1. NBA 2K 中文网招聘管理团队,详情请点击这里查看
    排除公告

最新资讯 NBA 2K18 Gameplay 更新,中文翻译在 4 楼

本帖由 NBA2K机器人2017-08-18 发布。版面名称:NBA 2K 官方消息

  1. NBA2K机器人

    NBA2K机器人 Moderator 管理成员

  2. Showfom

    Showfom 管理员 管理成员

    Hey, 2K fans! It’s been another very busy year for us over here at Visual Concepts but we’re so excited to finally be able to share some of the upgrades to gameplay that you can expect next month when you pick up NBA 2K18. Let’s go!

    THE FEEL OF THE GAME

    The first thing we looked at after we wrapped NBA 2K17 was movement. From the original NBA 2K until NBA 2K17, we’ve always had an “animation-driven” motion system. So the feel of the game was largely dictated by the types of animations we captured and which animations fired off for a given input or context. This approach has served us well over the years but has also presented some significant challenges as well. Player differential, precise & consistent movement, general responsiveness, and an “animation-heavy” feel were some of those challenges in past games. Sometimes you’d want to take a step to the side but end up taking two. Sometimes your player would explode on a first step, sometimes he’d slowly ramp up depending on which animation triggered. Sometimes a slower player could gain an advantage against a faster player just because he had a favorable animation. These were the kinds of problems we knew we wanted to address this year.

    Some of our top engineers spent the entire dev cycle working on a new motion engine and it turned out to be a huge game changer. To put it simply, movement is no longer driven by animations in NBA 2K18. Now, the stick input and a player’s attributes are the sole components driving how your character moves around the court. This gave us the ability to control exactly how quickly a given player can accelerate, decelerate, cut, and turn, as well as his speeds for different states (walking, running, shuffling, sprinting, etc.) simply based on his attributes. The new motion engine then takes this data and dynamically finds and stitches together the animations it needs, in real time, to animate the character. Nothing is canned, nothing pre-determined, everything is done on the fly. The results are night and day and something you’ll notice as soon as you pick up the sticks this year. Movement with and without the ball is way more consistent and predictable, which impacts the play on the court in just about every facet on both offense and defense. We’ve even implemented new movement sliders, so you guys can customize acceleration and speed of the ball handler or offball players if you prefer a quicker or slower paced game.

    [​IMG]
    Nothing is canned, nothing pre-determined, everything is done on the fly.
    In fact, if I had to pick one word to describe what we wanted to achieve from a high-level with gameplay this year, it would be: FEEL. It started with movement but we also took a hard look at every aspect of the on-court play and did our best to fix any issues we could find in which the gamer felt out of control or that his player was doing something he didn’t ask for. For the most part, it was cleaning up legacy issues, plugging holes in some of our features, and adding polish. But I think 2K vets will notice the difference this year and appreciate how far we’ve come in one short year to put the control back in your hands.

    SKILLS STILL MATTER

    Last year I mentioned how much we focused on the skill of the gamer being king in deciding who wins and who loses. With NBA 2K18, that focus remained but definitely evolved from last year. I think the main course of the evolution was defining what “skill” meant. Last year, NBA 2K17 put a very large focus on stick skills. And while that focus was good, it also took away from some of the aspects that traditionally make 2K gameplay so great.

    With shooting for example, last year we introduced shot aiming and put a heavy emphasis on shot timing deciding makes and misses. The unfortunate side effects to some of these changes were that it became very difficult for us to balance the “stick skill gap” between new users and pro gamers, as well as across the various archetypes. So in many ways, it ended up de-valuing player attributes, defensive impact, and all of the other factors that go into shot success. So we took a step back and looked at the pros and cons of NBA 2K17’s shooting system compared to how we’ve done things in past games and married the best ideas together to create a new system for 2K18. This year I think we’ve struck a great balance between the importance of stick skills and basketball IQ. Now more than ever, it’s important to take high percentage shots with the right types of players, while also mastering your player’s release. We removed shot aiming, implemented a new shot meter positioned vertically near your player’s upper body to improve visibility, and added improved Shot Feedback information that shows your release timing and the coverage of your shot (Smothered, Heavily Contested, Lightly Contested, Open, Wide Open.) Green releases are still in the game but aren’t solely based on release timing. Without going into detail on how everything works under the hood, I’ll just say that the design for Excellent Releases is much smarter than before and can say with confidence that “Green hunting” won’t be a problem this year… something our focus groups and playtests have confirmed. And yes, as you may have heard, you can customize the fill color of your shot meter (White, Team Color, Black, Gray, Red, Yellow, Cyan, Blue, or Magenta.) And as some of you requested, you can also access the Jump Shot Creator for NBA players this year for more customization over the league.

