NBA 2K General Thread

For those playing MyCareer, what's the best jumpshot for bronze quickdraw? I still haven't found the best of for me.
 
The NBA 2k series is up there with MLB the Show as my fav sport sim for this generation of consoles. I'm over it though. Not really sure where they can go with 2k21 on the Playstation 5. The game needs to look and play drastically different than NBA 2k18, 19 and 20. Ya, that's right. All those titles pretty much looked and played the same. Little changes here and there but pretty much the same graphics and gameplay in all of those titles.
 
Sorry for this noob question but since when have they removed travelling while shooting,when i hold shoot button all the time the player still shoots,no late or early jump shoot,not a big problem but i think it was in nba 2k15,last i played
 
This will be my only sports game this year.
Both FIFA and Pes looks like a drawing from a 5 year old Vs this,nevermind the game play

And watch this in 4k!
 
To me it looks like a PS4/XO game tbh :LMAO: A few more years...
I felt the same, until I saw the comparisons. That changed my mind completely.

Reminds me of the days when I didn't think there was much of a difference between PS1 and PS2 graphics - then, after a year, I'd go back to a PS1 game and go "how the hell am I supposed to play this blocky shit"... I don't know why the brain works that way.

This will be my only sports game this year.
Both FIFA and Pes looks like a drawing from a 5 year old Vs this,nevermind the game play
In a football game there are way too many players for it to ever look that good, IMO. Or you'll have someone who looks amazing next to a generic face that looks like a cartoon character when you put them next to each other.

It's the gameplay enhancements I'm most interested in...
 
I felt the same, until I saw the comparisons. That changed my mind completely.

Reminds me of the days when I didn't think there was much of a difference between PS1 and PS2 graphics - then, after a year, I'd go back to a PS1 game and go "how the hell am I supposed to play this blocky shit"... I don't know why the brain works that way.


In a football game there are way too many players for it to ever look that good, IMO. Or you'll have someone who looks amazing next to a generic face that looks like a cartoon character when you put them next to each other.

It's the gameplay enhancements I'm most interested in...
These games have all both looked and play on a different level since at least 2k14 came out.(that game holds up great even today)
Gameplay will probably be pretty much the same as last year,though animations since it's running on 60fps will be the biggest change.
This and watchdogs 3 will be my games this/early next year.
 
This will be my only sports game this year.
Both FIFA and Pes looks like a drawing from a 5 year old Vs this,nevermind the game play

And watch this in 4k!
I did and it looks good. Very good. Not the final result I want to see next gen but it’s a good start, imo.

Would love to see more actual gameplay...
the animations need more work, imo.
 
I did and it looks good. Very good. Not the final result I want to see next gen but it’s a good start, imo.

Would love to see more actual gameplay...
the animations need more work, imo.
Yeah,remember first game on this gen.
Compare FIFA 14 Vs 20.
I always felt the animations have been a strong selling point for 2k.
Most players are body/motion scanned
 
NBA 2K21 Next-Gen Gameplay Blog (Part 2 of 3) - Movement, Contact, Impact Engine & More

Next-Gen Movement


There’s nothing more exciting for a developer than the arrival of new consoles. Every new generation gives us the opportunity to step back and reimagine how we can push the sports gaming genre forward. If I had to pick one aspect of gameplay that’s probably benefited the most from the jump to next-gen, the answer would probably have to be on-court locomotion. Movement is the foundation for a solid basketball game. When that foundation isn’t solid, a lot of aspects of the game fall apart. We put a lot of resources toward improving locomotion with and without the ball, and I’m excited how far it’s come to kick off year one of the next generation of 2K hoops.

