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Old 07-31-2010, 11:50 PM   #81
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Re: NBA Elite 11 Blog: Real Physics

Thanks for clearing that up.......I guess it makes it hard for u 2 try and explain this in many different ways huh? lol.....I had a question...due 2 the physics and the whole new rebounding, is there chances a over the back can be called?
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Old 07-31-2010, 11:57 PM   #82
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Re: NBA Elite 11 Blog: Real Physics

I understand the whole control aspects, physics, etc...

I am not against any of that stuff. I never had that much of an issue with dribbling mechanics, and truth be told the ratings in this game was so messed up that it caused alot of the issues we were having along with whatever else was wrong in the game.

It made no sense to beat a guy off of a pump fake and he magically gains the speed and endruance to get back in front of me to stop my progress because his defensive recovery was sky high, and im talking guys who get burned on the regular such as a Derek Fisher

Anyhow, I understand you guys had priorities and so on but seeing people in here refer to canned animations as if that is what anyone is asking for is crazy. When I refer to animations yes the control to do whatever is nice, but at the same time again, its just me, but if there is no individual variances the game will still feel generic.

From playing the last 3 versions of this game that kind of a thing makes for a fun basketball game, but doesnt give you the feel of a true authentic NBA basketball game all around.

Thats just me though.
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Old 08-01-2010, 12:12 AM   #83
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Re: NBA Elite 11 Blog: Real Physics

Quote:
Originally Posted by 23
I understand the whole control aspects, physics, etc...

I am not against any of that stuff. I never had that much of an issue with dribbling mechanics, and truth be told the ratings in this game was so messed up that it caused alot of the issues we were having along with whatever else was wrong in the game.

It made no sense to beat a guy off of a pump fake and he magically gains the speed and endruance to get back in front of me to stop my progress because his defensive recovery was sky high, and im talking guys who get burned on the regular such as a Derek Fisher

Anyhow, I understand you guys had priorities and so on but seeing people in here refer to canned animations as if that is what anyone is asking for is crazy. When I refer to animations yes the control to do whatever is nice, but at the same time again, its just me, but if there is no individual variances the game will still feel generic.

From playing the last 3 versions of this game that kind of a thing makes for a fun basketball game, but doesnt give you the feel of a true authentic NBA basketball game all around.

Thats just me though.
If you think about it the things that were generic in the last games as you say were mostly rebounding, steals, drives to the lane, shot blocks, post moves, some dribbling moves, and that one fadeaway .. But with elite their is basically an infinite number of animations for everything i bolded, so you'll basically see something dif. every game. Its not like there's no sig shots or dunks/layups at all theres just not as much depth as the competiton, and i for one can deal with that.

I think theres gonna be even more variety now, because theres that feeling of you don't know what can happen or who's gonna grab what rebound theres no hints in the animations, and to me thats more authentic than lebron biting his fingernails or kobe having a patented reverse lay up, elite can add that in at a later date. That's most likely why it not a major focus, I can understand where they're coming from. The game is jut missing some layers in that signature animation department which shouldn't be hard to add ..
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Old 08-01-2010, 12:51 AM   #84
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Re: NBA Elite 11 Blog: Real Physics

just out of curiosity, will there be any downloadable content that they may have that could maybe add some more physics or animations to the game or would that all have to be during the development cycle?
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Old 08-01-2010, 12:59 AM   #85
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Re: NBA Elite 11 Blog: Real Physics

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Originally Posted by YoungG
just out of curiosity, will there be any downloadable content that they may have that could maybe add some more physics or animations to the game or would that all have to be during the development cycle?
I doubt it, that's where the 'we'll try to fix it next year' shows up for the 6th year in a row with EA NBA basketball. At some point you gotta stop, and wonder how many times are you gonna hear them say 'next year'.
People have so many excuses for this, and it's beyond rediculous.

We're in year 6 of EA building from the ground up,.... comedy.
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Old 08-01-2010, 01:09 AM   #86
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Re: NBA Elite 11 Blog: Real Physics

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Originally Posted by rEAnimator
I know exactly what you're talking about, and you're right, there is no reason that you can't have both. But to this point I would argue that you have never had both in either product.

We simply didn't have the time to make all the gameplay improvements we did and focus on improving the signature aspect of the game significantly.

We had to make a choice, not because it's impossible, but because we had to make a call on priorities.

I'll explain why I said I don't think it affects gameplay.