    [​IMG]
    We removed shot aiming, implemented a new shot meter positioned vertically near your player’s upper body to improve visibility, and added improved Shot Feedback information that shows your release timing and the coverage of your shot (Smothered, Heavily Contested, Lightly Contested, Open, Wide Open.) Green releases are still in the game but aren’t solely based on release timing.
    Staying on the skills topic, let’s talk about some of the other new tools at your disposal on offense.

    A few more really nice additions to shooting. We got feedback from the community gameplay dev session that “load ups” were too heavy when trying to get up quickly for jump shots. It took us a bit to figure out exactly what they were talking about, but right after the dev session, we labbed a bit and made some significant changes to how we do pull-up jumpers. Pulling up off the dribble or shooting off the catch now feels WAY more responsive. So big shout out and thanks to DmanUnt2014, MarioHTXX, and DatBoyDimez for bringing that to our attention. We also augmented the pull-up jumper game with some new shot types. This year when you hold Sprint and move the Pro Stick in the same direction of your movement when driving laterally, you’ll get these really nice (and explosive) hop jumpers. Holding in the opposite direction of your drive will trigger these cool snatchback jumpers. You can also do both of these shots by tapping the Shot Button and holding your Left Stick in the proper direction. And one of my favorite additions to the layup system is control over driving cradle layups. I don’t know why I like them so much. Maybe because it was one of Jimmy Butler’s go to moves (yes, I’m crying inside.) Anyway, to do cradle layups, drive to the basket and hold the Pro Stick back and away toward your ball hand (or double tap the Shot Button while holding the Left Stick back and away toward your ball hand.) They’re great for knifing through traffic and protecting yourself from getting stripped. One last note about layups, the layup packages were reworked a bit as well. Now you can equip the following packages:

    - Circus: Kyrie Irving type “jelly” layups.
    - Crafty: Steph Curry scoop layups, around the back finish, etc.
    [​IMG]
    Euro Specialist: The perfect package for Dwyane Wade & Tank: Modeled after strong athletic finishers like LeBron.
    - Euro Specialist: The perfect package for Dwyane Wade.
    - Explosive: Designed for long jumpers who can explode off of a Launchpad like Russell Westbrook.
    - Floater Specialist: Lots of nice quick teardrops a la Tony Parker or D-Rose.
    - Long Athlete: Great for long swings like the Giannis “Greek Freak” Antetokounmpo.
    - Tank: Modeled after strong athletic finishers like LeBron.
    - Unathletic Small: Don’t want to name names, but we all know the kinds of guys that deserve this package.
    - Then of course the traditional default smalls, swings, and bigs packages.

    The triple threat jabs and fakes are all new this year. You can chain jabs together for those Carmelo Anthony drive setups and the first steps out of triple threat are especially deadly with elite ball handlers. Bigs get their own set of moves that are great for blowing by defenders at the high post or for setting up those power drives. We focused a lot on making weight and strength matter in the post as well. When you have Demarcus Cousins mismatched with a small, you’ll see him clearly push his way through on the backdown for an easy dunk. You can also flick the Left Stick in the post to pivot into different “hubs,” each with its own unique set of branching drives and fakes. Shot fakes have been re-worked and are cooler than ever. You can chain multiple fakes together to pull off Hakeem Olajuwon’s patented up-and-unders, Kobe’s legendary step thru shots, and much more. It’s never been more fun to be a post scorer in a basketball game and I’m excited to see the highlights that you guys pull off as you learn the ins and outs of the new systems. There’s so much you can do, it’s crazy.

