Official NBA 2k13 Thread

Not a fan of the controls for the dunk contest. 
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It looks Guitar Hero-esque.
 
Originally Posted by PLAYOFF12

Originally Posted by CertifiedSW

Loved 2K12 and still play it but there are some glaring issues that need to be fixed.

First, the steals. I thought they said they fixed it in past games but I guess not, but when you're going up for a layup/dunk, no matter what your rating is you should not be stripped EVERY time just because their steal rating is high. This is honestly the most frustrating @$## in the game. The simple steal animations are annoying too they definitely need to tone that down a lot because even the best ballhandlers are getting ripped due to the defenders steal rating being a LITTLE BIT higher which is ridiculous.

Second, they need to tone down the amount of people dunking on each other and how you can't do anything to stop the animation. For example, Durant comes in to dunk on someone, you're there for a perfect contest but you're not allowed to do anything to the shot because the animation has ran.

Third, they need to tone down how sensitive the dribbling is. Dribbling off your own foot or off of your teammates foot happened one time too many.
ALL OF THIS.
People really abuse that dunk animation. Another animation they need to fix is when you pass the ball to a wide open player and they just stumble out of bounds. That's just stupid. They also need to fix the put back dunk animation. I see players go up for the put back dunk as soon the ball is shot and then the ball just lands in their hand(s) for the put back. Man, 2K12 sucks.
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I hope the servers are better, but we all know that's not happening.

- If your going for a layup dont gather so early. layup/dunk the ball when your close to the rim. I hate that too. it happens every time. On a open fastbreak that is not happening from behind or any angle you get stripped. It does happen in the NBA though. 
- Yes the steals are ridiculous how you get picked so easily.

- The dunking on ppl. Who likes that?? That is the fakest thing in this game. Because your not going to get blocked if your a high rated dunker if they are trying to dunk on you. No contesting at all. You can only block it if they are not dunking on somebody.  In order to stop that you gotta get your defense better. Step up to the person driving to the hoop. Dont just stand there. Run up to them and put your hands up. If you are too deep below the basket you will get dunked on. If your covering your man. Dont let him get to the hoop like that. Simple L2/LT and R2/RT together and the left analog stick can prevent alot of these.

- The dribbling is apart of the game. You cant just hit turbo when your guy is in front. Lay off that turbo and it wont happen. Turbo should only be used mostly on defense.

- make better passes. That hasnt happened to me for a while. Sometimes it is BS... like th eperson would be no more than 10 feet away and they stumble. But you just gotta watch where you pass that ball. I dont make long passes anymore.

- Box out and you wont have those putbacks happening. Thats how it is in real life too. In order to get a putback 2k12 has it just like it is in real life.
 
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[h1]Sizing Up Its Competition, NBA 2K13 Will Stick to the Way It Plays the Game[/h1]
Let's go ahead and say it: NBA 2K13 is right back where it was two years ago—locked in the only meaningful head-to-head competition in sports video game publishing. It's a fight it won quite decisively, too, when its competitor failed to launch and then sat out 2011, while NBA 2K turned in its two best efforts ever.

This year NBA Live will be back on shelves and though the two teams are not jawing at each other yet, they are sizing each other up.

"There are things I'm going to gloss over here a little, because these are things we've been doing right, such as accurate arena lighting," producer Rob Jones says in narrating a behind-closed-doors demonstration, still calling out a point of pride expressed by EA Sports in its presentation of NBA Live 13.

But it's also clear 2K Sports has taken to heart all of this business about passing, an area NBA Live 13's makers think they can exploit. NBA 2K has a well earned reputation as a best-in-class sports simulation for several years, but also one carrying a bit of a learning curve for newcomers. Passing without bringing up icons (to assure the ball goes exactly to that player) has seen some frustrations, especially with tight defense picking off errant tosses.

Well, Visual Concepts, the in-house studio building NBA 2K13, wants you to know they have worked on passing, too. And it was probably no surprise that in a demonstration at which I was the only attendee—it was hands-off—two players from the studio ran a lot of half-court plays designed to showcase passing and player AI. It didn't take long to see the kinds of things EA Sports is so proud of creating, and as I said on Saturday, I've seen them take place before in NBA 2K12. James Jones of the Miami Heat, out on the perimeter, turned and ran back to the play, taking a high, long-armed pass from Chris Bosh and going strong to the rim. Good pass, good pass type, good decision by a bot player to get involved in the play. Look, we got this was the unspoken message.

A subtle hint about passing refinements ends with a knowing smile. For now.

Rob Jones elaborated on the perceived weakness of the 2K12 passing system, saying that some players may be aiming their pass where they expect the player to be, but not where he is at the point they decide to pass, resulting in a turnover (he did say pass logic on some plays, such as a pick-and-roll, accounts for throwing it to a spot). I pointed out that the game has directional passing on the right analog stick, with a modifier—that is, telling a player to throw it to a precise location. But that's an expert control set.

"Yeah, an expert control set," Jones said, letting the thought hang in the air.

"So, you're doing something with directional passing on lower difficulties?" I asked.

At this point I have written in my notes: "knowing smile."

2K Sports shows little at E3 because the game arrives in October. Even for something with this kind of a foundation there still is a lot of work left to be done. So usually what you get at E3 is a projection of strength, a statement of confidence, and a promise to show a ton more when July rolls around. Tuesday's demonstration followed that script.

