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NBA Live 10 Patch Impressions (360, PS3)

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Old 11-26-2009, 01:39 AM   #953
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Re: NBA Live 10 Patch Impressions (360, PS3)

Here are a few clips from the Laker's (CPU) offense from the game I played last night.

1. Late in the game I'm down big and desperately trying to steal the ball, Farmar goes by me, draws the help and kicks to Kobe for a short baseline J. In the past it seems Farmar always went into the D there for a layup instead of making the smart pass.

2. Some inside-out between Bynum and Artest for an open J. Nice to see the CPU passing out of the post.

3. End of a Derek Fisher fast break, I saved this at the end of the game in the highlight section so the clip is short.

4. Kobe finishing after a blow-by on Gallinari and taking advantage of my atrocious help defense.

5. Probably the one play that really caught my eye and made me notice the change. Kobe has an iso on the wing, drives baseline but Hughes cuts him off so he pulls the ball out and tries to use a Gasol screen but Hughes goes under it so Kobe pulls the ball out one more time and goes back to the original side and makes a tough lay up over Harrington.

6. Kobe comes off the ball screen and splits the D for a lay up.

7. Kobe pick n pop for an open three.


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Old 11-26-2009, 02:18 AM   #954
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Re: NBA Live 10 Patch Impressions (360, PS3)

Quote:
Originally Posted by bakesalee
I know what it is. Pre-patch your guards would stay on the wings. I drive in towards the hoop with Nash, drawing defenders in. I kick out to Barbosa for an open 3! Yay! After the patch though, players on the wings will follow you into the key. They will run back towards the hoop (and their defender).
You may remember that pre patch a lot of CPU players would run out of bounds on plays. I.e. you'd pass to them and they'd be standing a foot or two out of bounds at times.

So...EA tried to fix this by bringing the players all "in".

Unfotunately, this screwed up a lot of the draw and kick game.
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Old 11-26-2009, 09:19 AM   #955
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Re: NBA Live 10 Patch Impressions (360, PS3)

Quote:
Originally Posted by Court_vision
You may remember that pre patch a lot of CPU players would run out of bounds on plays. I.e. you'd pass to them and they'd be standing a foot or two out of bounds at times.

So...EA tried to fix this by bringing the players all "in".

Unfotunately, this screwed up a lot of the draw and kick game.
Oh, I see, I had forgotten about that. Well, I think they would have been better suited to realize that a player doesn't always have to step into a pass, especially for a stationary player that is wide open on the perimeter. When you couple that with the exaggerated momentum you end up with some weird things happening. I kicked out to a player that was originally in 3pt range, by the time he caught the pass he was taking a long two, then I decided because of the open space in front of him that I wouldn't take the long two but take a step in for a mid range shot. I tapped the stick toward the basket and by the end of this whole process I went from a wide open baseline 3 pointer to a contested short jumper about 1 foot outside the paint. It seemed the animations or momentum wouldn't allow him to take one step and the catch the ball animation wouldn't allow him to just catch the ball in 3pt land. I thought heavy animation was the problem for 2K games not Live? Though I hated the out of bounds problem I hate the fix even more, I'd rather deal with the out of bounds!
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Old 11-26-2009, 05:55 PM   #956
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Re: NBA Live 10 Patch Impressions (360, PS3)

Plyaed a couple of games last night...this game is just too haywire for me. The CPU passed to guys standing out of bounds off in ball situations...how do you do that?...my automatic subs were all messed up, for some reason they kept subbing Boozer in at PG...

Those things don't bother me too much...they are small things and you can adjust to them.

CPU players obsession with shooting over and over again after only ten seconds on the shot clock (despite me guarding them tightly)...i can sort of live with that...

Shaq shooting fadeaways.....i can almost ignore that....

But then the CPU PGs and SGs started hoisting up 3 point shots from near half way again. 4 shots in the 3rd quarter from there. Just crazy.

I've been using a mates copy and was thinking of buying the game again myself if the DNA had really fixed things, but it seems like whatever they change everything else goes haywire. This game just isn't stable IMO.

Hopefully they fix all this crap for LIVE 11. I've officially given up for this season.
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Old 11-26-2009, 06:56 PM   #957
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Re: NBA Live 10 Patch Impressions (360, PS3)

Quote:
Originally Posted by ehh
Can anyone consistently shoot the runner/floater?