    On the ball handling front, we added the ability to do triple threat, dribble, and post moves by tapping or double tapping the Post Up button. I know the Pro Stick can be a little daunting for newcomers, so I think this feature will help them pull off some nice moves without worrying about getting accidental shots. But for you “dribble gawds” out there, read on. The signature size-up combos that you know and love make their return. But we’ve also brought back the more explosive rhythm dribble sequences (including a number of street ones) that we had a couple years back, including dozens of new animations for many of the top ball handlers in the league. Simply tap the Right Stick toward the hoop and you’ll see some really sick dribble combos and tons of new content. It’s extremely gratifying being able to chain together the rhythm dribbles with the Pro Stick flick combo moves to create Kyrie Irving-style mixtapes. We’ve also added the ability to do walking size-ups and combos. It may sound like a small addition but it’s one of my favorite things to do as a ball handler this year. We were in Mocap watching guys play 1-on-1 and nearly every possession they were pulling off these creep-up dribble size-ups before attacking the rim or pulling up for jumpers. Frankly, it baffled me that we’d never supported them as it’s such an integral part of the game. But I’m happy to say that you can now do double crosses, cross to wraps, cross to tweens, hesi crosses, and much more while creeping up in NBA 2K18. This is easily the deepest ball handling has ever been in any game. But the best thing about it is seeing the community invent all sorts of combos I didn’t even know were possible when designing the system. Seeing this creativity is one of the things I look forward to most every year so get those 2KTV Top Plays ready.

    There are a couple of new passing features I want to highlight as well. Receiver Control lets you take full control over one of your receivers with a single button press, letting you manually work to get them open before passing them the rock. Just point to a teammate with the Left Stick and press and hold the Bounce Pass button. While the button is held, you can use the Left Stick to move him around, then release the Bounce Pass button to pass. If you prefer to use last year’s handoff/pitch pass option instead, that’s available as an option too. You can also quickly choose a short pass vs. a long skip pass with a simple tap or hold of the Pass Button. This has proven to be extremely handy, especially to capitalize on those moments when the defense falls asleep and leaves someone open in the far corner or downcourt. For icon pass users, you can also enable options for Receiver Control and Pass Type Control. The former allows you to control the receiver like I mentioned above but by icon selecting, and the latter gives you the ability to manually control bounce, overhead or chest pass by double tapping, holding, or normal pressing the player icon button respectively.

    On the defensive end of the floor there were a ton of improvements as well. The biggest thing for a lot of our users was the dribble drive game. This is something we spent a lot of time on and it’s come a long way since last year. Many people complained about “stonewalling” defenders that were able to clamp down ball handlers regardless of their ratings and, somewhat unrealistically, stifle the dribble drive game. The interactions and logic for ball handler/on-ball defender collisions were reworked and it feels MUCH better. In NBA 2K18, if the ball handler can get a step on his man or is a Westbrook or LeBron coming downhill prepare to see a blow-by for a clear drive to the hoop. It feels really good now to get your defender leaning one way, attacking his drag foot, and seeing your ball handler quickly swim by the defender without getting snatched into a heavy bump animation. Sure the Kawhi Leonards of the league can still clamp down slower ball handlers, but for the most part, you’ll see a lot of “hip riding” this year compared to the knockbacks and dribbler stuns from the past. If you find yourself matched up with an extra pesky hard-nosed defender, I recommend pulling off stepback moves from the rides. They’re extremely deadly this year. The whole revamp of the 1-on-1 chess match really opens up the floor game and makes going to the basket with a playmaker much more realistic than before.

