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NBA Elite 11 OS Exclusive Video: Oklahoma City Thunder @ Detroit Pistons

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Old 09-04-2010, 05:32 PM   #505
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Re: dribble moves, there is big vs not big, but there are no sizeups like last year. Visually sizeups were great and did differentiate players, but you are essentially charging up a dice roll by doing them. I find it much more satisfying to actually perform a size up with a sequence of moves and burn somebody because they guessed wrong. Ideally we could marry the two and have all of the moves player specific AND completely controllable, but for this year's implementation, the difference in player speeds combined with being able to do the moves in any direction from any speed really feel like nothing I've played before.
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Old 09-04-2010, 05:46 PM   #506
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Re: NBA Elite 11 OS Exclusive Video: Oklahoma City Thunder @ Detroit Pistons

Quote:
Originally Posted by havok023
i doubt there all the same they took out all size up moves because they said they were canned animations according to blackflash

Why would they do something like that..thats crazy so are there no iso controls...i can't do a 1v1 on the court against someone when i call isolation
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Old 09-04-2010, 05:59 PM   #507
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Sorry I'm on my phone so everything is going to have to be re:

Re: predictable outcomes, I think I might have mislead with my highlight comment; the amount of variety you see is a result of the number of animations in a game, how dynamically they can be modified, and the user/cpu requesting those anims.

With a two player sequence, once you are locked in, you are then constrained to a small set of outcomes. If you're not locked into that small set of outcomes, you are then capable of performing something out of the much larger set of moves than the one you are afforded in the scripted two man sequence. Let me know if I didn't explain myself well.
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Old 09-04-2010, 06:04 PM   #508
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Re: NBA Elite 11 OS Exclusive Video: Oklahoma City Thunder @ Detroit Pistons

Quote:
Originally Posted by Dawgthem
Why would they do something like that..thats crazy so are there no iso controls...i can't do a 1v1 on the court against someone when i call isolation
You can still size someone up. The only difference is that your not pressing/holding a button and getting a sequence of moves, you have to manually combine the moves.
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Old 09-04-2010, 06:06 PM   #509
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You can still manually call an iso with a sequence of dribble moves, and because you're not forced to be on the same spot like you were when doing a size up, it's much easier to avoid getting the ball stolen.

Re: dribble moves, there is big vs not big, but there are no sizeups like last year. Visually sizeups were great and did differentiate players, but you are essentially charging up a dice roll by doing them. I find it much more satisfying to actually perform a size up with a sequence of moves and burn somebody because they guessed wrong. Ideally we could marry the two and have all of the moves player specific AND completely controllable, but for this year's implementation, the difference in player speeds combined with being able to do the moves in any direction from any speed really feel like nothing I've played before.
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Old 09-04-2010, 06:11 PM   #510
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Re: NBA Elite 11 OS Exclusive Video: Oklahoma City Thunder @ Detroit Pistons

The net moves even before the ball gets to the rim.

This was a well-known issue from day one and it STILL has NOT been fixed.

Please let us know when this problem will be fixed.

check out the vid between 0:40-0:46

http://www.youtube.com/watch?v=nX7lokWY20M

Thanks
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Old 09-04-2010, 06:18 PM   #511
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Re: NBA Elite 11 OS Exclusive Video: Oklahoma City Thunder @ Detroit Pistons

Quote:
Originally Posted by stepsix
This is a great post - you obviously know something about the industry. If I may, I'd like to elaborate on why we killed all two man animations, and why personally I've never liked them since their inception.

When you play a single man animation, it is played out based on the speed and facing of the player who is playing the animation. The new animation then 'takes over' his speed and will modify his speed and direction based on the content of the anim. A big task is trying to get anims to match player speed and facing to ensure smooth transitions

The same rules apply to two man anims, but the problem is you have only so much anim budget (memory being limited on the console), so there is no way that you can all entries into the two man anim given the two players can face whatever direction you choose. The result is: one player matches the original motion capture, and the other player gets 'suctioned' into the two man anim. You really can't escape this. this results in a major loss of control and sliding. For one of the two players it usually feels good (but you are still susceptible to my proceeding point), but for the other player involved, you will usually slide into position and perform an action that you never asked for.

Tied into the first point, once the two man anim starts, the second player doesn't have a say in whether or not he is involved. Once it starts, you are committed until a branch point is hit (you CAN just break it out, but it will usually look terrible). Once you're in the anim, it is then looking to branch to various two man outcomes, already predetermined by the initial motion capture via dice roll or in the best circumstance, stick input. This is the other major reason I never liked two man anims - once the players are locked together, yes it will play out visually well, but it will always play out in one of the pre-determined outcomes, and once you play a game enough, this gets predictable and visually stale. All of the highlight videos are going to look similar because there are only so many outcomes.

As soon as you completely detach the players, you move into the realm of both dynamic outcomes, and being in control the whole time. A side effect is definitely less choreographed gameplay (most notably in some limb clipping, and to a lesser extent players not facing in as precise a direction as with a two man anim), but when you try the demo you will know what I'm talking about.
Thank you and what you say is absolutely true. The key is to carefully define your entry and exit/branch states well enough to strike that balance between coverage and resources. You also have other tricks you can play to give the illusion of total coverage and variety. But, again, I respect the decision to go in the direction you did. Thanks for responding.
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Old 09-04-2010, 06:51 PM   #512
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looks like a polished ps2 game.
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