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NBA Live 10 News Post

Hey guys,

I'm sure some of you have heard that the NBA LIVE 10 title update is now out for XBOX 360 (PS3 owners don't worry your update will be arriving later this week). Here are the details of everything that went into the update:

NBA LIVE 10 Gameplay Update Release Notes:

BUG FIXES:
- Smooth out some of the hitchiness in the gameplay by tuning blend times for passes as well as some various fixes for blend pops across the board.
- Fixed sliding and warping during standing rebounds
- Addressed issue where defenders would sometimes watch the ball fall off the rim. Increase the allowable distance for a teammate to come help.
- Player Lock fixed. AI teammates will now make decisions on their own when user is player locked offball.
- Put the ball handler into protect dribble if the onball defender attempts to crowd him. Previously, the ball handler would not recognize the defender and just expose the ball.
- “Rocket dunks” fixed. Fixed a bug that was causing dunks to speed up by 30% and added code to have dunks retain the shooter’s on-ground velocity, preserving his momentum after takeoff. Also applies to layups.
- Various post play fixes, including the case where two guys would stand next to each other while one of them was posting up.
- Addressed a potential exploit where it would be too easy to pass to cutters for dunks. As part of this fix, we now allow ball collisions on passes when passing into the paint.
- AI Stagnation fixes: Ball handler would sometimes not properly pass to receivers in a play. Also, we allow the ball handler to “improvise” if we detect he’s been idling for too long.
- Fixed an issue where sometimes an offball cut animation wouldn’t properly settle into the correct spot.
- Restricted the post up and under move to within 12' of the basket. No more ridiculous up and under heaves from deep.
- Fixed an issue where offball post players would sometimes quickly go in and out of post battles, significantly cutting down on jitter.
- Fix for big men waiting too long to outlet the ball after rebounding
- Fix for fidgety boxouts. They should kick in more reliably now.
- Prevent user passes to teammates who will be out of bounds or to teammates in the backcourt after they’ve crossed the timeline.
- Improve goaltending calls
- Fixed ball physics for blocked layups/dunks. There was a mirroring issue that was causing the ball to shoot off in the complete opposite direction of its intended path.
- Fixes for animation oscillation on defense (ie. jittery movement)
- Fixed a bug that would cause certain offball movement animations to not mirror properly
- Series of small fixes to prevent balls from hitting the floor during rebounds.
- Fix for shooting fouls not properly getting called on collision layups. This will yield more realistic free throw attempts for both the user and CPU.
- Put in a fix to mitigate the excessive turnovers inside the paint, specifically after pulling down an offensive rebound. Gives users a little more time to pass out or attempt a shot when they get in congested areas in the paint.
- Smoother ball handler post up entries. Sometimes guys would “pop” into place.
- Fixed issue where players would sometimes “freeze” in an offball post battle before receiving a pass.
- Fixed bug where the “check assignment indicator” would draw on one of your own teammates in LIVE RUN games.

GAMEPLAY ENHANCEMENTS:
- Auto-switch to PG on defense after a made basket
- Enabled rim stuffs. Now when you try to dunk in traffic, there’s a chance you’ll brick the dunk.
- Tune nets to make them a bit less stiff
- Added more variation to “get back” animations after made shots. Less “skipping” back.
- Disabled the canned scenario steal that happens when you rip the ball from a player who is sizing up. Instead, we allow actual collision with the ball if the defender performs a steal while a ball handler is making a dribble move. Makes for a much more read and react, twitch game on defense.
- Improved Freestyle pass animation selection to prevent guys from bursting into a sprint while passing on the move.
- Backdown button is back. Enabled right thumbstick click to toggle between face up and backdown postures.
- Disabled the turnaround jumpshot that would play if the shooter is facing away from the hoop when outside of 18 feet. So instead of a turnaround three, players will pivot and shoot a regular jumpshot.
- Minor tuning to shot and layup percentages.
- Improved responsiveness and AI’s usage of offball cuts.
- Stop the rebounder from running up court too early after securing a rebound
- Improvements to reception logic, specifically square up catches
- Improve player reaction to loose ball situations
- Left analog passing improvements: Update analog angle metric to consider the receiver’s destination so you can lead the receiver with the pass
- Improved the logic of when to play a standing reception vs. a moving reception based on the receiver’s momentum and position on the court.
- Added the ability to “lockdown” perimeter ball handlers (by pressing into them) and force them into a protect dribble state.
- Ability to shoot “runners” on demand by driving toward the basket, neutralizing the left analog stick and hitting the Shot Button. Works inside of 18 feet.
- Improvements to user onball defense. Made it easier to stay in front of the ball without “slipping off” when you move your left stick toward the ball handler.
- Anti-cheese code. Prevent users from being able to take offball control of players and run them under the hoop for the cheap pass and dunk.
- Inbound flow improvements. Allow the inbounder to move to multiple (closer) locations along the baseline after picking up the ball.
- User control over shot contest vs. block. Tap of the Block button will always yield a contest animation. Regular press will always jump to block.
- Several improvements for end of game AI logic. When the AI is ahead, they’ll do a better job at recognizing time and score and use more clock. If they’re trailing, they’ll accelerate the offense.
- Improve AI logic for pump fake biting. AI defenders will be smarter about defending pumpfakes according to difficulty level. Previously, the higher the level, the more often they’d bite. Also, if user is pumpfaking multiple times in succession, the AI will stay down.