Dribble movement: The dribbler was rebuilt from the ground up for next-gen and the difference is night and day. We retained the concept of signature dribble styles that we introduced a couple years ago, but otherwise, everything was scrapped and re-architected bringing a completely different feel with the ball in your hands for next-gen. Additionally, protect and post movement saw massive upgrades. The aspect of dribble movement that excites me the most is the predictability and consistency of it. It’s much easier to go exactly where you want on the floor, and in the manner that you’d expect to get there. No unwanted turns or having your player face the wrong way. No bursting up to speed or failed cuts. It just works. And because it’s built using the same engine as the Pro Stick dribble move system, movement and moves work cohesively together. Player speeds are more accurate to real life and the sense of weight feels more realistic. It’s a complete package and I don’t think I can overstate how much it’s elevated my enjoyment of playing the game.

Defense and Off-Ball: All non-dribbling movement from on-ball defense, to off-ball offense and defense is run by our motion engine which is in its third year of development. The motion team has been working tirelessly to bring a next-gen improvement to moving without the ball, and it both looks and feels fantastic. Here are some of the upgrades that stand out:
  • Unique contextual motion assets for various basketball situations (Transition Stops, Leak Out, Guard Break, Anchor, Space Perimeter) bring an awareness to the look of the players on the floor and give them more life.
  • Improved pathing, cuts, and stops make defenders feel more grounded and fix a lot of the sliding from the previous generation.
  • Overall improvement to motion stability and response. In other words, we smoothed out the twitchiness and players can more accurately follow exactly what you’re doing on the sticks.
  • Updated player-size detection logic and greater emphasis on player differentiation. Bigs move like bigs, and guards move like guards. This includes a lot of new animation content to support signature motion styles.
  • Left stick taps allow you to play quick steps which are really helpful when you need to make subtle adjustments to your defensive position.
Foot Planting: Sliding in basketball is no good. But it’s something we’ve had to live with in the past because of limitations in technology. I’m happy to say that the next-gen version of NBA 2K21 takes a huge leap in that department. Our engineers re-wrote our foot planting tech from scratch and it led to one of the most striking visual improvements when you compare next-gen to previous generations. Players can now take procedural steps instead of sliding their feet when they need to make micro-adjustments. I love seeing proper footwork as players are making hard cuts, accelerating, stopping… even just standing and making subtle movements in place. It just brings 2K hoops one more step (see what I did there?) closer to real life.

Body Ups: That’s our internal name for all of the interactions between the ball handler and defender. It’s always a tricky balance trying to accurately model the cat & mouse game between the offense and the defense. Our goal with body ups was to highlight the improvements that we were able to make to both dribbling and defensive movement. To that end, it meant less canned interactions and doing a better job of respecting user control. I think the next-gen version of NBA 2K21 strikes a great balance between rewarding taking proper driving angles and respecting contact. Attempting to drive head first directly into a defender will stop them in their tracks, lead to charges, or force pickups. When ball handlers get to the hip of the defender but the defender matches well, it will lead to more realistic rides that neither player will feel stuck in. And on the other extreme, slow footed (or slow to react) defenders will be punished with blow by’s and if they try to force the contact too late, might get hit with a blocking foul. Strong ball handlers can also hard stop out of a ride and crab defenders more effectively so it’s not always about speed when trying to probe into the paint. The logic for the types of resolutions that play out is much more robust and takes into account every little detail you can think of. The end result is a better 1-on-1 game that more accurately mirrors the real NBA.

Off-Ball Contact: Just like with body ups, we wanted to translate those same principles off-ball. The motion team completely re-worked the off-ball contact system, which now features everything from “let throughs” (incidental contact) to hard collisions. There’s a great freedom of movement when you’re working away from the ball but also realistic contact when it’s called for, all with no snatching or sliding. My favorite aspect of these collisions can be seen in the new screen interactions. Gone are the “vacuum screens” that have plagued basketball games in the past where defenders would get pulled into a screen collision and run in a direction they weren’t asking for. You can reject screens appropriately, go over or under as you’d expect, and “die” on a screen if you have a weak defender trying to barrel through a big. It all looks great, but more importantly, feels great for both the offense and defense to get the outcomes that make sense in such an important aspect of team basketball.