But looking closely does reveal some tuning of a highly polished game. "The point is, we have worked our butts off on passing," Jones said. This is not going to go without a fight. Jones said he, Mike Wang and Zach Timmerman started working on NBA 2K13—little things that bothered them, but still, work—the day after NBA 2K12 shipped. It peeved some of their colleagues, he admitted. Still, one thing Jones wanted to do was give players dribble-moves from a standstill. You could do it in NBA 2K12 if you sized up with the trigger, but it sounds like this will be without the control modifier.

Another example: The timing of celebration animations. Ever notice how, after hitting a buzzer beater, there's a brief pause where players stand around like robots—and then they start celebrating? Jones wanted to swat that. "There's not a lot of glory in focusing on things like reaction time in celebrations," Jones said. But when you're leading a race by two years, you can spend time on those things.

The demonstration closed out with a look at the All-Star Weekend festivities—the preorder incentive that gives you a branded dunk contest, three-point shootout and future stars game, as well as the upcoming All-Star venue and uniforms. This will not take the place of the Blacktop dunk contest and three-point games that have been included on the disc for several years and will come in NBA 2K13 regardless. And if you don't preorder the game, your play-now and career modes will still have an All-Star game, it'll just use the previous year's venue and uniforms (in this case, Orlando's) until the All-Star game is actually played and 2K gets permission to patch in the new skins. The preorder bonus is also for all preorders; it's not tied to a specific retailer.

I was shown a Slam Dunk Contest featuring Michael Jordan, Blake Griffin and Dwight Howard. The user controlled Jordan. He selected from what looked like a generously deep array of dunks, and I was told that dunks using props and helpers would be a part of the action, too.

As Jordan began his dunk, the game went into very slow motion and a note highway appeared. The player then had to hit the face buttons as they passed, in the manner of Rock Band or some other rhythm game. The success of the dunk—and it will be scored according to official Dunk Contest rules—depends on how many of the buttons you correctly time. It appeared that for some stunts you may have to hit all of the notes correctly, though the team said I was looking at something whose difficulty had yet to be set.

Still, I instantly resolved to play this with a Rock Band guitar when I get it. While some might find the implementation trivial, or a souped-up Quicktime event, bear in mind just how freaking hard the Blacktop Dunk Contest is with the analog stick. I can barely get the gather correct. People who get to All-Star Weekend in their careers or invite friends over to fool around with it aren't going to want to spend forever on tutorials. Some might feel it's a little simple, but I buy the logic behind the design choice. If you still want a hardcore dunking challenge, the Blacktop will always be there.


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The dunk contest looks dumb.
Not tryna play Amplitude/Guitar Hero to pull off a dunk.

Just fix the nuances of the real game and I'll be happy, tho.
 
loll wow. are they serious? that dunk contest looks ridiculous. that whole 'follow the button mashes' is a dead concept. it worked for guitar hero...let it die with guitar hero.


the players look stiff. flow didnt look any smoother than 12. it's still semi early i suppose though. every year i need my 2k fix, so they better not let me down. i play 12, myplayer, all the time, so i'm looking forward to great things.
 
Originally Posted by CertifiedSW

Loved 2K12 and still play it but there are some glaring issues that need to be fixed.

First, the steals. I thought they said they fixed it in past games but I guess not, but when you're going up for a layup/dunk, no matter what your rating is you should not be stripped EVERY time just because their steal rating is high. This is honestly the most frustrating @$## in the game. The simple steal animations are annoying too they definitely need to tone that down a lot because even the best ballhandlers are getting ripped due to the defenders steal rating being a LITTLE BIT higher which is ridiculous.

Second, they need to tone down the amount of people dunking on each other and how you can't do anything to stop the animation. For example, Durant comes in to dunk on someone, you're there for a perfect contest but you're not allowed to do anything to the shot because the animation has ran.

Third, they need to tone down how sensitive the dribbling is. Dribbling off your own foot or off of your teammates foot happened one time too many.

Finally, they need to fix some of the shots. That is not Kobe's real jumpshot, Durant's jumpshot is off, among some others. And I hate how everyone has two shots (different shots for 3pt and midrange) last time I watched a game the shots don't differ by that much when you go from the midrange to the 3 point line.
It sounds like 2k12 was your first game because it was even worse in previous years with the stealing during lay ups. It was literally automatic I think in 2k10. For getting dunked on, you can fixed that with sliders. Played with the sliders turned down yesterday and it happened considerably less.

My biggest complaint is how low of an IQ all the players have when it comes to being where they should go on a court. My center should never be standing around the three point line. There should be a general concept of spacing during fast breaks and in the half court offense.
 
Originally Posted by Cyber Smoke

2K has been putting out the same damn game for the past three years. Im passing on this

what??? shut up. you obviously dont know what the @*$$ your saying.
 
I hope they improve MyPlayer, because it sucks on 2K12. I played it a lot on 2K11, but didn't even play it on 2K12 after the first few weeks it released.

They should also bring Crew Mode back, so we can team up with our friends with our players. I think it was a DLC on 2K12.

Team Up is where it's at minus some of the flaws. Sometimes you can't even inbound the ball when the defender is waving their hands in front of you. I think they should also add a booting option to where your teammates can vote a person out if they're playing stupid. There's always one or two cats that don't pass the ball and play stupid ruining it for everyone else. (Yeah, I know not to pass them the ball, but they'll just either not inbound the ball, intentional foul, off/def three seconds in the paint.)

I also hope they fix the substitution navigation. There was nothing wrong with it on 2K11. On 2K12, that crap doesn't even show up sometimes and you gotta keep pressing it.
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They need to do new #*!# with the association and my player.. same ol bs. That is more important than the all star weekend nonsense
 
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