    Steals and blocks also saw significant improvements. For steals, we heard the complaints about steal spamming last year and are happy to say that will no longer be the case for NBA 2K18. The logic for ball vulnerability is much better this year, rewarding you for reaching at the right times while punishing you with reaching fouls when you don’t. For blocks, we have a new limb collision system. Now a dunker going up with one hand is much more vulnerable to getting blocked than a stronger dunker going up with two. You’ll also notice that we significantly reduced the number of multi-actor layups in NBA 2K18 and that was intentional. It felt a bit in past games that you could get really good shot defense just by being there and getting pulled into a contact shot. This year, we wanted to make playing defense as a rim protector much more engaging so the onus is now on the gamer to recognize guys attacking the rim and timing their shot blocks accordingly. We made significant changes to how we call fouls too, so if you’re in good position when attempting a shot block and you have a good shot blocker, you’ll have a much lower chance at being called for a shooting foul. But on the other hand, if you’re in bad position (trailing the play) or have a bad shot blocking rating, expect to see a lot of fouls. Shot contests against jumpers are also more skill based this year. While in NBA 2K17, just holding down the Intense-D trigger would give you auto closeouts and jumping contests (which could be OP from time to time), it will now just register a lazy contest or no contest at all. So you’ll have to be proactive on defense and use the Right Stick if you want to actively contest shots. You’ll also have to be mindful on closeouts though because if you ram your defender into the shooter, be prepared to be called for a shooting foul. This is today’s NBA after all, not the 90’s.
    [​IMG]
    When you do knock the ball loose, prepare to see some very cool hustle plays in NBA 2K18.
    When you do knock the ball loose, prepare to see some very cool hustle plays in NBA 2K18. We captured an insane number of animations to support a wide variety of outcomes based on the ratings of the players involved. Those outcomes consist of contested pickups (some that result in the ball getting knocked free again), loose ball dives, tie ups, and loose ball fouls. They’re definitely some of the coolest sequences that can happen in this year’s game, especially when they chain together. Speaking of loose balls, contested rebounds can also result in unsecured catches this year. These 50/50 balls help make the game feel a little “messy” just like real basketball and puts a greater emphasis on the importance of the hustle and hands ratings.

    CLOSING REMARKS

    You’ll notice I didn’t say a word about AI improvements in this write up. The AI team has been hard at work this year cooking up some goodies for you hoops heads. So stay tuned, Da Czar and OG will have a blog breaking down all the X’s and O’s for Simnation soon.
    And as with every year, there are a bunch of other upgrades, enhancements, and bug fixes across the board when it comes to gameplay that I didn’t even mention. The gameplay team really went the extra mile for NBA 2K18 and I’m extremely thankful for the dedication of all of our gameplay engineers and producers. When I take a step back and look at what the team accomplished this cycle, I think the thing that I’m happiest about is that we stayed true to the game. By that, I mean that everything that we worked on, from the big bullet point items to the tiniest details, was with the goal of representing NBA basketball as faithfully as we could. In many ways, NBA 2K18 is one of those titles that you have to experience on the sticks for yourself to truly appreciate. The improvements to feel, the authenticity, and the refinements both big and small, make for a truly great playing game of basketball. And with the countless hours poured into all of the features, modes, and art by the 2K Team as a whole, I have no reservation in proclaiming NBA 2K18 to be the most feature-rich, best looking, and best playing NBA game ever made. I can’t wait for you guys to get your hands on it!
    - Mike Wang (@Beluba), NBA 2K Gameplay Director
     
  3. Showfom

    Showfom 管理员 管理成员

  4. Showfom

    Showfom 管理员 管理成员

    中文翻译来了

    [​IMG]

    嘿!所有的2k粉丝们!虽然对于Visual Concepts 来说,依然是十分繁忙的一年,但是我们非常兴奋,因为我们终于可以发布一些你们期待已久的,关于NBA 2K18的最新消息!让我们来看看都有什么!


    游戏的整体操作感

    首先,当我们整理NBA 2k17时,第一个关注的点是人物动作。从最初的NBA 2k,到如今的NBA 2k17,我们一直在使用同一个动作系统——“animation-driven” 所以呢,整体游戏主要是依靠系统捕捉到不同种类的动作画面来决定的,比如某一个动作触发了特定的代码或者文本。尽管这一套动作系统完善的运行了这么多年,但它仍然是有着一定缺陷的。例如无法表现不同球员的区别,夸张不变的移动方式,平庸的的操作反馈,以及过重的动画感。这些问题都在过去一直困扰着我们。有时候玩家想要向边线移动一步,结果却变成两步;有时候你操作的球员想要一步暴扣,结果却变成缓慢的上篮,这些都取决于具体哪一个动画代码被触发了。更为严重的是,有些能力值上移动速度慢的球员,轻易地过掉了比他速度能力值高很多的球员,这仅仅是因为这个慢的球员有着更好的动画姿势。以上提到的,都是一些今年我们将要解决掉的问题。

