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NBA Elite 11 Blog: Real Physics

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Old 08-01-2010, 03:05 PM   #105
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Re: NBA Elite 11 Blog: Real Physics

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Originally Posted by loadleft
Here's another thing FOR ME. To my knowledge no game has yet accurately reflected what it takes to win in the NBA. I see guys on here praising skill based this and skill based that but the reality is the relative difference in player's skill in the NBA isn't as big as the average fan thinks. Also it's not the most skilled players that win, it's a the best teams, otherwise guys like Kobe, LBJ, Wade, Melo, etc. would always win instead of teams like Boston and Detroit.

I am probably showing my age but I just wish the game would put just as much of a premium on basketball fundamentals as it does the shot stick, button timing, etc. When I see the name NBA X I assume it's simulating what's in the NBA not what individual players can do whether in the NBA or not, but most of what I read/hear is how we are giving you the individual the ability to do X. What about the complexities that differentiate the NBA from other leagues?

Look at the League's leading scorers last year (top 2) neither one was in the conference finals let alone NBA Finals and that's just as much because of team deficiencies as their individual ones (no matter what your personal feelings are towards either of them). Where is that reflected in all these new physics? Why isn't Elite touting that they've given us better team options like the ability to tell your CPU players to double team in the paint or on the catch or on the dribble? 2K has had some of that for a while! That's my beef w/all this control stuff! The truth is now we can come closer to being able to replicate an And 1 mixed tape than we can a true NBA game! We simply don't have the options to do the things that are done in the NBA we can only mimic individual players which isn't any different that mimicking Helicopter.
it starts with proper gameplay and controls...
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Old 08-01-2010, 03:05 PM   #106
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Re: NBA Elite 11 Blog: Real Physics

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Originally Posted by BlackCloudDoggy
I think alot of people are still thinking it's all about controls and physics because that's all we've pretty much heard about, so they feel that's the only thing the Elite team has been working on. Gameplay is the focus but there's more to gameplay than just controls.

I'm guessing and hoping that they have a lot of other improvements that they made, we just haven't heard about them yet. It's still very early as far as getting out info so lets see what else they did with the game.
This is bang on. There are a lot of things outside of core gameplay that have not yet been announced or discussed at all yet.
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Old 08-01-2010, 03:10 PM   #107
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Re: NBA Elite 11 Blog: Real Physics

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Originally Posted by BlackCloudDoggy
You're right loadleft that's all we've been hearing about is controls, but I gotta believe there's more to this game than that. Hopefully soon we'll get some info on some other aspects of the game.
The new controls forced us to look at absolutely everything. Well, controls and the physics and the removal of the two man animations.

But they're all tied together and you couldn't really have one without doing a lot of work on the other three.

If you wanted to do it right that is.
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Old 08-01-2010, 03:35 PM   #108
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Re: NBA Elite 11 Blog: Real Physics

This whole physics engine sounds great because it seems like its goin to be able to fix a lot of my biggest issues with Live last year. A lot of that came from me losing control at times when I didn't want to so this one directly addressed that concern.

It also seems like this is going to bring that unpredicability into the game this year that's been missing in the Live series for the longest. For the past few years every iteration of Live has gotten old not just because of the animations but simply b/c every player felt the same.

Nobody felt that different from one another because everyone was subject to the same physics system. Earl Boykins could hack Shaq just as well as any big man. Lebron going down the lane at full speed felt basically the same way as it did with Allen Iverson, only difference was Lebron could dunk in traffic.

The new physics system can change that up and make players actually feel different from one another. That alone adds a lot to the gameplay b/c then you have to think about how you attack the basket now.

It'll make you think twice about goin in the paint with little guys knowing that finishing on big men will actually be tough. Itll separate the quick guards like CP3 from the physical ones like Chauncy.

You may be able to go in and take the contact with Billups but you may want to avoid the big man with CP3. Because you know that the contact will actually matter now as you go up.

This type of gameplay or way of thinking is something I've been waiting on for a while so hopefully EA can actually deliver on this. It has the potential to make each game feel different on both ends of the floor. And not only but the strategic element of the game will probably improve too.

