Wow. Kann mich nicht erinnern, jemals so eine detaillierte Berichterstattung über ein NBA-Spiel gesehen zu haben - und das ganze noch Monate vor'm Release. :thumb:
Meine bisherigen Top-15 Neuerungen:
1.
-Ratings were mostly built internally, not based much on tendencies. However, the former College Hoops developer who used to do all the ratings in that game,
used 82games.com as a baseline to write all the ratings formulas in NBA 2K10.
2.
-You can create your own draft class, which means you can create 72 guys and then upload that file to the 2K server. That means you could create 72 of the top prospects or you could re-create an old class and upload that one.
You can download a new draft class before each season. Obviously you can just have a class generated for you if you don't want to download a draft class. I know some insane people on OS will create entire draft classes, and bless you if you do.
3.
-Examples of animations removed: Took out a lot of the unstoppable under-the-basket animations, in addition to those long layups and various other overly long animations.
There was more focus on giving control to the player at all times this year.
4.
-
In-game saves are present.
5.
-There is a new simulator this year. In the past the person working on simmed stats only had a couple days, this year the developer got three weeks. The shooting percentages are a bit high still (according to the developers) but that's still being tweaked. Otherwise
the simmed stats should be better.
6.
-The
player spacing was much improved, which also led to a healthy amount of drive and kick game. When I was the Jazz, Andre Miller did not stand a chance against Deron Williams, so you know Kyle Korver and Okur got some open three-pointers because other players had to help to stop the penetration. When I covered Parker with Nash I was equally as abused. I don't know if that's proof-positive that the ratings stretch means speed will play a bigger part, but the developers felt pretty comfortable saying Shaq has no chance of guarding CP3 anymore for example.
7.
-
Lock-on D is now not automated at all, you just get really close to the player you're defending when you hold the trigger -- you get more physical and crowd him. You now need to guess where the player is going to go to stay with him, otherwise you will get burnt, plus turbo gets used so there are two downfalls to it. I am the ultimate hater of lock-on D, but I could actually see myself using it in this case since you are controlling every aspect of the D outside of the proximity to the person when using the lock-on. If you liked the old lock-on D style, there is a defensive assist slider you can boost to 100 if you want it to be entirely automated, or anywhere in between.
If you get turned while playing D, there is more weight to your guy this year, so you won't be able to just magically get back on your guy or somehow magically catch him from behind. This ties back into the risk/reward again.
8.
-
The AI is built around the 40 tendencies in the game, plus all the spot-up locations where they like to be. So you will look for Kobe in the high post when you're not running a play because the game is driven by tendencies not playbooks when you don't call a play.
9.
-The
AI players did a better job filling the lanes on the fast break. I saw less of those instances where you pass a player the ball and he catches it and goes in a big loop towards the sideline rather than catching the ball and continuing towards the hoop.
10.
-
The post game is really intuitive this year, and I don't think it is being appreciated enough at this point. It's the first time where I really think 2K might have found something that works for good. I struggled the first game because I had to get used to the new controls, but after that, I really started to understand the way to manipulate the controls and started to do some nice moves. And the great part is the moves aren't overly canned and extended, so you will really feel like you are the one doing the up and under, rather than pressing a two-button combo to do it.
11.
-
The D-League is fully integrated into Association mode. You can play those games if you choose, you can sign players from the D-League, and you can send your players down to the D-League.
12.
-
Players are smaller, but the court seems to be the same size.
13.
-The
players get to their spots much quicker to run plays.
14.
-In general
the game looks amazing graphically, I came away very impressed. It's
a clear-cut improvement over last year's game.
15.
-Examples of what the commentary duo will discuss: They talk about injuries that occurred in real life, will mention Valentine's Day is coming up, and will even tease upcoming games and say tune in to play/watch so-and-so game this Sunday. They will also discuss trades that occurred in real life.
Was ich bisher schade finde:
-
D-League players are not part of the D-League license, so you won't have real players on the teams. (...aber auch nicht so wirklich wichtig)
-
No bi-annual exceptions or stuff like splitting the mid-level in half. (...schade, nachdem jetzt schon andere Teile des CBA integriert wurden (10-Day-Contracts, Restricted-FAs etc.)
-
Dynamic attendance is a maybe for now. They are working on it, but don't want to promise it yet, because it may not be ready in time.
(ein weiteres kleines Deatail das einfach der Hammer wäre)
-There is
no play editor. (wäre vielleicht mal ganz witzig gewesen)
-You don't have to hold a trigger to post up, now
it automatically goes into a post up if the scenario is right. To get out of a post up, you just push away from the basket with the left stick. (stell ich mir irgendwie problematisch vor, we'll see)
Das Spiel ist sowas von gekauft.