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[新闻] 2K11新特性!!强烈召唤翻译帝!!

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发表于 2010-6-1 13:44 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式
40 Fixes for NBA 2K11 (Part I)

Kushmir Hassan checks in over the next few weeks with 40 fixes that'd put NBA 2K11 completely over the top when it comes to gameplay. Check out his list over the coming weeks and see if you agree with all of his fixes!

1. Deflecting Passes Out of Bounds

This mechanic is perhaps the single-most important gameplay fix that could be implemented in next year’s version of the game. Backdoor plays are too effective in NBA 2K and need to be reined in a great deal. While it would certainly be nice to see more off-ball contact and defenders impeding and bumping cutting players, there is another aspect that is even more important: players being more aware of the ball.
If the players were more aware of the ball, then tipped passes that go out of bounds would dramatically reduce the ease that players pass into the painted area without turning gameplay into a sloppy turnover-fest. The introduction of this gameplay aspect would drastically reduce full-court and post passes and would also force offenses to operate late in the shot clock.

Here are two examples in NBA2K10
http://community.2ksports.com/commun...mediaid=142131 http://community.2ksports.com/commun...mediaid=144251

It is great that we can finally play more effective off-ball defense. However, it would be next level if this mechanic was more dynamic. If we saw more passes deflected out of bounds and steals when someone tried to force the ball into a player who was being tightly covered off-ball, that would add a lot to the battle within a battle. On the other side of the equation, players (and specifically high-awareness guys) could attack this type of defense by going backdoor, slapping away the defender’s hand or by quickly separating from a defender trying to mirror their movements. Officials should also sometimes call grabbing fouls when a player is playing aggressive ball-denial defense to balance everything out.

(As a quick note, ball-denial defense does not always work when an offensive player sets a pick and during some dead-ball situati** -- both of these things should be corrected. Also, when our user-controlled denying defenders are rubbed off by a screen or when an offensive player separates from them, the beaten defenders stand there motionless. It would be nice to see them return to their assignment instead of waiting for manipulation from the user.)

Auto Defense

This would be the perfect complement to ball-denial defense. Instead of the high-risk, high-reward denying defense, the user could click the R3 button to make a defender simply try to stay in front of his man. On defense, auto defense should allow our spotlighted defenders to simply follow their assignments. Therefore, the focus would be on taking minimal risks and staying with the assigned man. Auto defense would also allow our user-controlled players to stay with their men when their assignments are off the screen.

4. Challenging the Shot

Being able to use the right stick to make a defender put his hands up on defense is nice, but it would be great if these situati** were more dynamic and included many more animati**. There are way too many instances where non-shot blockers get blocks or cause offensive players to miss shots by just attempting to swat the ball.

KIt would be better to see shot blockers separated from the rest of the pack. Players like Jason Kidd, Rip Hamilton and even Kobe Bryant are not shot blockers and should be riddled with fouls when they attempt blocks. Those types of players should instead use the challenge-shot option to try and disrupt shots. Instead of one hands-up animation, it would be nice to see a bevy of light contact and disruptive animati** that make shots more difficult for an offensive player.

At the very least, the challenge-shot option should allow us to play semi-physical defense without fouling like we see here: http://community.2ksports.com/commun...ediaid=1292497

5. Shot Difficulty

Many users complained that jump shooting this year was too difficult. Presumably, people want to play an NBA game where players hit shots when they are open, so it would be preferable to see open shots go in at a higher rate next year. On the reverse side, contact shots probably went in at a rate that was a little high. While it is understandable that better players like Kobe, LeBron and Melo will convert some difficult shots, defenders should be rewarded more often for properly contesting attempts. In short, open shots should go in more frequently and contested shots should go in less frequently. This double-clutch layup by Ray Allen over three defenders should go in maybe one time out of 20. http://community.2ksports.com/commun...ediaid=1198987

Shots Behind the Backboard

This is the NBA, right? Players shooting the ball on the wrong side of the backboard for turnovers? Jump shots into the side of the glass? If gamers never see these animati** again, it will be too soon. After all, NBA players are much too skilled to forget what side of the glass the basket is on.

