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# 221 donkey33 @ 09/02/09 10:45 PM
Mike or Steph, can you guys clarify on the freestyle passing. How iit works when you try to throw a pass to a player that has another not too far away or behind?

I love the idea of freestyle passing but how it occurs in those situations is of great interest to me.
 
# 222 awr0430 @ 09/03/09 12:28 AM
Because i have played both games and i know how to play defense and neither is a dunkfest if you know how to play defense there just hasnt been a lot of work put into the defensive system. If i didnt know how to play defense then i wouldnt be writing in the first play, ******!!!
 
# 223 Beluba @ 09/03/09 01:13 AM
Quote:
Originally Posted by donkey33
Mike or Steph, can you guys clarify on the freestyle passing. How iit works when you try to throw a pass to a player that has another not too far away or behind?

I love the idea of freestyle passing but how it occurs in those situations is of great interest to me.
It uses a fairly complicated weighting system. The most impactful factor is your stick deflection angle. But if more than one player is in that direction, some other logic kicks in and takes into account info such as who's in a better position to score, who's more open, is the receiver cutting, etc. In other words, we try to figure out who the user is trying to hit and then bias the pass towards him. Like regular directional (left stick) passing, it's not 100% fool proof so the only way to guarantee the correct receiver is to use Direct Passing.
 
# 224 Jano @ 09/03/09 01:30 AM
Wow that system sounds great it takes a lot into consideration. I wasn't expecting that type of detail especially in the first year.
 
# 225 Beluba @ 09/03/09 03:12 AM
Quote:
Originally Posted by goh
Is an off the backboard alley-oop possible with this?
It's possible to throw alleys off the glass, but there's no explicit control for it. In fact, we had one captured in the first teaser trailer but I asked them to pull it because I didn't want you guys to think that they happen regularly. It's literally the only one I've seen all year.
 
# 226 floridagatorfan @ 09/03/09 03:27 AM
Quote:
Originally Posted by Beluba
with regard to the net... i just feel like i have to defend my engineers here. take a look at the net in this video and compare it to the Live footage you've seen:

http://www.youtube.com/watch?v=3dEQ_xYDBOg

not saying the net in Live 10 is perfect by any means, but it actually behaves very realistically this year. the net doesn't "splash" as often as you might think. and when you rattle in a jumpshot, the net is often pretty rigid and barely moves. the engineers who worked on the net sim this year really tried to model it after real world reference and i think they did a pretty good job. there are some things I want upgraded for next year, but i think there's a misconception that the nets should be looser, more flowy, or splash more when in reality that's more the exception than the norm.
The nets in basketball video games has always been something that I pay attention to and really don't feel any game has gotten it right. My guess is that it is very hard, at least much harder than it would seem to a person uneducated in game making, to get a net to behave realistically.

The one thing that I would like to add is that in the swishes that I have seen, only think I have seen a couple so it might be too early to jump to this conclusion, is that it looks like the whole net swishes up. I would love to see a swish in a video game happen where it creates the triangleish shape and has more angle to it, hard to explain in words.

Also would be cool to see every once in a while, on a really wet 3, the net get stuck and there have to be a brief pause in play where the refs have to unhook the net.

However, I'm sure the effort to get these things in the game would take a ton of work, and, it being more aesthetic than gameplay, the time could be better spent somewhere else.
 
# 227 donkey33 @ 09/03/09 06:04 AM
Quote:
Originally Posted by Beluba
It uses a fairly complicated weighting system. The most impactful factor is your stick deflection angle. But if more than one player is in that direction, some other logic kicks in and takes into account info such as who's in a better position to score, who's more open, is the receiver cutting, etc. In other words, we try to figure out who the user is trying to hit and then bias the pass towards him. Like regular directional (left stick) passing, it's not 100% fool proof so the only way to guarantee the correct receiver is to use Direct Passing.
Thanks for the breakdown.

Looking forward to testing this out in a few different situations.
 
# 228 jordankobewade7 @ 09/03/09 07:55 AM
its gonna b so sick to master these new mechanics...i knw the day is gona come when live will b rock solid with mike wang in the driver seat.we will def look back n b like dang giving wang the reigns was like givin kobe the ball n sayin go score.u read it here 1st!
this has me even more excited bcuz when features like "my player", NBADL, summer leagues,revamped CAP, and CAT finally make it into live the gameplay will b there to hold it up...im almost 100% positive this is the view of the dev crew at ea canada.
 
