Coming with the NBA 2K21 career mode plot is a large-scale renovation of career mode player creation. Players can now have more autonomy than ever when creating their players.
In the past few works, the process of creating a player is to choose the position, style of play, and height, arm span, and weight. These options will determine the upper limit of the player's attributes and the badges obtained. In NBA 2K21, it was utterly changed.
Now the player will choose the focus of 4 types of technical attributes after selecting the position and set the upper limit one by one. Although it is difficult for players to make some extreme attribute setting schemes, players have gained much more freedom in character creation than before.
At the same time, some attributes have also been adjusted. When you create a player, you will no longer see post-dribble/disturbed/in-place mid-shot and three-pointers. They are integrated into two attributes: mid-shot and three-pointers. According to the previous player creation method, you are perfect. It is unreasonable for a player who can get a three-pointer only 65 in situ and 95 after dribbling and disturbed three-pointers.
In addition to technical attributes, physical attributes also have critical points to choose from. The upper limit of physical characteristics cannot be set by oneself and can only be fine-tuned by the player's body. In this work, players do not need to add points to upgrade their physical attributes; they will automatically improve as the character's overall rating rises to save NBA 2K21 MT for them.
Attributes are important, but players familiar with the series know that NBA 2K21 is actually a badge game, and high-level badges can significantly improve players. This time players are free to add badges (the upper limit of attributes will limit the number and highest level of a specific type of badge) to create a player that best suits their game style.
Accompanied by a change in the way of obtaining badges, the system will now settle the progress of the badges with the four technical attributes according to the player's actions in the competition after the game ends. The badge upgrade points obtained by the player can be used to upgrade any badge. So it's possible to point out a Hall of Fame badge from the beginning.
After completing the character creation, you can directly test his performance under Gao's overall evaluation through a game and use it to understand each badge's effect, modify the attribute assignment of the players until you feel that you have a perfect role. This also reduces the possibility that players make mistakes in creating characters, and only discover and regret after putting in a lot of energy.
It's a pity that the career mode has embarked on the old path that forced players to play multiplayer battles this time. The block-level can only be improved by playing matches. Players who don't like multiplayer battles will lack many customization elements this year.
In the career mode of the game, there have been some changes that require players to adapt. This game's defense instructions are extremely sensitive. When switching between offense and defense, you will often find yourself following an opposing player for half the court, and the arrow suddenly guides you to defend another player. And when the opponent is picking and rolling, you squeeze past the screener, and the needle will still ask you to change the defense.
Since the defensive dislocation is determined very quickly in this game, you have to follow the arrow's guidance. As for the defensive effect, it can only be resigned.
Also, it has become difficult to improve the evaluation of teammates in this game. After my shooting guard grabbed a rebound, completed a steal, or blocked a block, the increase in the teammate's evaluation was 0. I am afraid it is not that simple this time to get an A+ review.
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