If I have an animation that jumps X feet in the air, takes Y seconds to complete and releases the ball at a height of Z then that will directly affect gameplay.

The higher he is the harder it will be to block, the longer it takes the easier it will be to block.

In previous years, which animation you picked would affect those parameters.

This year we're procedurally modifying many of those aspects of the animations (not all of them yet, but that's our end goal).

So for the things that truly matter to gameplay, we'll have an infinite variety (again, not along every dimension...yet).

We'll use ratings and physics to drive the parameters of those animations.

However, how much his leg kicks out, or what angle his arm is bent, if if he sticks his tongue out or not has absolutely zero impact on gameplay. It won't change the outcome of the shot, it won't make it harder or easier for the defenders to block the shot.

Now, I completely agree that this stuff matters in the sense that it can break the sense of immersion in the game. We all want the players to look like their real life counterparts for that reason.

But it has no impact on gameplay. They could be running around on their hands and shooting with their feet and the game would play exactly the same as long as the animations had the same properties in the areas where it matters.

Yes the game would look stupid, but it would play the same.

Hopefully that helps explain what I meant.

I'm not trying to downplay something that you clearly feel strongly about. I respect that and it definitely matters.

But we made a call, and we chose to focus on controls and gameplay for this year.

We'll go nuts with the sig stuff next year not that our base gameplay and control systems are solid.
I'm all for control and gameplay improvement and I agree that you guys should focus on those aspects of the game but it's disappointing not to see signature fadeaways, called go-to-moves, because they were in live 09 and were removed in live 10. Can't you guys just add the old signature fadeaways?
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Old 08-01-2010, 01:36 AM   #87
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Re: NBA Elite 11 Blog: Real Physics

Quote:
Originally Posted by rEAnimator
I know exactly what you're talking about, and you're right, there is no reason that you can't have both. But to this point I would argue that you have never had both in either product.

We simply didn't have the time to make all the gameplay improvements we did and focus on improving the signature aspect of the game significantly.

We had to make a choice, not because it's impossible, but because we had to make a call on priorities.

I'll explain why I said I don't think it affects gameplay.

If I have an animation that jumps X feet in the air, takes Y seconds to complete and releases the ball at a height of Z then that will directly affect gameplay.

The higher he is the harder it will be to block, the longer it takes the easier it will be to block.

In previous years, which animation you picked would affect those parameters.

This year we're procedurally modifying many of those aspects of the animations (not all of them yet, but that's our end goal).

So for the things that truly matter to gameplay, we'll have an infinite variety (again, not along every dimension...yet).

We'll use ratings and physics to drive the parameters of those animations.

However, how much his leg kicks out, or what angle his arm is bent, if if he sticks his tongue out or not has absolutely zero impact on gameplay. It won't change the outcome of the shot, it won't make it harder or easier for the defenders to block the shot.

Now, I completely agree that this stuff matters in the sense that it can break the sense of immersion in the game. We all want the players to look like their real life counterparts for that reason.

But it has no impact on gameplay. They could be running around on their hands and shooting with their feet and the game would play exactly the same as long as the animations had the same properties in the areas where it matters.

Yes the game would look stupid, but it would play the same.

Hopefully that helps explain what I meant.

I'm not trying to downplay something that you clearly feel strongly about. I respect that and it definitely matters.

But we made a call, and we chose to focus on controls and gameplay for this year.

We'll go nuts with the sig stuff next year not that our base gameplay and control systems are solid.
Does that mean that every players cross over will look the same, like for instance if i crossed over with deron williams and then crossed over with andrew bynum will it look the same, i no the speed of the cross over will be a huge difference but what about the machanics of the dribble.
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Old 08-01-2010, 02:03 AM   #88
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Re: NBA Elite 11 Blog: Real Physics

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Originally Posted by Super Glock
I think they matter also, but it I personally can do without them for a year if everything else works out. I would then like it to be the focus for next years game.
LOL, that is horrible way of thinking, maybe they should take out NBA from the title as well for a year if it's okay for everyone to be generic, The reason we play NBA basketball games is to recreate what we see on TV, we want the joy of shooting like Kobe or dunking like Wade we want to recreate signature element without them what's the point of playing if everyone moves and acts the same, I understand what EA is going is completely different from anything done before and it may not be perfect this year and will take some time to perfect, but to act like it wont affect the over all experience of playing Elite is ridiculous.

Last edited by coolcras7; 08-01-2010 at 02:10 AM.
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