作者brianlin23 (布狮子)
看板NBAGAME
标题Re: [讨论] NBA 2K16 Gameplay Blog with Mike Wang
时间Thu Sep 3 14:19:45 2015
虽然对2K抱怨不少 不过每年我还是准时买新版支持
毕竟游戏的确也是有在进步和改善 只是玩家的要求和期待一定比较高就是了
※ 引述《hwtone (HWTone)》之铭言:
: 原文网址:http://goo.gl/ltP8uZ
: ※内文为英文,有兴趣者可自行阅读
: ‧New Post Game! Post has been rebuilt from the ground up and is better than
: ever. We’ve moved post back to a hold of L2/LT to give you quicker access,
: free your right thumb up for other actions, and to better mirror defensive
: movement. There are hundreds of new animations, better freedom of movement,
: lots of new moves and collisions, a new post cutoff system, and just a better
: overall feel to the play in the paint.
: ‧新的低位系统!低位在场上重制了,而且比以往更好。我们把进入低位移回了压住L2/LT
: 让你更快的进入低位,并释放了右边按钮的空间给其他动作,和更好反映防守端的动作。
: 有上百个新的动画,更自由的移动,大量新的动作和碰撞,新的低位卡位系统,总体而言
: 能让你更好的体会在禁区厮杀的感受。
禁区爱好者的福音 14和15在低位的表现上已经有不少的进步和修正
能把背框的部分和移动再做精进和修改是好事 对这点抱持期待
: ‧Loads of passing improvements: faster ball speeds, better pass animation
: selection, completely re-written pass lane selection, ability to immediately
: break out of catches, step in catches around the rim, step out catches when
: crowded, less sliding on standing catches, boat loads of new content, and
: much much more. We’ve even added a new option to allow you to pick what’s
: most important when using directional passing. So you can go with the default
: tuning or you can bias it more toward stick direction or receiver openness.
: ‧许多传球方面的进步:更快的球速、更好的传球动作选用、彻底重写的传球路线选择,
: 立即接球後马上动作的能力、在篮框附近时往内抢位接球、人多时站出来接应、站立接球
: 时更少的滑行,大量的新内容,而且不只如此。当你使用指定传球时我们甚至加入了新的
: 选项让你选择什麽更为重要。你能更开放的选择要传向与设的路线,或更倾向於摇杆或接
: 球者。
: ‧New passing controls:
: ‧新的传球控制:
: ‧A/CROSS = Best Pass (gives you the best pass for the situation you’re in)
: ‧A/CROSS = 最佳的传球 (给予当下你处於的情况最佳的传球)
: ‧B/CIRCLE = Tap for Bounce Pass, Double Tap for Flashy Pass, Hold for dribble
: pitch/handoff (hold to bring the selected receiver toward the ball, release
: to pass or handoff if close enough)
: ‧B/CIRCLE = 按一下为弹地传球,按两下则是花俏传球,压着来选择给球(压着让选择接应
: 的球员接近球,放开来传球,够近的话则给球)
: ‧Y/TRIANGLE = Tap for Lob/Overhead Pass, Double Tap for Alley-Oop, Hold for
: Lead to Basket pass (hold to make the receiver cut toward the hoop, release
: to pass… awesome addition!)
: ‧Y/TRIANGLE = 按一下来高吊球,按两下来空中接力,压着来传往篮框方向攻击的传球(压
: 着让接球者往篮框方向切入,放开来传球…超棒的增加!) (注:能自己选择切後门了阿)
内牛满面之一...希望游戏正式游玩的时候不要打脸XDDDD
传球一直是蛮被诟病的问题 能针对这部分做大幅调整与修正非常好
光是看到可以压着按键给空手跑位的球员球这点就觉得可以期待更自由的传球操作
以後终於可以自由的开後门了!?
: ‧Improved pick controls and animations – Ability to quickly toggle between
: roll or fade as well as switch pick side without having to wait for a timer.
: You can also call for an early slip or fade at any point. The new pick
: controls give you ultimate flexibility to read the defense and adjust in real
: time just like an NBA point guard would.