    我们最顶尖的工程师们用上了整个开发周期来研发新的动作引擎,这个引擎将会给NBA 2K带来巨大的改变。简而言之,在NBA 2K18中游戏动作将不再受控于动作画面。在这一代,手柄的操作与球员的能力值将是人物动作方式的唯一决定因素。这个系统让我们可以更精确快速的掌控球员的加速,减速,切入和转身。甚至是只根据不同的能力值来决定不同移动模式下的速度(比如走,跑,对抗,冲刺,等等)。这个全新的动作引擎,通过数据,动态查找和组合动画来赋予NBA 2K球员真实的生命。没有任何动作是预设的,没有任何动作是测算好的。一切的一切都随着游戏的进行来处理。等玩家们一拿到游戏,就会发现新的引擎与之前的相较,差别是巨大的。持球运动与无球跑动的动作画面都将是可靠稳定的。在游戏中,所有的动作都关乎到进攻或防守的每一个方方面面。我们甚至提供了全新的速度模块选项,这样不论玩家们想要一个快节奏的游戏或是慢节奏的,都可以自己设置总的加速速度,运球速度与跑动速度。

    [​IMG]

    事实上,如果小编必须找一个词来形容我们所达到的全新高度,那就是 FEEL!我们的初衷是改变球员的移动方式,然后到改善所有的游戏操作,再到尽可能的去修复所有我们可以找到任何的问题。一切让玩家感觉球员超出控制或者有多余动作的东西我们都进行了改良。其余大部分的工作是解决遗留问题与填补某些功能的漏洞还有进行一些精加工。最后,我相信NBA 2K玩家将会发现NBA 2K18与之前游戏的区别,并感谢我们利用短短的一年时间,把球员的所有操控权交给了你!

    操作仍然很重要

    去年小编提到了我们如何着重强调了玩家个人游戏技巧对于游戏胜负的重要性。在NBA 2K18中,这个重要性仍然存在,但是也进行了彻底的改进。我认为,今年最大的改进,是明确了“个人操作”这个名称的定义。尽管去年的NBA 2K17在操作方面拥有很不错的表现,但是这些设定却驱离了曾经在经典NBA 2K中拥有的完美操作方式。


    举个栗子——投篮。去年我们发布了全新的投篮指示器,把命中或者弹出的决定权交给了投篮的时机。这个设定从侧面提高了我们平衡新手玩家和高手玩家之间差距的难度。这在不同程度上,就降低了除了出手时机外其他因素对投篮成功率的影响力,比如球员个人能力和防守强度。因此,我们重新比对了NBA 2K17投篮方式的优劣,并取其精华,去其糟粕。将旧的优点和新的想法融合在一起,创造出了NBA 2K18的投篮系统。今年,我认为我们取得了在个人操作与玩家IQ之间很好的一个平衡点。今年,高命中率的投篮需要在掌握你出手时机的同时,也选择正确的那个球员。我们移除了投篮指示器,提供了一个全新的投篮标尺,为了更好的视觉效果,这个垂直的标尺在投篮球员的上半身一侧。并且我们添加了改良后的投篮反馈来提示玩家你的投篮时机如何与被防守程度(被窒息式防守的,被严重防守的,被轻微防守的,无人防守的,完全无人防守的)。绿色的出手仍然存在,但是不仅仅被出手时机所影响。在没有更多信息公布的情况下,我们的测试组可以确定的是,完美出手的出现要比以前更加合理,并且“绿色出手杀一切”的情况不会再是一个问题了。还有一个更好的消息是,你可以根据自己的喜好改变投篮标尺的颜色(白色,球队颜色,黑色,灰色,红色,蓝色,青色,蓝色,甚至是品红色)。更厉害的是,玩家今年可以通过跳投设计功能来创造更多的个性化设定。

