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Old 02-03-2010, 04:33 PM   #1
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Animations needed for 2k11

- Different pass catching animations for poor, good and great passes.

Any one who has played basketball knows that how accurate a pass is matter greatly. It can be the difference between an in rhythm jump shot or drive and a bobbled catch that allows the defense to recover and react. Better passers tend to put it on the money, while others, not so much. Also passing velocity should also tie into the pass rating.

- various contested catch animations

Part of the problem with paint abuse is the ease of the entry pass. There should be contesting and collision on catches made in traffic.

- Active hands

Hands into passing lanes on cutters, hands in the face of an opponent with a dead ball. All of which would tie into the contested catch animations.

- Contact on cutters

great defenders shadow cutters and great defenses help on cutters. To simulate that there should be contact on the cutters and they should be able to be collided with more often then currently available.

- Vertical rule

Great defenders with a low tendency to foul should be able to take advantage of the new NBA 'vertical' rule. If a defender jumps straight up he will be allowed to make contact with the offensive player without penalty. This allows effective contesting of shots and places a high value on good defenders.

-Baby shots

currently, around the rim there are far too many hooks. There should be a larger variety of leaning and fading baby shots when around the paint and confronted with a defender. This includes close post-ups and driving attempts.

- Contact on shots in the paint

What 2k10 has is an excellent start, but triple the number and make size a variable.

- Shot-blocking

Many of the swat attempts look down right unrealistic and akward, bigs jump too quickly when attempting to block a jumpshot, and everyone covers way too much ground from a stand-still.

- Stealing

Not enough grabbing of the ball on steal attempts and again everyone covers too much ground from a stand still. And even moving, bigs shouldnt go too far.

any additions?

Last edited by Jesus; 02-03-2010 at 04:45 PM.
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Old 02-03-2010, 05:15 PM   #2
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Re: Animations needed for 2k11

It's time to add an animation for offensive fouls/pushing without a foul. The one where the guy with the ball pushes the defender with the other arm while penetrating/creating space. The question is how to control it and how often should it be called.
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Old 02-03-2010, 05:22 PM   #3
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Re: Animations needed for 2k11

Quote:
Originally Posted by youvalss
It's time to add an animation for offensive fouls/pushing without a foul. The one where the guy with the ball pushes the defender with the other arm while penetrating/creating space. The question is how to control it and how often should it be called.

Exactly.... reason why I could see that being a HUGE problem.
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Old 02-03-2010, 09:32 PM   #4
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Re: Animations needed for 2k11

Things like offensive and defensive awareness could govern things like offensive fouls and defensive violations.

A player with low offensive awareness would be more likely to have illegal screen.

A player with high defensive awareness would be more likely to be smothering a cutter or a dribbler and draw the offensive foul.

Imagine a player over dribbling when you have him covered well, he attempts to drive, but you have him completely cut off, he still attempts the shot and gets the push-off offensive foul.

Low offensive awareness could also lead to a traveling violations when driving into traffic.
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Old 02-03-2010, 09:40 PM   #5
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Re: Animations needed for 2k11

Quote:
Originally Posted by Jesus
- Different pass catching animations for poor, good and great passes.

Any one who has played basketball knows that how accurate a pass is matter greatly. It can be the difference between an in rhythm jump shot or drive and a bobbled catch that allows the defense to recover and react. Better passers tend to put it on the money, while others, not so much. Also passing velocity should also tie into the pass rating.

- various contested catch animations

Part of the problem with paint abuse is the ease of the entry pass. There should be contesting and collision on catches made in traffic.

- Active hands

Hands into passing lanes on cutters, hands in the face of an opponent with a dead ball. All of which would tie into the contested catch animations.

- Contact on cutters

great defenders shadow cutters and great defenses help on cutters. To simulate that there should be contact on the cutters and they should be able to be collided with more often then currently available.

- Vertical rule

Great defenders with a low tendency to foul should be able to take advantage of the new NBA 'vertical' rule. If a defender jumps straight up he will be allowed to make contact with the offensive player without penalty. This allows effective contesting of shots and places a high value on good defenders.

-Baby shots

currently, around the rim there are far too many hooks. There should be a larger variety of leaning and fading baby shots when around the paint and confronted with a defender. This includes close post-ups and driving attempts.

- Contact on shots in the paint

What 2k10 has is an excellent start, but triple the number and make size a variable.

- Shot-blocking

Many of the swat attempts look down right unrealistic and akward, bigs jump too quickly when attempting to block a jumpshot, and everyone covers way too much ground from a stand-still.

- Stealing

Not enough grabbing of the ball on steal attempts and again everyone covers too much ground from a stand still. And even moving, bigs shouldnt go too far.

any additions?
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Old 02-03-2010, 09:42 PM   #6
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Re: Animations needed for 2k11

While offense lets clock run out with 15 seconds until they win the game, players should start celebrating towards the last few seconds and shake hands with opposing player.
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Old 02-03-2010, 10:00 PM   #7
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Re: Animations needed for 2k11

Quote:
Originally Posted by dal_hawk
While offense lets clock run out with 15 seconds until they win the game, players should start celebrating towards the last few seconds and shake hands with opposing player.
I like
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Old 02-03-2010, 10:13 PM   #8
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Re: Animations needed for 2k11

great list. the ball physics are terrible too. why do blocked shots float or go through the air in unrealistic directions or speeds? they need to stop all the damn "canimations" and let things play out and be more dynamic. a problem with their shot blocking is that everything is pre-canned despite what 2k says. you have a certain chance of a block and certain animation based on rating, vertical etc. but i've never seen a player's actual vertical play a role. if a guy can jump through the roof and get a block, why is he limited to an animation and certain jumping height in a blocking animation rather than how high he can actually get up. again, the biggest factor for blocking in this game is height. terrible.
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