Impact Engine

One of the biggest challenges we face when balancing offense and defense is contact in the paint. As you can tell, with next-gen we really stress the importance of respecting user control and not warping defenders into place for the sake of game balance. But it’s vital to be able to have reliable contact, especially for protecting the basket, in order to prevent bloated points in the paint. For NBA 2K21 next- gen, we developed a new in-air contact shot system that we internally call the Impact Engine. The goal was to completely remove the snatching that we’d been using in past games and resolve collisions on the fly as players hit each other in mid-air. The Impact Engine and next-gen console power gives us the flexibility to do just that. By creating reliable contact when players are in flight, we no longer have to take control of defenders while they’re on the ground and pull them into place just to force certain outcomes. This will be most noticeable for paint defenders as they’ll have the freedom to maneuver their players into position and make a play on the ball themselves rather than the game dictating what happens based on whatever animations happen to trigger. To further aid paint defense, the logic that goes into block targeting was improved and we’re using IK more heavily now to get the hand to track the ball (as well as to minimize clipping.) One of the main beneficiaries of the new engine is that we now have contact alley- oop and putback dunk-ons for the first time in 2K, which look sick and feel rewarding when you can pull them off!

https://www.operationsports.com/nba...t-2-of-3-movement-contact-impact-engine-more/
 
NBA 2K21 Next-Gen Gameplay Blog (Part 2 of 3) - Movement, Contact, Impact Engine & More

Next-Gen Movement


There’s nothing more exciting for a developer than the arrival of new consoles. Every new generation gives us the opportunity to step back and reimagine how we can push the sports gaming genre forward. If I had to pick one aspect of gameplay that’s probably benefited the most from the jump to next-gen, the answer would probably have to be on-court locomotion. Movement is the foundation for a solid basketball game. When that foundation isn’t solid, a lot of aspects of the game fall apart. We put a lot of resources toward improving locomotion with and without the ball, and I’m excited how far it’s come to kick off year one of the next generation of 2K hoops.

Dribble movement: The dribbler was rebuilt from the ground up for next-gen and the difference is night and day. We retained the concept of signature dribble styles that we introduced a couple years ago, but otherwise, everything was scrapped and re-architected bringing a completely different feel with the ball in your hands for next-gen. Additionally, protect and post movement saw massive upgrades. The aspect of dribble movement that excites me the most is the predictability and consistency of it. It’s much easier to go exactly where you want on the floor, and in the manner that you’d expect to get there. No unwanted turns or having your player face the wrong way. No bursting up to speed or failed cuts. It just works. And because it’s built using the same engine as the Pro Stick dribble move system, movement and moves work cohesively together. Player speeds are more accurate to real life and the sense of weight feels more realistic. It’s a complete package and I don’t think I can overstate how much it’s elevated my enjoyment of playing the game.

Defense and Off-Ball: All non-dribbling movement from on-ball defense, to off-ball offense and defense is run by our motion engine which is in its third year of development. The motion team has been working tirelessly to bring a next-gen improvement to moving without the ball, and it both looks and feels fantastic. Here are some of the upgrades that stand out:
  • Unique contextual motion assets for various basketball situations (Transition Stops, Leak Out, Guard Break, Anchor, Space Perimeter) bring an awareness to the look of the players on the floor and give them more life.
  • Improved pathing, cuts, and stops make defenders feel more grounded and fix a lot of the sliding from the previous generation.
  • Overall improvement to motion stability and response. In other words, we smoothed out the twitchiness and players can more accurately follow exactly what you’re doing on the sticks.
  • Updated player-size detection logic and greater emphasis on player differentiation. Bigs move like bigs, and guards move like guards. This includes a lot of new animation content to support signature motion styles.
  • Left stick taps allow you to play quick steps which are really helpful when you need to make subtle adjustments to your defensive position.
Foot Planting: Sliding in basketball is no good. But it’s something we’ve had to live with in the past because of limitations in technology. I’m happy to say that the next-gen version of NBA 2K21 takes a huge leap in that department. Our engineers re-wrote our foot planting tech from scratch and it led to one of the most striking visual improvements when you compare next-gen to previous generations. Players can now take procedural steps instead of sliding their feet when they need to make micro-adjustments. I love seeing proper footwork as players are making hard cuts, accelerating, stopping… even just standing and making subtle movements in place. It just brings 2K hoops one more step (see what I did there?) closer to real life.