    [​IMG]

    接着回归操作的正题,我们将介绍更多关于进攻的方式。

    先来介绍一些在投篮姿势方面非常棒的改良。我们从论坛收到反馈说当玩家想快速跳投的时候,起跳准备时间过长。 我们花费了一些时间来弄清楚这个问题所在,然后我们对跳投进行了一些具体的改变。运球后急停跳投和接球投篮现在反馈更加有效了。在这里要感谢 DmanUnt2014, MarioHTXX, and DatBoyDimez 这几位玩家将这个问题告诉我们。我们还通过增加了一些新的投篮姿势来完善跳投动作。在今年,当你的球员横向移动时,按住加速键然后向球员移动的方向移动右摇杆,你会做出一个美如画的(以及具有爆炸性的)撤步跳投(hop jumpers)。而当你朝球员反方向移动摇杆时,会做出一个很酷的后交叉步跳投(snatch back jumpers)。当然你也可以通过投篮键与左摇杆的组合做出这几个动作。必须说的是,我个人最爱的补丁是新上篮系统中的突破拉杆上篮,我也不知道自己为什么如此着迷这个动作。可能是因为这是吉米巴特勒的招牌动作之一(是的,我流泪了)。那么,要做出拉杆上篮,先向篮下运球,然后向后方且远离持球手的方向按住右摇杆(或者双击投篮键当向后且远离运球手的方向按住左摇杆)就可以完成了。这是一个切入防守区域并且可以护球的高效动作。还有一个关于上篮的补丁,就是所有的上篮动作包都进行了一定的重做。现在你可以为你的球员配备以下投篮包:

    -马戏团式:凯尔欧文的“果冻”上篮。
    - 狡猾式: 史蒂芬库里的勺子上篮,背后上篮,等等。
    - 欧洲步专家: 韦德完美的上篮包

    [​IMG]


    - 爆炸式:为那些擅长远距离跳跃并且可以弹射上篮的球员,比如韦斯特布鲁克。
    - 抛投专家: 很多很棒的快速抛投比如托尼帕克和我们的玫瑰。
    - 身高臂长式:对于一些大个子摇摆人非常适合,比如“希腊怪兽”字母哥。
    - 坦克式:专用于一些强壮的运动型内线终结者比如勒布朗。
    - 非运动型的小个球员: 就不提名字了,但我们都知道谁适合这种投篮包。
    - 当然,还有传统的后卫,摇摆人,与长人的投篮包。


    接下来,全新的三威胁试探步与虚晃!你可以将试探步与甜瓜式的突破连在一起,再加上第一步斜探,紧接着跟虚晃或投篮的方式来完成三威胁,特别是用一些精英控球者,这招将相当致命。当高位持球或者强硬突破时,大个子们也有他们自己独有的移动方式来晃掉防守者。我们专注凸显体重与力量在低位进攻的实际表现。当你使用考辛斯,并且错位大打小的时候,你会明显的看到考辛斯将防守者背身推开然后轻松完成一记扣篮。你也可以依靠旋转左摇杆来做出一个与众不同的低位转身。每一个动作都和球员独有的运球姿势以及独有的假动作相关。投篮假动作也被重做了,并且比之前所有版本都要酷炫的多。你将可以把多重假动作组合起来从而做出奥拉朱旺的大梦脚步!科比的传奇虚晃上步投篮!还有很多很多你想不到的。内线得分所扮演的角色在游戏中是非常有趣的,一想到将会看到玩家们的内外线进攻集锦,我就无比兴奋。这一代的2K没有你做不到的事情,太疯狂了!