: ‧进步的挡拆控制以及动画 -可以快速的切换档人後切入或拉开和切换挡在哪个面而不
: 用等计时。你也可以在任何点叫一个偷跑或退开。新的挡拆控制系统给你最大的弹性来阅
: 读防守以及及时调整,就像NBA的控球後卫做的一样。
觉得跟15的差距应该有限 观望中 主要是我觉得15这块已经做得不错啦
: ‧Controllable “flick flick” finishes give you the ability to control how and
: where you finish your up and unders and step thru shots (previous years you
: were stuck with whatever the animation wanted to do)
: ‧可控制的 " 轻弹 " 结尾给你操控如何结束你的up and under和切一步投篮(前几年
: 你不管动画要做什麽都会卡卡的)
关於这个flick flick系统要看实际游玩的操作如何 好的话会有高评价
如果不好操作或太复杂或判定太蠢可能会成为被诟病的系统之一
: ‧Pump fake, draw foul shots have returned
: ‧假动作、制造犯规投篮回来了
内牛满面之二...终於可以加饭了!?
: ‧MUCH more responsive defensive movement both onball and off which feels
: fantastic and really helps balance the game.
: ‧反应更灵敏的防守移动,不管在持球时或无球,感觉很棒而且真的帮助了比赛的平衡
到底是制作人太有自信还是真的如他所言呢? 9/29见分晓...
: ‧A bunch of new jump shot types to cover various cases to prevent weird facing
: and momentum pops. We’ve also given you the ability to maintain your dribble
: when pulling off a hop shot and tweaked shot release speeds to remove some of
: the delays and hitches you may have seen in the past.
: ‧一堆新的跳投类型取代了诡异和突然的案例。我们也让你能够很快的做垫步投篮和调整
: 投篮时保留自己的运球动作来移除以前那些延迟和有障碍的动作。
如果这块真的有修正那也是很大的进步点 运球到投篮的连结动作是很重要的一环
以往在前几代会出现部分延迟或不协调的状况 希望这个改动玩家能真正感觉到"流畅"
: ‧Support for signature size-ups in all 4 directions. Over 200 new size-up
: animations really boost the floor game and makes it a lot more fun to break
: down the defense with your favorite ball handlers. All size-ups are
: completely branch-able at any time and look great.
: ‧支持四个方向的招牌运球。超过200种新的运球动画确实的增强了场上的游玩,也让你使
: 用自己最爱的运球者撕裂防守时增加了很多的乐趣,所有运球动画都完全能随时切换动作
: 而且看起来很棒。
我只在乎当我crossover晃开切进去後会不会突然被防守者的圆吸住(斜眼)
: ‧Brand new dribble crowd system allows you to body up the ball handler while he
: ’s standing in triple threat or dribbling. This makes the physical onball
: defenders feel much more dominant. The moving body up ride system also saw a
: ton of improvements. Collisions are much more appropriate, more intense, and
: more responsive for both the dribbler and defender. In a nutshell, playing
: onball defense is nice now.
简单来说面对持球者用身体压迫对方的防守做了一拖拉库的修正 攻守双方都是
到底以往跟三秒胶一样黏住的情况是会黏更紧还是甩得开了呢!? 让我们看下去...
: ‧Speaking of onball defense, we’ve also added a new Dynamic Defense Assist
: feature. The harder you press the Intense-D trigger, the more assist we give
: you as an onball defender. I can’t overstate how much this feature improves
: the ability to play defense online. There’s also a slider, so you can tweak
: the strength yourself or turn it off.
clutch键防守强化 按着的时候防守系统会提供更多协助 对玩家来说是福音?
: ‧Boxouts and rebounding have been re-designed from the ground up. The major
: difference you’ll feel is that you now have complete control over how your
: player moves and interacts during boxouts. It allows players to read and
: react on the fly and turns rebounding into a game of skill.
卡位和篮板部分经过重新设计 玩家可以透过更佳的阅读和反应来掌握篮板...
我只知道以往的电脑都是神落点预测和铜墙铁壁卡位啊(茶)
: ‧Blocking is another area that has gotten a lot of love. As a blocker, you can
: now choose to go up conservatively with verticality or more aggressively to
: try and make a bigger play on the ball. We’ve also implemented point IK,
: which allow blockers to track the ball in real time and react to different
: situations in a dynamic way. For me, swatting a shot into the stands is
: probably the most gratifying thing to do in NBA 2K16. The improved physics on
: blocks make these scenarios look great too.