Body Ups: That’s our internal name for all of the interactions between the ball handler and defender. It’s always a tricky balance trying to accurately model the cat & mouse game between the offense and the defense. Our goal with body ups was to highlight the improvements that we were able to make to both dribbling and defensive movement. To that end, it meant less canned interactions and doing a better job of respecting user control. I think the next-gen version of NBA 2K21 strikes a great balance between rewarding taking proper driving angles and respecting contact. Attempting to drive head first directly into a defender will stop them in their tracks, lead to charges, or force pickups. When ball handlers get to the hip of the defender but the defender matches well, it will lead to more realistic rides that neither player will feel stuck in. And on the other extreme, slow footed (or slow to react) defenders will be punished with blow by’s and if they try to force the contact too late, might get hit with a blocking foul. Strong ball handlers can also hard stop out of a ride and crab defenders more effectively so it’s not always about speed when trying to probe into the paint. The logic for the types of resolutions that play out is much more robust and takes into account every little detail you can think of. The end result is a better 1-on-1 game that more accurately mirrors the real NBA.

Off-Ball Contact: Just like with body ups, we wanted to translate those same principles off-ball. The motion team completely re-worked the off-ball contact system, which now features everything from “let throughs” (incidental contact) to hard collisions. There’s a great freedom of movement when you’re working away from the ball but also realistic contact when it’s called for, all with no snatching or sliding. My favorite aspect of these collisions can be seen in the new screen interactions. Gone are the “vacuum screens” that have plagued basketball games in the past where defenders would get pulled into a screen collision and run in a direction they weren’t asking for. You can reject screens appropriately, go over or under as you’d expect, and “die” on a screen if you have a weak defender trying to barrel through a big. It all looks great, but more importantly, feels great for both the offense and defense to get the outcomes that make sense in such an important aspect of team basketball.

Impact Engine

One of the biggest challenges we face when balancing offense and defense is contact in the paint. As you can tell, with next-gen we really stress the importance of respecting user control and not warping defenders into place for the sake of game balance. But it’s vital to be able to have reliable contact, especially for protecting the basket, in order to prevent bloated points in the paint. For NBA 2K21 next- gen, we developed a new in-air contact shot system that we internally call the Impact Engine. The goal was to completely remove the snatching that we’d been using in past games and resolve collisions on the fly as players hit each other in mid-air. The Impact Engine and next-gen console power gives us the flexibility to do just that. By creating reliable contact when players are in flight, we no longer have to take control of defenders while they’re on the ground and pull them into place just to force certain outcomes. This will be most noticeable for paint defenders as they’ll have the freedom to maneuver their players into position and make a play on the ball themselves rather than the game dictating what happens based on whatever animations happen to trigger. To further aid paint defense, the logic that goes into block targeting was improved and we’re using IK more heavily now to get the hand to track the ball (as well as to minimize clipping.) One of the main beneficiaries of the new engine is that we now have contact alley- oop and putback dunk-ons for the first time in 2K, which look sick and feel rewarding when you can pull them off!

https://www.operationsports.com/nba...t-2-of-3-movement-contact-impact-engine-more/
Oh oh... the 3 years cycle. :SHOCK:
 
Even if they create more aggresive gampbling mechanics, i trust them more than the others, that say about 3 years cycles.
yeah... i tended to... but the phrase was just burned by konami (at least in my head). everytime i see or read something like it, the PES cycles come to my mind! :BRICK:
 
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Next-Gen AI

Next-gen was an opportunity to reset on a lot of areas of gameplay. This was especially true when it came to artificial intelligence. Some of these items are immediately noticeable and some are more nuanced for the hardcore X’s and O’s hoop heads. But one thing’s for certain, NBA 2K21 continues to lead the way in accurately modeling its respective sport better than anyone else out there. That’s something we pride ourselves in and know that the true students of the game appreciate about the franchise.