Other fixes:
- Resolved an issue where the DNA Streak would sometimes show an incorrect value
- Resolved several issues which caused Instant Replay to run out of memory
- Corrected an issue where PPG points were incorrectly calculated in adidas Live Run
- Resolved an issue where users with many friends who have played NBA LIVE 10 may experience crashes during log in or post game.
- Resolved an issue with lobby rooms where a user may crash after soaking in the room.
- Replay montages should now scale to be full screen
- Corrected an issue where users would sometimes see their target under teammates instead of their check in adidas Live Run
- Corrected an issue where there was a missing option to not show again on the “Dynamic DNA Not Updated” screen
- Resolved an issue where the game would hang if multiple users left a full Online Team Play session and the session filled up again
- Corrected an issue on the Dynamic Season Team Record screen where an incorrect team would appear
- Resolved an issue where the game would rarely hang after exiting the first game of a Dynasty season if the user entered Rookie Scouting during the off-season
- Gameplay exploit fix. 3 pt step back completion rate.

Game: NBA Live 10Reader Score: 7.5/10 - Vote Now
Platform: PS3 / PSP / Xbox 360Votes for game: 48 - View All
NBA Live 10 Videos
Member Comments
# 41 jeebs9 @ 10/27/09 04:07 PM
Quote:
Originally Posted by Pared
The gameplay fixes seem great. Going to have to find time to play the game tonight and check them out. The late game AI hopefully will be tuned to my liking. The other things mentioned sound great...

BUT

Why would get rid of the user's ability to mistakenly pass it to someone in the backcourt? That doesn't make sense... if the player screws up, let them screw up.

Just a minor gripe. I hate that the player is hand-held in this way.
Same exact thing I was thinking when I saw this. I mean if a player is out of bounds. You shouldn;t pass it to him.
 
# 42 JWiLL02 @ 10/27/09 05:15 PM
- Improvements to reception logic, specifically square up catches

I'm noticing some issues with this when I'm playing online.

Say I have Jason Terry in the corner, I drive and draw his man with Kidd and freestyle pass to him, instead of staying put for an open 3 he takes a couple steps in towards the defense when receiving the ball.

It happens all over the court, I'll try to hit my shooters on the perimeter but they'll take a few steps in while receiving the ball. Shooters need to STAY PUT!

I love how they square up...but it's useless when they've cut into the defenders that I just free'd them up from.

I think the issue may be that this is a canned "take a couple steps while squaring up" animation. If you could remove those steps depending on the situation it would be nice.

It happens on fast breaks too when you want to hit a guy on the wing for a pull up 3. Before the patch this worked great, guys would step right into a 3 from the elbow extended. Now they take a bunch of steps in for a mid range shot, usually much closer to where the transition D is.

Hope this can be fixed, the perimeter game was amazing before and is still great, but these small annoyances are hurting the experience.
 
# 43 JkA3 @ 10/28/09 02:13 PM
Can you guys believe 2K's response to Live's Patch.?
 
# 44 23 @ 10/28/09 02:20 PM
There is a thread for that int he bball (other) forum. That wont be a discussion in here.
 
# 45 navyboy09 @ 10/29/09 11:08 AM
Im glad that ea put out a patch to fix some things but what still bothers me is the way players still watch the ball roll past them off a missed rebound or loose ball.

I like the way bigs don't lose the ball in the paint right after they get a rebound but my gripe w/ the bigs is why don't they finish strong after a rebound or receive a pass in the paint. They always do a layup high off the glass. Even w/ dwight 90% of the time he do a layup but irl 90% of the time he dunks.

One other thing i would like to see is some "dunk on animations". I like the fact that you cant just run to the hole and dunk all day but sometimes when you blow by your man you should be able to dunk on someone if the help d rotates to late or you have someone like lebron with that explosive leaping ability. Not all the time but sometimes. That would add so much excitement to the game. Trust me.

Just my little complaints but nothing major.
 
# 46 Guyamir11 @ 10/29/09 12:37 PM
what about the auto sub situation?they didnt fix it????
 
# 47 moemoe24 @ 10/30/09 06:25 PM
I agree with EHH in thinking that the fast breaks arent that bad. I've never understood the whole fast break is terrible argument. I see good spacing, PF or Centers filling the lane, guards going to the 3 point line. It all seems to work pretty good, or at least thats what I see. I'm getting 14-16ppg on the fast break.....I dont know what the average is in an NBA game, but in my 10 minute quarter game it seems to be pretty good. Just my thoughts on it.
 