MView a clip of the n**ense here: http://community.2ksports.com/commun...ediaid=1198840  

7. Equipment

While not a core gameplay issue, users clamored endlessly about their players wearing the wrong-colored headband and other unavailable accessory combinati**. While I think this type of "fix" comes after gameplay, I understand their gripe from an immersion point of view. Hopefully, users have the ability to change the colors of all accessories in the future -- in addition to a separate section for home and away accessories.

8. Full-Court Passes

These passes are too accurate. In addition to that, many times the defenders are in a position to deflect or steal the passes yet they swing and miss at them. When attempting these passes, how about a much higher percentage of turnovers combined with more wayward and bad passes out of bounds?

9. Fix My Player

While this was a very popular new mode, the bugs associated with it were disappointing and almost too much to handle. Here is to a bug- and glitch-free My Player mode next year.

10. Foul Trouble Settings

Who is tired of watching their elite players pick up silly fouls when they are already in foul trouble? It would be great to see a "foul trouble" setting in the defensive-matchup screen that would allow players to play passive defense, which would stop them from picking up easy fouls.

Fixes for NBA 2K11 (Part II)

Kushmir Hassan detailed his first 10 gameplay fixes many mo** ago, and here now are the next 10 fixes that would put the NBA 2K11 gameplay completely over the top. Check back in the near future for fixes

11. Pump Fake

I have been a NBA 2K fan since 2K2, and since that time the pump fake has always been an overpowered weapon that can be used against defenders. While it can certainly force a defender out of a proper defensive stance and make a drive to the basket less difficult, rarely should we see defenders leave their feet on the perimeter. In a nutshell, I would like to see defenders fall victim to the pump fake far less, but I would also like to see more of a risk-reward structure regarding the pump fake as well. .
Users on Superstar difficulty and above have become used to the fact that CPU defenders are able to poke the ball away during a pump fake. However, most online users are unable to strip the ball like the CPU defenders. For this reason, there needs to be other risks when using a pump fake. Scorers that "pump and drive" are frequently called for traveling violati** because they shuffle their feet. Perhaps this aspect should become a reality in NBA 2K as well. If a defender does not fall for the pump fake, I also want to see him sometimes crowd the offensive player and take away his dribble -- perhaps even animati** where pump fakes result in jump-ball situati** would be beneficial. Lastly, there is a trend online where cheesers get behind the 3-point line and rapidly pump fake until they draw a shooting foul. Needless to say, 2K10 needs to be the last version where that is a passable strategy.

12. Make the Online Experience Feel Like the Offline

At this point, the pursuit should be to make everything that is available offline also available online. However, it also means the developers have to make the experience feel the same both offline and online. As of now, the online package is still spotty at times when it comes to performance issues, but beyond that, it is the lack of opti** that hurts it most. You cannot set your own online rotati**, play ranked games of longer than five minutes, set your playbooks, etc. Simply put, too many of the things that make the game great are not available online.

13. Pick and Roll Defense

The pick and roll has been relatively unbalanced for long enough, and hopefully steps are being taken to tone it down just a bit. Along with a greater percentage of deflected passes, one of the things I would really like to see are varied, configurable ways to defend it. Give us the ability to choose how we defend each pick and roll situation. By allowing us to hedge, have defenders switch or fight over the top of the initial screen, users might be able to better defend the bread and butter play in the NBA.,

14. Assignment Basketball

Who else is tired of watching their power forwards or centers let the guy they are guarding run freely up the floor for an easy dunk or layup? What is with the frequency of the post defenders helping to guard the point guard at the top of the key in transition, which thereby allows the opposing big to slip behind the defense for easy baskets? !