Because you as the user will have to worry about those factors I stated above. So running the pick and roll w/ CP3 will not just be something you want to use b/c it works in real life. But also because its actually something that will make sense in game too.

It gives you the ability to spread out the defense so that when you get in the paint you have less resistance making it easier to finish. So this has a lot of potential I just hope EA can get the tuning together b/c if done correctly it can lead to some very fun gameplay.

Obviously this doesn't address AI concerns but its definitely a step in the right direction when it comes to getting rid of the staleness..
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Old 08-01-2010, 04:24 PM   #109
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Re: NBA Elite 11 Blog: Real Physics

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Originally Posted by rEAnimator
The new controls forced us to look at absolutely everything. Well, controls and the physics and the removal of the two man animations.

But they're all tied together and you couldn't really have one without doing a lot of work on the other three.

If you wanted to do it right that is.
hey reanimator..was it really necessary to invent new controls system? I mean Live 10 had a lot of 'suck in' moments but I believe control was its brightest spot..Now I see I was wrong thinking that what new EA Sports basketball title needed were things like more animations and better quality of them, signature stuff all over the place, getting rid of or fixing some nuances like 'suck in' effect, poor blocking, rebounding, stealing of the ball, poor defensive system, giving wieght to the players.

I'm absolutely not judging the end product or your vision but my point is why focusing on control when other things were really broken.
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Old 08-01-2010, 05:25 PM   #110
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Re: NBA Elite 11 Blog: Real Physics

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Originally Posted by ParisB
it starts with proper gameplay and controls...
Was I not talking about gameplay? I really thought I was!

Again I will leave space for judgement because all aspects of the game have not been explained. I am really just throwing out these concerns hoping the devs will note them!
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Old 08-01-2010, 05:31 PM   #111
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Re: NBA Elite 11 Blog: Real Physics

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Originally Posted by Muzyk23
hey reanimator..was it really necessary to invent new controls system? I mean Live 10 had a lot of 'suck in' moments but I believe control was its brightest spot..Now I see I was wrong thinking that what new EA Sports basketball title needed were things like more animations and better quality of them, signature stuff all over the place, getting rid of or fixing some nuances like 'suck in' effect, poor blocking, rebounding, stealing of the ball, poor defensive system, giving wieght to the players.

I'm absolutely not judging the end product or your vision but my point is why focusing on control when other things were really broken.
You do know some of those animations caused that suck inneffect right? Its not some invisible vacuum that sucks you in its the actual extra animations that are not needed. Now i understand you want more animations but u seem to not really understand why a new control system was needed. It IS needed to get rid of those suck in animations...if you keep them then please tell me how you would go about fixin the problem besides just saying "get rid of the suck on effect" ...u cant get rid of the suck in effect without losing some of those animations.
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Old 08-01-2010, 07:23 PM   #112
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Re: NBA Elite 11 Blog: Real Physics

Quote:
Originally Posted by Muzyk23
hey reanimator..was it really necessary to invent new controls system? I mean Live 10 had a lot of 'suck in' moments but I believe control was its brightest spot..Now I see I was wrong thinking that what new EA Sports basketball title needed were things like more animations and better quality of them, signature stuff all over the place, getting rid of or fixing some nuances like 'suck in' effect, poor blocking, rebounding, stealing of the ball, poor defensive system, giving wieght to the players.

I'm absolutely not judging the end product or your vision but my point is why focusing on control when other things were really broken.
I think they had to redo the controls because they were taking out two-man animations and adding real-time physics. I'm not a programer or anything, but I don't see how last year's controls would have worked in this year's game. Last year, when you pulled a crossover, there were two things that could happen, either you trigged the "beat" animation and went around the defender or you trigged the "stopped" animation where the defender would bump you and stay in front of you. But since these animations are being taken out in favor of something more dynamic, my guess is that there had to be changes to the controls, as well.

I'm all for it if it works as well as they claim. Once again, for me at least, signature shots/moves are great to have but at the same time they're "fluff." It doesn't have any impact on the actually gameplay. It's just there for show and to look good. I'm fine with having fewer sig shots/moves if it means having great controls, but most importantly, having gameplay that actually simulates real-life basketball (or at least as close as possible in a video game). I'd make that tradeoff in a heartbeat.
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