Apparently you're suppose to be running, let go of the LS then hit the shot button? That correct?
I can shoot it. To practice it, in the hangar, drive towards the basket w/o turbo and release LS two steps in front of FT line. Let him take 1/2 to 1 extra step then shoot. (U can use turbo also, but u will have to release it simultaneously as LS). You can do this from about 16-18ft in.
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Old 11-26-2009, 11:53 PM   #958
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Re: NBA Live 10 Patch Impressions (360, PS3)

ummm....developers....

the end of quarter music and commentary is not consistant at all...sometimes it plays and sometimes it doesn't (PS3) also what is the problem with the delay on the steal button...? the response afterwards is soooo bad that we might as well not even have the option to steal..... I hate to add to the negative remarks but seriously some of these things are just no-brainer things that take away from the game.

It's sad, this was the year that was supposed to be a banner year for both companies, has turned into the worst let down in basketball video gaming history. The thing that sticks in my head is last year when Live 09 came out there was such a developer anticipation of this years product...that they were beaming with pride.......

Hell I even got excited because of how excited they were for this year to get here.....lol. I keep playing this game and in someways as far as it relates to animation in the paint it feels like sony's nba BBall game...lol the heaviness of the players is just not there all the way yet... I know I said the game feels generic, and the reason I say that is the contact between the players just feels programed....when it should feel organic...the response of things like pick and roll and box-out just feel phony, and what about when you drive to the hole? in the real NBA alot of guards push off to create space...I just wish if you guys (developers) concentrated on anything...it would be to make the animations as real as possible first then try to add features if you have time....I don't care what color socks my players has if he looks like a robot running in them..lol you guys watch the same NBA games we watch...what we see on TV is what we are looking to see in the game...

Technicals (coach and player), video of commentators talking, player confrontations on hard fouls, good halftime show highlights, real injury reactions, everybody does not run at the same speed turbo should count in the game, when we block a shot our hand should block the shot not a force field, when we dunk the players hands should grab the rim all the way, crowd animation should be in response to what's happening on the court all the time and they should be able to encourage the home team when they are down and discourage the away team when they are winning.....these are just some of the things that I feel are absent in all BBall games....
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Old 11-27-2009, 10:23 AM   #959
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Re: NBA Live 10 Patch Impressions (360, PS3)

any word on the second patch yet?
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Old 11-27-2009, 10:54 AM   #960
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Re: NBA Live 10 Patch Impressions (360, PS3)

You know what, complaining without a suggestion for improvement is just nagging and complaining. It's likely that if the dev's had an idea of how to be better this game would be better, I'd like to think so anyway! I am really trying to force myself to like Live 10 but am failing miserably so in the spirit of constructive criticism I suggest that the dev's take a different approach or more of a previous approach to game difficulty.

Instead of making guys more likely to score against the D on higher difficulties and on runs why not make it harder to play D? It was kinda like this for me pre-patch. and what I mean is say Kobe has a set freestyle ability rating of 99, and then when he freestyles I just plain can't keep up with him, it's like I am on skates and that in ability to guard him when he freestlyes is consistent through all the levels, rookie to superstar. What changes though is the frequency that he freestyles or uses other tactics to get open. On rookie he doesn't freestyle much so I can check him, on superstar he's freestyling and drop-stepping through double teams in other words just a nightmare to check no matter what I do, so I have to scheme (plan double teams, run zones, deny him the ball, etc.) to defend him. Then guys like Ray Allen on rookie the CPU would be kinda laxed about setting picks and when they do set them they would be easy to get over but as difficulty increases the CPU would set more and more solid picks creating real life basketball problems vs. the current video game problems like how to stop Ray Allen from shooting in the face of my good D. This would also negate guys like D. Fisher and A. Varejo from taking over games, because if there is no ratings boost for them, they can try to freestyle all they want but with there low rating in that department they would just fail at it. This would also be the case about going around picks.

In my mind the problem with these guys as things are now is they get a ratings boost and a guy that's already a high rated jump shooter just becomes more likely to shoot if the D on him is not 100% perfect or same thing for a guy that scores well on garbage points. Conversely if the CPU does more of what it takes to put these guys in good scoring positions then it's reasonable that they score. At the same time they are no more likely to score against good D or out of position D on superstar than rookie.

I am not sure if I am explaining this correctly but what I am getting at is if the dev's chose to use real basketball as a means to make the game more or less difficult I think a lot of the problems in this game would be gone and stuff like suction D would not be needed. Look at it like this: what separates a team like ATL 2008 from ATL 2010? Same basic talent but execution makes them more difficult to defend. Live should take that approach, don't boost the ratings on runs and higher difficulty, make them execute!
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