# 229 navyboy09 @ 09/03/09 11:12 AM
Hey beluba i have a question about the freestyle passing...

If we are on a fastbreak and we have a teammate trailing right behind us is there a way to do the freestyle pass between the legs right to the teammate and he finish with the dunk?
 
# 230 Stumbleweed @ 09/03/09 01:10 PM
Well both are brought up with LT. You can't use both at the same time, but technically Direct Passing is active before you use Freestyle, so if you're driving and think the freestyle pass won't get to the right man, you'll already be in good position with LT held down to fire off a direct pass via the button or just use A.

I REALLY like this control system combined with the simple off-ball mechanic. Looking forward to seeing what I can pull off with Jameer Nelson in the demo.
 
# 231 krazyboy225 @ 09/03/09 01:15 PM
Quote:
Originally Posted by pbz06
I don't think you can use both at the same time.

Direct pass requires the push of a button to pass to a certain player.

Freestyle is only with the Right Stick.

Right? I could be wrong in how they work with each other....
Your correct they dont work with each other... Mike is just trying to say if you want to make a pass to a specific person when you have your team mate in the path of the ball...its a safer bet to use direct passing.

Exactly Stumble.
 
# 232 Rell826 @ 09/03/09 09:29 PM
Graphics wise it still looks bad. The concept of freestyle passing sounds good but from what I saw in the video presented it looked bad as well. Why are they just adding the option to take control of the off ball player? 2K has had this for years.
 
# 233 23 @ 09/03/09 09:35 PM
Quote:
Originally Posted by Rell826
Graphics wise it still looks bad. The concept of freestyle passing sounds good but from what I saw in the video presented it looked bad as well. Why are they just adding the option to take control of the off ball player? 2K has had this for years.


I cant help but laugh everytime I see this kind of post
 
# 234 Jano @ 09/03/09 09:42 PM
Yeah man I thought about responding but I was like its not going to work anyway his mind has been up.
 
# 235 Jamin23 @ 09/03/09 09:44 PM
Quote:
Originally Posted by Rell826
Graphics wise it still looks bad. The concept of freestyle passing sounds good but from what I saw in the video presented it looked bad as well. Why are they just adding the option to take control of the off ball player? 2K has had this for years.
 
# 236 donkey33 @ 09/04/09 12:52 AM
I'm on my phone but if I coul insert a roll eyes icon, that post gets it.
 
# 237 pepp32 @ 09/04/09 02:24 AM
Quote:
Originally Posted by Beluba
It's possible to throw alleys off the glass, but there's no explicit control for it. In fact, we had one captured in the first teaser trailer but I asked them to pull it because I didn't want you guys to think that they happen regularly. It's literally the only one I've seen all year.
Holy crap Mike are you serious!? My dude if your serious that is going to be epic! This game if going to be unreal! I can't wait till the demo drops.

By the way, I know you guys said you can't patch things like large animations....so what type of things can be patched if you don't mind me asking?
 
# 238 Beluba @ 09/04/09 02:58 AM
Quote:
Originally Posted by pepp32
Holy crap Mike are you serious!? My dude if your serious that is going to be epic! This game if going to be unreal! I can't wait till the demo drops.

By the way, I know you guys said you can't patch things like large animations....so what type of things can be patched if you don't mind me asking?
There's no real rule. And it's not that we can't patch animations, it's just that animation related changes take a lot more space than code, so it eats into our patch size budget much quicker. Obviously big feature additions or new modes are out of scope for a patch but pretty much everything else is fair game. Also we have to account for knock on bugs. Often times attempting to fix one problem introduces another one, or several. So we always have to weigh the risk reward with any potential patch fixes.
 
# 239 Behindshadows @ 09/04/09 03:00 AM
Quote:
Originally Posted by Beluba
There's no real rule. And it's not that we can't patch animations, it's just that animation related changes take a lot more space than code, so it eats into our patch size budget much quicker. Obviously big feature additions or new modes are out of scope for a patch but pretty much everything else is fair game. Also we have to account for knock on bugs. Often times attempting to fix one problem introduces another one, or several. So we always have to weigh the risk reward with any potential patch fixes.
Can you patch commentary! Or less say we want a draft patch to connect with NCAA 10 will you be able to do that later?
 
# 240 23 @ 09/04/09 03:04 AM
Does removing animations such as that windmill give you more leverage or does it take up the same amount of space?
 


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