Check it out here: http://community.2ksports.com/commun...ediaid=1198858
While deflected passes out of bounds will counter much of this, we need to see our players better cover their assignments. We love help defense, but there are too many instances where a player in the lane who has a defender between him and the basket will still draw help defenders, which then allows an easy pass into the paint. This doe not make sense. Here is to a better, more logical defensive rotation in the future.

I have included another example of what I'm talking about here: http://community.2ksports.com/commun...ediaid=1181763 (watch Elton Brand leave his man to guard a player in the lane who is already being defended)

15. More Shooting Fouls

Users mash butt** to get blocks and steals without any regard for fouls. This needs to stop. The blocks-to-fouls ratio is horrible. Button-mashing defenders simply make too many miraculous defensive plays (particularly in one-on-one situati**) and this is unrealistic. The gameplay needs more shooting fouls, and c**istently whistling these block and steal attempts is where it should start. Shot blocking should be entrusted to the true shot blockers with good blocking ratings.  
It would also be great to see more help-side blocks because these are far more frequent in real life than on-ball blocks. As much as we love to watch replays of LeBron’s block on Jason Richardson or Tayshaun’s famous rejection of Reggie Miller, these are miracle plays that should happen about as frequently as half-court shots.

Miracle "strips" are in the same boat. Players below a certain steal or hands rating should be whistled c**istently when they try to strip a player attempting a shot. These necessary changes will dramatically increase the amount of shooting fouls, which the gameplay needs.

16. Balanced, More Resp**ive Double Teams

I am always puzzled when users are not given the ability to toy with the double-team settings online. I do remember how this was abused in past versi** of the game, but here is the thing, I have also watched gameplay evolve to the point were it punishes us when we attempt behaviors that would be unwise in reality (at least for the most part). Simply put, punish the excessive use of double teams with fouls.

Reaching fouls should be called at an extremely high rate when people excessively double team. In addition, fatigue should be a factor. C**tant double teaming should result in players tiring at the same rate they would if they were sprinting. C**equences like these will go a long way towards resolving cheesy double-team tactics, but at the same time, they will not limit users who do not seek to circumvent the realistic way to play the game.

It is also harder to pass out of double teams now. However, this tweak only rewards cheesers more. While we should have to make quick decisi** when passing out of a double team, if there is an open man, getting him the ball should be relatively easy. On the defensive side of things, one also has to also wonder why there is not a one-button command to double team the ball with the closest defender. It is virtually a necessity.  

17. Reaching Fouls

Yes, these are still an issue after all this time, especially online. The fact that reaching fouls still are not called at a frequent enough rate is perplexing and hampers gameplay. Calling plays is too often an exercise in futility because we leave ourselves a sitting duck for button mashers. The NBA game is one of position defense and playing the passing lanes, not poking away for on-ball steals. Gamers like the animati** where "reachers" get out of defensive position (I would love to see more of them), but nothing will resolve this for good like calling frequent and c**istent fouls.)

18. Full-Court Press

Here is another one of the online cheese tactics that we have seen for too long. If you are c**tantly full-court pressing, your team should be gassed. There should also be more reaching and contact fouls to dissuade behaviors like this. Finally, the players that receive the inbounds pass should aggressively come back to the ball instead of passively allowing defenders to get between them and the inbounds pass for easy steals.

19. Varied Difficulty Levels in Ranked Lobbies
Users who play on higher difficulties want to play ranked games on the settings that they are comfortable with. This should be an option in the future.

20. Shooting Percentages

Hypothetically speaking, this one should be easy to tweak. While I am sure the high field-goal percentages in the game have a lot to do with the fact that a default quarter is five minutes, I happen to think accurate field-goal percentages are much more important. You can routinely see field-goal percentages in the 70 percent range for a half, which is obviously too high. More specifically, I think the field-goal percentages in the paint are what need to really go down. While the paint is closest to the basket, this is also where the defense is the most physical and challenging, and the gameplay should clue you into this fact.

Since five-minute quarters will not yield realistic scores anyway, displaying realistic field-goal percentages should be a higher priority.

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