Defense

  • New switching logic update: Both on-ball and off-ball screen logic has been rewritten and the auto-switching logic was refined to reduce bad switching instances. So expect to see fewer cases of the AI calling for a switch without a screen and leaving a player open.
  • Adaptive Coaching Engine (ACE) now has the ability to recognize and adapt to different types of off-ball actions including: Flare screens, Down screens, Back screens, and Handoffs.
  • Improved logic for CPU defenders to get in position to take charges.
  • Several improvements to transition defense.
  • Overhauled the Hedge defensive system for better screen positioning and angle targeting.
  • The player can now call for help defense by holding L1/LB instead of just calling for a double team. This is a great mechanic that you can use when guarding the ball; instead of hoping the AI selects the right time to send help, it’s now under your control with a simple press and hold of the button.
  • Improved logic for defenders in avoiding each other when moving around obstacles. This works hand-in-hand with the off-ball movement changes I detailed in last week’s blog.
Offense
  • Next Gen Game Planning: This is a great new feature that allows players and AI to have more specific game plans for their teams. In the past, you could choose to run pick & rolls with LeBron, but the new system allows the AI to target a team’s best players. So for the Lakers, not only will they run pick & rolls, but you can have them run exclusively with LeBron and Anthony Davis. There’s a new game plan option in the pause menu. Here, players can select between 8 pre-selected game plans that they can access in game through the On-The-Fly-Coaching panel (OTFC). Each game plan has default options already set up for them, so the player can pick a single option and have all the important details for that game plan ready to go. Here are two examples of game plans you can choose:
    • Play Through Star: This game plan will have ACE automatically select the best scorer on the team and only run scoring actions for them, both via plays and freelance actions. It also sets the tempo and rebounding choices automatically to accommodate your star’s playing style.
    • Pound the Ball Inside: ACE auto selects the best post scorer on the team and will exclusively run post scoring actions and plays for them.
  • Double team counter intelligence: You’ll see the AI using less movement and create more spacing for shooters spotting up behind the three point line to punish excessive double teaming.
  • End of game logic: Improved the AI’s ability to time plays with the shot clock for buzzer beater situations.
  • Starters and Bench Favorite Plays: This year we expanded the favorite plays to allow players to set up one group of plays for their starting unit and another group of plays for the bench units.
  • Moved player-specific plays and player-specific ball screens back to the L1/LB button. This was something many people were requesting so they could get quick access to icon pick control again. Favorite plays are now mapped to the DPAD.
  • Play and freelance flow: As we have done every year, the play and freelance offensive flow has been greatly improved moving to next-gen. There are several actions that we just had a hard time getting to run smoothly in past 2K games, but thanks to the logic upgrades and vastly improved motion engine, everything flows extremely well in NBA 2K21 for next gen.
  • Fixed AI players accidentally positioning themselves out of bounds.
  • New pick & roll spacing: New spacing code gives some of our pick & roll and isolation sets that extra adjustment on dribble penetration. It’s much more solid now but expect continued expansion on this module as the year goes along with our in-season play and AI updates.
 
For those playing MyCareer, what's the best jumpshot for bronze quickdraw? I still haven't found the best of for me.
Late answer,and it's the same for any game mode,there is no "best jump shot" find one you're comfy with,late/early release (your preference) and learn how to time it,one thing I'm looking for is a jump shoot where the player has movement with his feet in the air (like slapping them together when reaching the sweet spot) that's when I shoot,if you learn it,you can remove the shoot meter.
 
Welcome to The City NBA 2K fans. NBA 2K21 Next Gen is bringing a whole new experience for your MyPLAYER. Enjoy our biggest map ever that includes 4 boroughs, 4 rival affiliations, the introduction of Mayors, a Black Mamba Court, and a A LOT more.
 
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