases because of the expectation they created. I look at it from the standpoint of the varied outcomes theme. A good release means just that--it has a good chance of going in, but nothing should be guaranteed. Guesswork and unexpected outcomes are good for gaming.
3. Long Passes - The success of the long pass absolutely has to be dramatically reduced by deflections out of bounds, steals and bad pass turnovers. I'll be honest, this is a deal-breaker for me. 2K16 was ruined by this and it still factors too heavily into 2K17. I won't be buying 2K18 until its confirmed this is dealt with once and for all. And that's not to say they can't ever happen, but the rate of success should be extremely low.
While I certainly understand not every play can (or should) be a steal. More aware and active defenders/deflections out of bounds should be the norm when it comes to long passes.
4. Post Outcomes - Certain aspects of post play must have more outcomes as well or they can result in exploits. Lets lessen the instances of any and everyone being able to post up and spin off defenders and introduce more outcomes where sub-par post players are called for charges, lose their dribble, or bounce off solid, good and elite post defenders. And this spin move you see immediately below that walks people down to the post? Let's do away with this single outcome entirely. It should work based on matchup but even then lets see multiple outcomes instead of triggering it and automatically being within 3 feet of the basket. Imagine this scenario with an elite center and cheeser. You only see variety in the shots because that's how I play. The other issue is guys like Omri Casspi being able to trigger the animation on good/elite post defenders. CAN'T HAPPEN.
Let's see the difference between poor, average, good and elite post defenders. Including instances where the post defender wins the matchup like so:
5. Pump Fake Gameplay - This kind of exploit-the-AI-gameplay you see below is also long overdue for burial. It has an ugly history in 2K because at one time you could get atleast one AI defender to bite. Going back to the overall risk/reward theme let's see AI defenders sometimes strip unsuccessful pump-fakes in addition to the "hands up contain" animation which is one of the most important in the game. Its a great counter for users who will just sit there, pump-fake endlessly or try to bait people into block or steal attempts when they're more balanced. It gives defenders a great option for neutralizing idle players and should be a perfect tool for getting in position for charges on dunks, taking away the offensive players dribble and forcing them into difficult shots if they do insist on shooting the ball.
6. PNR Outcomes - The pick-and-roll in NBA 2K17 has several issues but it needs to increase its outcomes as well. Right now its called repeatedly until the initial defender gets "caught" on the screen. Users shouldn't be able to depend on that outcome--ESPECIALLY when our defenders are going under the screen. But the bigger question might be: Why has the illegal screen call been rendered extinct? I saved the replay below because the call itself has become a unicorn and its the first and only time i've seen it in over 250 online games--which means it needs to be reintroduced as one of the outcomes of pick-and-roll gameplay...espcially when the ball-handler doesn't wait for the screener to get set.
7. Lead Passing - The exploit-filled history of lead passing improved this year but it still has issues--this has to end in NBA 2K17. Lets see competent behavior from AI defenders as we can't be everywhere. We need outcomes where our AI defenders stay stride for stride with cutting players and many more where those passes get stolen and deflected out of bounds. The days of lead passing directly into the paint for dunks has to come to an end.
8. Inbound Steals - Another legacy only-in-a-videogame behavior that has to be balanced is the steal spam that goes on re: inbounds in too many online games. There's a reason you don't see this kind of strategy in the NBA until teams trail late--its foul-prone. There have to be more negative outcomes (contact fouls) when players lunge for steals and miss...and bigs bodying up guards 90ft from the basket? Isn't this the situation the blocking foul was designed for?
These should be the result of missed steals in most of these instances:
The value of varied outcomes can't be understated. It enhances every element of gameplay and has the advantage of adding to 2K's always expanding library of animations. Our fingers are crossed that we'll see this aspect of 2K improved next year.
Until Next Time,
Kushmir
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