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NBA Elite 11 Blog: Real Physics

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Old 07-31-2010, 04:27 PM   #57
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Re: NBA Elite 11 Blog: Real Physics

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Originally Posted by Bmlives
So is it possible to do things out of the ordinary, such as when Kobe or Lamar Odom come from the Left side of the right and lay it up with the hand closest to the rim instead of the tradition farthest hand?

Honestly, As cool as sig shots/movements are, As long as I'm able to do whatever with any play, that's enough for me. I can stand Dirk not lifting a leg every time he fades away, as long as I'm able to back down, fake right, fake left, head fake to the left, then turn around to the right for the fade away jump shot.

So yeah, my question still is, is it possible to do ANY thing I want? Or are there things like wrong handed lay-ups left out of the game?
This is a great point.

Yes, you can do all of these things, since you are in control of the player you can make him play as much as his real life counterpart as you want.

And we're working hard to ensure that the AI does the same when it's in control.

But at the end of the day, when you're controlling a player, what moves they use are completely under your control. How successful they are with those moves is based on player ratings and how well you executed the move.
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Old 07-31-2010, 04:32 PM   #58
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Alright, cool. Because there are several moments in a game of basketball where going against the textbook is key to making a play. So it's good to hear I finally take right handed layups from the left side of the rim.

Now I just want to know how passing will work and how fancy we can get with that, or if it's the same as last year. Last year drove me crazy. It's like no matter what, when freestyle passing on a break, if there was an open man, It would always miss and pass to some other guy. When it worked, it worked. But that's just frustrating missing out wide open guys when you flick the stick in their direction only to have the pass go completely elsewhere. I hope the aiming or AI of the freestyle passing is better this time around, or just bring the icons back.
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Old 07-31-2010, 04:48 PM   #59
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Re: NBA Elite 11 Blog: Real Physics

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Originally Posted by Nokstar
Do you understand the more animation...the less control you have tho? Would u rather have more animations and less controll?
Im sorry man but thats one of the most off things I've ever read on here.

The only issue is being able to branch the animations.. I really hope you guys will not sit here and tell yourselves that less is better.
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Old 07-31-2010, 04:49 PM   #60
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Re: NBA Elite 11 Blog: Real Physics

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Originally Posted by Bmlives
Alright, cool. Because there are several moments in a game of basketball where going against the textbook is key to making a play. So it's good to hear I finally take right handed layups from the left side of the rim.

Now I just want to know how passing will work and how fancy we can get with that, or if it's the same as last year. Last year drove me crazy. It's like no matter what, when freestyle passing on a break, if there was an open man, It would always miss and pass to some other guy. When it worked, it worked. But that's just frustrating missing out wide open guys when you flick the stick in their direction only to have the pass go completely elsewhere. I hope the aiming or AI of the freestyle passing is better this time around, or just bring the icons back.
Regular passing has been re-tuned, freestyle passing has been re-tuned and we do have icon passing.

So hopefully you'll like what you get.
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Old 07-31-2010, 04:50 PM   #61
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Re: NBA Elite 11 Blog: Real Physics

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Originally Posted by 23
Im sorry man but thats one of the most off things I've ever read on here.

The only issue is being able to branch the animations.. I really hope you guys will not sit here and tell yourselves that less is better.
Except if your in a charmin commercial ... btw thats the tissue commercial
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Old 07-31-2010, 04:52 PM   #62
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Re: NBA Elite 11 Blog: Real Physics

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Originally Posted by rEAnimator
I'm pretty sure that will be a focus for next year (although the direction has yet to be set...we're focused on finishing this year's game).

We didn't do a horrible job at it this year though, and you'll see some player differentiation in this years game that you didn't see last year.

But it definitely wasn't our focus.

That may disappoint some people, but please reserve judgment until you've tried the game.

With the new controls and physics, this will be the closest thing to playing real basketball we've ever offered up in a video game.

And if you have fun playing basketball, you're going to love playing this game.
I like this, and sure hope that you're right. All of the signature moves and authentic shots are great, but I'll gladly wait another year for those if it means getting a great playing basketball game on the floor. So many sports games have disappointed me this generation because it seems like too many of them decided to go straight for the good looking graphics, authentic uniforms and arenas/stadiums, and a ton of other superfluous things, but forgot to make a solid foundation of gameplay from which to build on. It seems like you guys are laying the foundation this year, which will leave you the time to add in all the extras down the road. I'm fine with that.

I would say though, I'd be nice if you could get in as many different shot animations as possible this year. Signature moves are nice, but being able to give players different shot animations really adds to overall look of the game. It's just weird to see 2 or more players on the floor with the exact same shot. But as I said, with all the other improvements being made to the gameplay, I'm going to be pretty lenient this year.
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Old 07-31-2010, 04:56 PM   #63
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Re: NBA Elite 11 Blog: Real Physics

Well I happen to think signature animations do matter.

Kobe and Dirk should not have the same fadeaway shot.

LeBron and KD should not do the exact same dribble moves as J. Kidd and Iverson.

Rondo should not be laying the ball up like J Rich.

It goes to feeling more or less generic when your game is like this, and the individualism isnt there, not just for the ability to hit a tough shot or dunk over 3 people, just how they interact on the court as who they are.
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Old 07-31-2010, 05:06 PM   #64
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Re: NBA Elite 11 Blog: Real Physics

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Originally Posted by rEAnimator
I don't want to sounds sensationalist when I say this, but technically speaking we have an infinite number of animations.

Because the animations are blended in parallel, driven by physics and altered by IK, you'll never see the exact same pose twice for animations that work under that system.

Things like off play reactions don't fall into that category, but 90% of the animations you see in gameplay are.
Sounds good, how are the off ball animations are they canned or rtp, are players more active this year trying to get open, making cuts to the basket, rotations or running plays in general.

And if rtp is applied to off the ball players can they be impeded or knocked of their path.
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