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NBA Elite 11 Video: Quick Clip #5

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Old 08-12-2010, 11:07 PM   #25
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Re: NBA Elite 11 Video: Quick Clip #5

Looking amazing.

For those complaining about sliding, are you new to video games? Do you play all your games in slow motion? Just wondering....it's really a non-issue as long as it's minimized. It happens in every game.

Last edited by ParisB; 08-12-2010 at 11:13 PM.
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Old 08-12-2010, 11:11 PM   #26
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this video was not that impressive IMO. The sliding from Kobe & Allen was horrible and then there was this awkward pause after Kobe bumped Garnett where he basically was in mid air in the same spot without coming down. It was as if the shot wasnt altered but due to the contact there was just this pause where everyone else kept going and Kobe froze for a second.
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Old 08-12-2010, 11:14 PM   #27
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Re: New NBA Elite Quick Clip

Some of the anims still look rough but I can already tell this game has a chance to be light years better then Live 10.

Everything was happening in real time no canned animation. Last year Kobe would have been sucked in to KG and would have gotten forced into some canned shot animation.

I bet if that was LBJ going in like that it would have been a completed dunk and that would have been great to see. Because it would be just like someone getting dunked on irl, he jumped to late and he payed for it in the air.

I'm loving these videos because they are addressing some huge holes that were in Live 10. Can't tell you how many times I wanted to throw my controller because of some stupid collision animation. This system is going to finally keep those animation centered in reality.

This change was sorely needed because EA was just not going to be able to compete with 2K using the system they had last year. I believe this system allows them to work on multiple parts of the game at the same time. Whereas in last years game they could only focus on one because each area on the court was on its own separate system.

Now everything is universal so they can improve a lot more areas at once. So that alone should make this a more well rounded game instead of the primarily perimeter based gameplay of last year.

So far a guy that liked Live 10 last year this is more then I could have asked for, I just hope that the execution is there. Because if it is I'm going to be having a lot of fun with this one on and offline.
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Old 08-12-2010, 11:17 PM   #28
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Re: NBA Elite 11 Video: Quick Clip #5

I really hope the foot planting is taken care of prior to launch. I can definitely understand why the systems are fighting each other though. I have 2 issues with this clip.

1) Because of Kobe's momentum off of the bump from Ray Allen, he shouldn't be able to take 1 step and launch from that far and/or jump that high, just looks unrealistic. More of a Kobe fadeaway or scoop layup makes more sense. I know this is user-controlled, and we have the ability to choose, but this was something I mentioned to Connor and think such a shot attempt from that distance and in that much traffic should result in a different type of shot and not even have the possibility to pull off a dunk like that.

2) I really think a lot of the awkwardness people are referring to has to do with the vertical of big men or players in general. Pause the video when both Garnett and Kobe are at their peak, look how far their feet are off the ground. The distance between the floor and their feet is exaggerated. Hypothetically speaking, if Garnett were to have his arms raised at the peak of his jump, he'd nearly be slapping the top of the backboard. The game will look much more natural if vertical ratings are toned down. Just my opinion.

Last edited by HoosierDaddy; 08-12-2010 at 11:20 PM.
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Old 08-12-2010, 11:20 PM   #29
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Re: NBA Elite 11 Video: Quick Clip #5

Overall apart from a few visual quirks which have been listed already, I'd say that this sequence plays out the correct result. I look forward to controlling the 'feel' of such moments.

Only major visual quirk for me (apart from the foot sliding) is how high KG gets up. He almost jumps a tad high to begin with, but once contact is made he shoots up even higher (head near the rim). rEAnimator, is there any way to tune this? Verticals seems to be a constant flaw in Elite/Live. Even Kobe, who can get up that high, is probably stretching it at this point in his career. Sure it's possible, but it shouldn't be the norm.

Another small thing I noticed. When Kobe beat Allen, you can see the separation of arms to legs that has mentioned over and over. His arms follow up along Kobe's torso, attempting to somewhat follow the ball/action. Now it looks a tad awkward, but I like how I can see it's more of a dynamic animation rather than a canned 'out of position shot challenge' animation. Good effort on that one (and hopefully there's lots of little things like this all throughout the game)
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Old 08-12-2010, 11:25 PM   #30
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Re: NBA Elite 11 Video: Quick Clip #5

Quote:
Originally Posted by HoosierDaddy
I know this is user-controlled, and we have the ability to choose, but this was something I mentioned to Connor and think such a shot attempt from that distance and in that much traffic should result in a different type of shot and not even have the possibility to pull off a dunk like that.
This is something I've been trying to get across to rEAnimator also. I know it's user controlled, but there should be a bit more context to court position and most definitely player tendencies (player who rarely attempt dunks etc).
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Old 08-12-2010, 11:26 PM   #31
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Re: NBA Elite 11 Video: Quick Clip #5

Quote:
Originally Posted by HoosierDaddy
I really hope the foot planting is taken care of prior to launch. I can definitely understand why the systems are fighting each other though. I have 2 issues with this clip.

1) Because of Kobe's momentum off of the bump from Ray Allen, he shouldn't be able to take 1 step and launch from that far and/or jump that high, just looks unrealistic. More of a Kobe fadeaway or scoop layup makes more sense. I know this is user-controlled, and we have the ability to choose, but this was something I mentioned to Connor and think such a shot attempt from that distance and in that much traffic should result in a different type of shot and not even have the possibility to pull off a dunk like that.

2) I really think a lot of the awkwardness people are referring to has to do with the vertical of big men or players in general. Pause the video when both Garnett and Kobe are at their peak, look how far their feet are off the ground. The distance between the floor and their feet is exaggerated. Hypothetically speaking, if Garnett were to have his arms raised at the peak of his jump, he'd nearly be slapping the top of the backboard. The game will look much more natural if vertical ratings are toned down. Just my opinion.
Great post especially on the Kobe dunking sequence I thought it looked bad not just because of what you said but also because its kobe..

He ain't getting up like that anymore he would definitely need a lot more room then that in order to dunk I would think.

And it looks like we gon have to lower them verts by 15 again this year. Guarantee as soon as we do that it should fix the dunk issue and exaggerated jumping just like it did last year.
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Old 08-12-2010, 11:26 PM   #32
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Re: NBA Elite 11 Video: Quick Clip #5

Quote:
Originally Posted by dirtypuppet
Overall apart from a few visual quirks which have been listed already, I'd say that this sequence plays out the correct result. I look forward to controlling the 'feel' of such moments.

Only major visual quirk for me (apart from the foot sliding) is how high KG gets up. He almost jumps a tad high to begin with, but once contact is made he shoots up even higher (head near the rim). rEAnimator, is there any way to tune this? Verticals seems to be a constant flaw in Elite/Live. Even Kobe, who can get up that high, is probably stretching it at this point in his career. Sure it's possible, but it shouldn't be the norm.

Another small thing I noticed. When Kobe beat Allen, you can see the separation of arms to legs that has mentioned over and over. His arms follow up along Kobe's torso, attempting to somewhat follow the ball/action. Now it looks a tad awkward, but I like how I can see it's more of a dynamic animation rather than a canned 'out of position shot challenge' animation. Good effort on that one (and hopefully there's lots of little things like this all throughout the game)
One possible solution is to calculate leg strength at lift off and weight momentum to calculate maximum vertical. This way one attribute isnt carrying the outcome but rather a more realistic calculation which occurs in real life.

There should be a stand still vertical, a one foot and two foot lift off vertical. Also, the speed of the player + leg strength and number of feet should come into play.
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