    来到运球的方面,我们也添加了运球的三威胁,变向动作,以及通过按背身按键的不同方式来达到的不同的内线运球姿态。我知道右摇杆的使用对于一些新人玩家来说有一点困难,所有我认为上面的功能将帮助他们在不会误出手的情况下做出一些很棒的动作。当然了,对于你们那些“变向狂人”,注意了!独有的招牌变向组合也回来了。我们也带回了很多多年以前,那些既有节奏感又振奋人心的变向动作(甚至还有一些接球动作)。包括许许多多的联盟顶级运球者的全新动作。简单的通过朝篮筐方向按右摇杆,之后你就会做出很疯狂的运球组合以及无数新的动作。通过有节奏的变向动作再加上右摇杆的过人组合便可以做出凯尔欧文标志性的交叉步过人,这真的是太开心了。我们还增添了步行运球中的招牌变向和组合。这听起来像是一个小小的更新,但这也是当我使用控球者时最爱的改变之一。当我们在看人们测试一对一的时候,他们总是在投篮或者冲击篮筐之前做出这个步行变向的动作。坦白讲,我们很困惑为什么我们之前没有做出这个游戏中不可或缺的一个功能。但是我很开心现在玩家们可以做出双变向,交叉变向,胯下变向,以及单手变向,等等,等等的动作。任何游戏,对于球的处理都达不到这个高度。其中最棒的事情莫过于玩家们一起发明数不清的组合动作,有一些甚至在设计系统是我都不知道这是可以做到的。2KTV中永远都期待着最有创造性的动作出现!


    不仅如此,这一年还有不少我想要提到的新传球设计。接球者控制系统可以让玩家只是用一个键就完全控制你的接球者,可以手动操控接球者让他们在接到球之前跑出空位。通过使用左摇杆选中其中一个接球者,然后按住击地传球的按键。当按住按键时,你可以用左摇杆来移动接球者,然后松开击地传球键,完成传球。如果你想使用NBA 2K17中的高调传球,也是可以完成的。你还可以快速的在短传和长传之间做出选择,仅仅需要按住传球按键。这在防守球员偶然打瞌睡并且让你的球员在底角有空位的时候变得非常方便有用。对于那些喜欢使用选人传球的玩家来说,你们也可以使用这个接球者控制系统和传球种类控制系统。你们可以使用同样的方法来控制接球者,只不过是按键选择。之后通过双击,长按,和单击球员选择键来选择高调,击地或者胸前传球。


    在防守端,我们也做了大量的改进。我们有相当多的一部分玩家喜欢变向突破。我们花了很大的时间在这个部分。许多人抱怨之前的游戏防守者像“石墙”一样,以至于这些防守者可以轻松逼停运球,并且很不真实的阻止了运球突破式打法。我们重做了持球人和防守者之间的碰撞逻辑与互动,这比之前好了很多。在NBA 2K18中,如果运球者可以与防守者错开一步,或者直接使用威斯布鲁克,勒布朗,来一个猛虎下山然后冲向篮筐暴扣,那么持球人可以依着防守者,进攻弱侧脚,并非常快速的划过防守者,不会像之前会进入一个非常严重的身体碰撞动画。当然如果是和大手怪一样强力的防守者,那么还是可以阻挡或者减缓运球者,但是更多得时候你会得到一个“飞身暴扣”,而不是被击退以及阻断运球。如果你发现你面对一个非常棘手的防守者,我建议你通过一个后撤步来摆脱防守。这个动作现在非常致命。一对一比赛测试组的确让今年游戏中的控球者变得更加的真实。


    抢断和盖帽也得到了显著的提升。抢断方面,我们收到了关于NBA 2K17的恶意抢断报告,这个现象不会再在NBA 2K18里面出现了。运球失误方面的逻辑有了很大的提升,只有最正确的时机才可以下手抢断,而在错误的时机出手,结果则是犯规。那么盖帽方面呢,我们有了全新的肢体碰撞系统,这个版本中,单手灌篮要比双手强力灌篮更容易被盖帽的多, 值得注意的是,多动作组合的复杂上篮数量被明显的减少了,这是我们有意为之的。在之前的NBA 2K中,玩家可以通过合理的站位来形成良好的方式,通过正确位置强行把进攻球员带入被防守的投篮姿势,而今年,我们希望保护篮筐的球员更为主动,所以现在需要玩家来决定何时进攻篮筐或者何时起跳盖帽。我们还对犯规进行了大量的改变,当你使用一个拥有强力盖帽能力的球员时,恰好你也处在正确的防守位置,那么被判投篮犯规的几率会非常小。反之,当你在不好的位置(尾随运球人),或者防守者盖帽能力不是那么高的时候,就有可能看到很多次的犯规。防守也比上一年更加的依靠玩家的技术了。在NBA 2K17中,只需要按住协防按键,就会自动跟防与盖帽(这是一个非常OP的设定),现在这个功能仅仅会带来消极防守或者根本不回去干扰投篮。所以在新的NBA 2K中,你需要主动防守以及合理运用右摇杆来干扰投篮。还有一点你需要牢记,如果你疯狂的把防守者扑向正在投篮的球员,那么等待着你的很可能会是一次投篮犯规。这就是今天的NBA,不再是九十年代的样子了。

