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NBA Elite 11 Video: OS Exclusive All-New Hands-On Control: OJ Mayo

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Old 09-14-2010, 07:03 AM   #153
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Re: NBA Elite 11 Video: OS Exclusive All-New Hands-On Control: OJ Mayo

Have a nice presentation and do check back.
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Old 09-14-2010, 08:11 AM   #154
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Re: NBA Elite 11 Video: OS Exclusive All-New Hands-On Control: OJ Mayo

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Originally Posted by rEAnimator
No, it's not a perfect solution.

But in my opinion it's better than favoring visuals over the proper gameplay balance.

Everyone will have a different take on this depending on what you want to get out of the game.
But the problem is not just visual. Being able to jump so high for shot block attempts is also increasing the likeliness of it occurring. From the videos seen so far, it is happening far too frequently (on jump shots).

So I somewhat understand your logic behind the choice but I don't think the balance has yielded the best result.

........ and it looks horrible.

Although I understand your decision, from the videos it doesn't seem like it's the right balance for gameplay/ aesthetics/ reality.

I'll see if some hands on time with the demo changes my opinion (when are we getting that btw?)
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Old 09-14-2010, 09:20 AM   #155
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Re: NBA Elite 11 Video: OS Exclusive All-New Hands-On Control: OJ Mayo

Quote:
Originally Posted by dirtypuppet
But the problem is not just visual. Being able to jump so high for shot block attempts is also increasing the likeliness of it occurring. From the videos seen so far, it is happening far too frequently (on jump shots).

So I somewhat understand your logic behind the choice but I don't think the balance has yielded the best result.

........ and it looks horrible.

Although I understand your decision, from the videos it doesn't seem like it's the right balance for gameplay/ aesthetics/ reality.

I'll see if some hands on time with the demo changes my opinion (when are we getting that btw?)
Yes, increasing the likelihood of it happening was the intention.

We'll see if that was a good idea once the demo is released and a large number of people try it out.

As for the demo...the demo will be released while I'm traveling through Asia. Which is unfortunate for me because I wanted to be available to participate in the discussions right away.

But you don't know when I'm back so yes, that was intentionally vague

It's not my news to announce. Hopefully you'll find out soon.
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Old 09-14-2010, 10:25 AM   #156
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smh Hopefully everything is a bit toned down 4 demo, I still wanna check tht out
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Old 09-14-2010, 11:24 AM   #157
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Re: NBA Elite 11 Video: OS Exclusive All-New Hands-On Control: OJ Mayo

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Originally Posted by rEAnimator
So you're saying that in order for a game to be sim the players cannot do anything unrealistic?

If that's the criteria, then I've never seen a sim game in my life. There's always something...
true. however in the "sim" players mindset, if something has to give it's not gonna be of the visual state. Think about it like this, we all know that most jumpshots are not blocked. We would rather say, "they never block jumpshots in elite", instead of "look at jamal crawford jumping 4 ft in the air to block kobe".

It just looks too bad to be considered a sim. Giving any unnatural ability is going to take away from it. In a two player game the numerous blocks, dunks, and steals thing is part of trash talk. But not a priority in a sim gamers priority list.
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Old 09-14-2010, 12:08 PM   #158
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Re: NBA Elite 11 Video: OS Exclusive All-New Hands-On Control: OJ Mayo

Impressive Mayo clip, I really liked that. Everything being user controlled is a rewarding feeling.

I know I'm beating a dead horse, but EA just needs to get their animation, mo-cap and signature styles together and they might have something here.

I agree with those who are arguing against the high verticals. #1 make the verticals realistic. Everything should look realistic. If situations aren't playing out as they should then something else is wrong and that's what needs to be addressed. With the high verticals the game doesn't look right to the eye. It gives off an unpolished and awkward feel.

Last edited by oOausarOo; 09-14-2010 at 12:14 PM.
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Old 09-14-2010, 12:28 PM   #159
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Re: NBA Elite 11 Video: OS Exclusive All-New Hands-On Control: OJ Mayo

I liked the video, the fact that tht was all user skill and stick movements that pulled that off. Someone playing the game for the first time would not be able to pull of a mooth sequence like that.

Alot of people are complaining about seeing behind the backs in every video, but you have to understand that it is the user pulling off the move. Maybe its just a fun move to pull off.

Overall i liked that and i cant wait to play it online and see what the competition brings, not to mention EASBA, the best player in the league will be the best because of his stick skills not because of the ratings. I like that ..
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Old 09-14-2010, 01:04 PM   #160
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Re: NBA Elite 11 Video: OS Exclusive All-New Hands-On Control: OJ Mayo

rEAnimator, excuse me for joining the conversation late. I think the first problem is that your litmus test is a little flawed. It's true that 9/10 times the shot would be blocked but you seem to not have asked "WHY?"

Using your litmus test as the standard:
If both players were the exact same height and had the exact same reach, jump height, etc. and also the shooters release was such that the ball was released at his full reach the only way that the defender could block the shot is if he could reach or interupt the shooters shot before he released it since the ball would be going up and out of the defenders reach from the time it left the shooter's hand. This means that the why is basically it would take longer to shoot than it would for the defender to reach out and block the shot. Real life has set the precedent and it's that the shooter's animation should be longer/slower than the blockers animation. If that causes a problem with close outs the simple answer is the defender is moving too fast relative to the amount of time it takes to shoot, since real life has set a precedence for that too.

IRL it is impossible to block a shot unless the defender has an advantage, period. That could be his height, reach, vertical, proximity to the basket relative to the shooter, being that the ball must travel towards a properly positioned defender to reach the basket. there's also the fact that that all shooters don't release the ball with there arms fully extended 90 degrees from the floor. It is my opinion too that if you were going to fudge in an area you should have chosen the speed of the ball traveling through the air and allow the defender a quicker but realistic animation for leaping into the air and cause the jump shooters a slightly slower one. Add to that the reach of the defender with arms extended vs. a shooter going through his motion, and if you were to use signature jump heights on shooters I'd bet you'd gotten realistic results too, as a lot of the shooters don't jump really high when shooting and they'd been easier to block than the ones that jump higher or have higher release points. I assume you get the point.

Hope you consider this constructive.
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