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NBA Elite 11 Video: Quick Clip #4 and #5

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Old 08-09-2010, 09:02 PM   #89
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Re: NBA Elite 11 Video: Quick Clip #4

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Originally Posted by thetrueBROSKY
anyone else notice the two #10s on the raptors??? two DMDR (derozen)s??
I think the one with the red arm band is Barbosa
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Old 08-09-2010, 09:15 PM   #90
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Re: NBA Elite 11 Video: Quick Clip #4

Yea i think that is him.....Wasnt he #10 with phoenix? If im not mistaking, I dont think there was a red arm sleeve in live 10 but in elite this yr....am i wrong? But if its new its a nice addition...
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Old 08-09-2010, 10:32 PM   #91
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Re: NBA Elite 11 Video: Quick Clip #4 and #5

My personal opinion of the videos notwithstanding, I have to say that some of you can express your opinion, but not so harshly. Appreciate the fact that they put themselves out like this to show you work in progress. I for one wonder how they could still be at this stage and not risk hitting their ship date. Shouldn't the games be just about done?

Regardless, I like the fact that the system pays attention to the differences in the players' weight and strength. The LAST thing you should criticize is them setting up the example in a tool and calling it silly because it's not each player's real attributes. But that's just my opinion.
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Old 08-09-2010, 11:20 PM   #92
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Re: NBA Elite 11 Video: Quick Clip #4 and #5

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Originally Posted by Boilerbuzz
My personal opinion of the videos notwithstanding, I have to say that some of you can express your opinion, but not so harshly. Appreciate the fact that they put themselves out like this to show you work in progress. I for one wonder how they could still be at this stage and not risk hitting their ship date. Shouldn't the games be just about done?

Regardless, I like the fact that the system pays attention to the differences in the players' weight and strength. The LAST thing you should criticize is them setting up the example in a tool and calling it silly because it's not each player's real attributes. But that's just my opinion.
This... Great Post.
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Old 08-09-2010, 11:38 PM   #93
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Re: More NBA Elite vids!!!

well, alley oop animations are much smoother...those hideous slow-mo hovering alley oops from last year seem to be gone...at least they were smart enough to fix that.

looking at clip 4, it still seems too easy for players to dunk over defenders when there is a defender in their "flight path." if a guy jumps toward the hoop to dunk and there is a defender in his path, he should not be able to complete the dunk...instead, he should hit the defender and lose control of the ball and he should not be able to complete the dunk due to the collision. depending on the positioning and momentum of the defender, he should knock over the defender and be called for a charge, or the defender should be called for a shooting foul.

judging by the clips so far, it just appears way too easy to plow through defenders in mid air to complete dunks. i'm sure this is a deliberate effort by EA to make the game more "arcade" and filled with "highlight moments", but it's not realistic. if their goal is to have an arcade dunk fest, then that is EA's right to creat the type of game they want, but they shouldn't claim to have a "sim" if they are allowing guys to plow through defenders in mid air to complete dunks.

I do like what happened on clip 5 - that was a realistic outcome, but my feeling is that these type of "altered shot" outcomes should happe MUCH MORE OFTEN. as of now it seems to be a very rare occurance for a player to alter the dunk animation due to a collision. very rarely in real life does a player jump with a defender right in his path and plow over him to complete a dunk...unless the defender is a midget...the dunker will usually have to alter his shot when colliding and will not be able to reach the rim to dunk.

my concern is that you should not have to alter the player strength and size ratings so drastically to get an altered shot outcome. that altered shot outcome should have happened with both players set at their normal ratings. this is the problem. now, if you set both players to their normal ratings and the same altered shot animation occurs, then i will be convinced.

Last edited by blues rocker; 08-10-2010 at 12:01 AM.
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Old 08-10-2010, 12:04 AM   #94
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Re: NBA Elite 11 Video: Quick Clip #4 and #5

The one gripe I have with the alley-oop is the ball warping into Okafors hands.

If the pass is off the mark or whoever's going up for the ball miss times the jump, the ball should deflect off the players hands or just be missed completely. I don't wanna be able to pull alley-oops off at will because I know that the ball will magically warp into the players hands.

I was actually thinking that because of the ball being 'loose' at all times, that these kind of problems would be resolved.
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Old 08-10-2010, 12:35 AM   #95
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Re: NBA Elite 11 Video: Quick Clip #4 and #5

In the second vid the defender is in the circle making it a foul and in an area that most players wouldnt even stand....Like to see what would happen if he was beyond the line.... would you be able to dunk over the defender...?
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Old 08-10-2010, 01:21 AM   #96
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Re: NBA Elite 11 Video: Quick Clip #4 and #5

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Originally Posted by FearlessKaz
The one gripe I have with the alley-oop is the ball warping into Okafors hands.

If the pass is off the mark or whoever's going up for the ball miss times the jump, the ball should deflect off the players hands or just be missed completely. I don't wanna be able to pull alley-oops off at will because I know that the ball will magically warp into the players hands.

I was actually thinking that because of the ball being 'loose' at all times, that these kind of problems would be resolved.
I didn't notice the warp in the video but I'll go back and look out of curiosity though.

I'm not surprised about it though, I just didn't see it.

We have an IK system that reaches the hands to the ball when they are within a foot or so of the ball. This has been added to the rebound system, blocks and steals. It's going to be added to the alley oop system as well but it just hasn't been done yet.

The guy who's doing it just told me it's only 12 lines of code to get in, so he's going to leave it until later in the week while we work on some riskier changes.

Bottom line, that should be fixed by the time we ship.
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