    [​IMG]
    当你把球从持球人手中打掉的时候,看看NBA 2K18的拼抢表现吧!我们捕捉了大量的拼抢动画来满足不同球员的不同拼抢能力。这些动画组成了球员的拼抢动作(有时候球甚至会被多人拼抢再次击飞),扑救动作,拉扯动作,以及争抢球的犯规动作。看这球员们互相拥挤在一次拼抢,这绝对是今年NBA 2K的一大亮点。说道争抢球,就得提到拼抢篮板,今年,拼抢篮板也可能会导致双方都没有拿到球情况。这些不稳定因素帮助我们的游戏看起来更加的“混乱”,就像真实的NBA赛场一样。同时这也更加强调球员的拼抢能力与接球能力。


    结束语

    你会发现我没有提任何一个关于AI系统提升的词。电脑AI在今年会非常努力的带给你足够的乐趣。敬请期待吧,Da Czar和OG将会在blog第一时间带来相关的消息。


    除了上面我们提到的,像往年一样,NBA 2K18也有许许多多的其他补丁,加强,和bug修复。我们的Gameplay团队真的为NBA 2K18付出了很多,我也很感谢所有的工程师和生产商所做出的贡献。当我回看整个团队的时候,让我感到欣慰的是我们真真正正的在做游戏。从最大的项目到最小的细节,我们都竭尽全力去还原一个最真实的NBA篮球比赛。在许多方面,NBA 2K18将会是你所体会过的所有游戏中最让你感动的之一。我们所做的这些游戏感官改进,真实感的提升和所有其他部分的加强,不论大小,都是为了打造一款最棒的篮球游戏。2K 团队投入了无数个小时在所有这些游戏性,画面,模型等方面,我可以说,NBA 2K18将会是最丰富,最酷炫,最好玩的NBA游戏!我等不及要和你们玩上一把了!


    翻译的话
    首先要恭喜NBA2K中文网的成立,我知道想要打造这样一个论坛一定是非常的费时费力的。论坛的大大们都辛苦了,为了我们大家,建立了这个论坛。这也是所有中国NBA2K玩家的一个福音。感恩!
    历时近十个小时,我终于做完了这一片的翻译。第一次做,可能用词会有很多欠缺,望多多包涵。希望以后大家一起努力,不会为别的,就冲着心中对2K的这份爱,一起完善论坛,服务大家。

    原稿编辑: Mike Wang (@Beluba), NBA 2K Gameplay 监制

    翻译: @球哥能力80 (@TongTroy), NBA 2K 中文论坛 萌新
     
    最后编辑: 2017-08-19
  5. 科怀·伦纳德

    科怀·伦纳德 New Member

    期待今年2K18全新的动作系统 前面几代动作一直都是一样的 真的玩腻了
     
  6. Showfom

    Showfom 管理员 管理成员

    据说是有改进,但是看了 NBA Live 18 以后,据说又懒得改动很大了,估计和 2K17 不会有太大变化
     
  7. 科怀·伦纳德

    科怀·伦纳德 New Member

    意思是说因为觉得live 没有竞争力 2K18就不改了?
     
  8. white chocolate

    white chocolate New Member

    可以可以
     
  9. 可以的
     
  10. Showfom

    Showfom 管理员 管理成员

    传闻是这样,不知道真假了- -
     
  11. 球哥能力80

    球哥能力80 New Member

  12. 锋卫摇摆人

    锋卫摇摆人 New Member

  13. ffeng

    ffeng New Member

    翻译好评 支持支持