火锅封阻终於变得比较有爱了XD 针对阻攻的部分做了不少调整
可以选择保守的垂直起跳或积极封阻这点倒是挺有趣的 我猜还是靠AI判定居多?
: ‧Layup strips have been improved and are a much more reliable counter against
: guys going to the rim.
应该是指上篮被断球这件事会更常发生 会成为阻挡切入者更可靠的手段(玩家表示恼火)
: ‧We’ve re-worked the offball collision system to allow you to deny with more
: physicality and chuck cutters away from the ball. It’s especially awesome to
: see guys trying to fight their man off while being grabbed to try and get
: open for those last second buzzer beaters.
...... 无球跑动会被允许更多的防守接触和碰撞来阻止接球 要被黏到天荒地老了...
: ‧For jump shooters, we’ve added some of the post-release follow through
: antics that shooters tend to do in real life. So on high percentage shots you
: ’ll see guys leaving their hand up on the follow through or heading back
: upcourt early as they watch the flight of the ball. You’ll see players try
: to “will the ball in” with their body language, follow their shots, or even
: celebrate early like Steph Curry on a buzzer beater. It may be a small
: detail, but it’s one of my favorite features this year.
加了投篮出手後的手指跟随这个小动作 对一般玩家应该是无感 在细节上是有进步啦
: ‧Shot percentages have been re-tuned and provide much more expectable results.
: We do a much better job now of detecting shot defense and responding with
: realistic outcomes (fewer missed easy layups, more bricks when heavily
: contested, and contested jump shot values that match real life stats.) Also,
: just about every variable we have in our shot heuristics can now be re-tuned
: post-release without having to create and release a patch, ensuring that we’
: ll be able to fine tune the system based on community feedback so that
: everybody’s happy.
关於投篮命中率上做出了修正 简单来说为了更贴近真实数据
真心希望能做到不出patch就可以让玩家对於游戏真实度满意的状况...(不可能啦XD)
: ‧Ball handling saw its share of upgrades. Lots of new content to freshen up
: cuts, first steps, and overall movement… as well as plenty of ambient, bring
: the ball upcourt dribbles which the sim community loves.
持球动作升级 加入不少新的动作 持球和运球上更有乐趣(散步过半场给我修掉啊威!!!)
: ‧One quick gameplay camera thing… for fans of the 2K camera, we’ve added a “
: Flip Style” option that lets you choose between “Swivel” (what it’s
: always done) and “Cut” (immediately change camera angle with a cut.) So for
: those gamers who like playing “north/south” but hate the swivel effect on
: change of possession, there you go. There’s also a new “2K Wire” camera
: option which is kind of a hybrid between the 2K Cam and Wire cam. You might
: want to check it out.
多了新的游戏视角 请玩家自行体验(过往视角不习惯的玩家有更多选择)
: ‧And last but not least, no 2K basketball game would be complete without a
: massive content refresh. Last I checked, we were somewhere in the
: neighborhood of 9,000-10,000 new animations. So you’ll be seeing some new
: stuff for sure.
主要还是讲系统和动作上的升级 至少目前看起来修正的方向算是有诚意
但我认为重点还是在过往既有bug修正 动作的强化和修改这些部份
毕竟这类型的游戏每年都要出一次 要大翻新难度很高 最低要求至少修正去年的问题
另外今年的诸多消息让我在意的另一个点是制作团队加入了不少动作和操作
是否会造成玩家实际上游玩时候的操作困扰这点值得持续观察...
然後MC部分希望不要只有剧情进步 slider调整还有twitter跟replay的bug赶快修正啊!!!
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你...喜欢打篮球吗?
我很喜欢,这是我的真心话。
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※ 文章网址: https://webptt.com/cn.aspx?n=bbs/NBAGAME/M.1441261188.A.207.html
1F:推 peter331 : 针对无持球者的防守,最大的问题还是在於电脑 09/03 14:35
2F:→ peter331 : 想黏就黏,不想黏就自己跑走XD 09/03 14:36
3F:→ peter331 : 然後莫名其妙就有他们的空挡,玩家想要跑的时候 09/03 14:36
4F:→ peter331 : 电脑就是把你整个黏死死的,没有其他选择 09/03 14:37