# 48 jsquigg @ 10/31/09 07:50 PM
Quote:
Originally Posted by moemoe24
I agree with EHH in thinking that the fast breaks arent that bad. I've never understood the whole fast break is terrible argument. I see good spacing, PF or Centers filling the lane, guards going to the 3 point line. It all seems to work pretty good, or at least thats what I see. I'm getting 14-16ppg on the fast break.....I dont know what the average is in an NBA game, but in my 10 minute quarter game it seems to be pretty good. Just my thoughts on it.
I'm seeing what you're seeing, so the good news is you don't have to be crazy alone...
 
# 49 Flightwhite24 @ 10/31/09 09:30 PM
Quote:
Originally Posted by moemoe24
I agree with EHH in thinking that the fast breaks arent that bad. I've never understood the whole fast break is terrible argument. I see good spacing, PF or Centers filling the lane, guards going to the 3 point line. It all seems to work pretty good, or at least thats what I see. I'm getting 14-16ppg on the fast break.....I dont know what the average is in an NBA game, but in my 10 minute quarter game it seems to be pretty good. Just my thoughts on it.
I personally think the FB are fine. We don't want to go back to Live 06 when the 360 launched and all the cpu did was FB do we????? We keep asking for things to change before it has been tested in a timely manner by the gamer and before you know we it, EA listens and changes it and it never was broken in the 1st place.
 
# 50 23 @ 10/31/09 11:55 PM
Quote:
Originally Posted by JSKYWALKER1
I personally think the FB are fine. We don't want to go back to Live 06 when the 360 launched and all the cpu did was FB do we????? We keep asking for things to change before it has been tested in a timely manner by the gamer and before you know we it, EA listens and changes it and it never was broken in the 1st place.

Lots of people agree with you man... some people just want to run run run like the other game but that truly aint realistic

Its just preference though Jsky. could be better but it doesnt suck
 
# 51 Dino @ 11/01/09 12:11 AM
When do they release the PS3 patch? He said later this week? Is it out?
 
# 52 pitlal31 @ 11/01/09 12:22 AM
how do i download this patch??
 
# 53 goldisheavy @ 11/01/09 10:51 AM
xbox 360 patch/update.

- Im on xbox live and there is a message that says there is an update for this game, I select OK.

- Is that the patch?
 
# 54 iminurbase @ 11/01/09 08:11 PM
Quote:
Originally Posted by goldisheavy
xbox 360 patch/update.

- Im on xbox live and there is a message that says there is an update for this game, I select OK.

- Is that the patch?
yes
 
# 55 NINJAK2 @ 11/02/09 07:21 PM
Quote:
Originally Posted by 23
Lots of people agree with you man... some people just want to run run run like the other game but that truly aint realistic
I disagree 23. People don't want to do it all game long they just want to be able to do it more when the opportunity suits it. Live can be better in this regard. Period. Believe it or not some teams actually do like to get out and push it and not just chill in half court sets all day. Half court game in Live is really excellent though regarding executing the offense.
 
# 56 brs2305 @ 11/02/09 09:01 PM
Quote:
Originally Posted by 23
Lots of people agree with you man... some people just want to run run run like the other game but that truly aint realistic

Its just preference though Jsky. could be better but it doesnt suck
I personally don't get this issue about the FB's at all. I think they are fine. I get 3 on 1s and 2 on 1s on a good basis. It totally depends on the match-up of course. Sometimes you don't get any, sometimes you get quiet a few.

I might agree with people saying that the AI players on your team could use better ways to extend the FB, but using off ball movement gives you total control about your FB.
Also the opponents Ai doen't execute FB very well most of the time, but everything concerning your team's FB very solid IMO.
 
# 57 23 @ 11/02/09 10:03 PM
Quote:
Originally Posted by NINJAK2
I disagree 23. People don't want to do it all game long they just want to be able to do it more when the opportunity suits it. Live can be better in this regard. Period. Believe it or not some teams actually do like to get out and push it and not just chill in half court sets all day. Half court game in Live is really excellent though regarding executing the offense.

I dont disagree with you Ninja that teams like to push it, just not all the time.


Looking at these games I just dont see it man, not right now at least that its just an automatic fast break fest, but NBA Live could be alot better. Im currently working with someone now in playmakers thread trying to figure out if its possible through tweaks.

That said, if this is all guys are looking for then I dont know what to say.
Im all for a good balance though, but they definitely happen in this game
 
# 58 hunterfan48 @ 11/02/09 10:15 PM
was anything fixed for the wolves coaching problem? Is Rambis now the coach?
 
# 59 iminurbase @ 11/04/09 09:55 PM
Quote:
Originally Posted by hunterfan48
was anything fixed for the wolves coaching problem? Is Rambis now the coach?
No, we can't patch that.
 
# 60 The 24th Letter @ 11/04/09 10:29 PM
Quote:
Originally Posted by NINJAK2
I disagree 23. People don't want to do it all game long they just want to be able to do it more when the opportunity suits it. Live can be better in this regard. Period. Believe it or not some teams actually do like to get out and push it and not just chill in half court sets all day. Half court game in Live is really excellent though
This.

Theres so much more to basketball then smooth offensive sets and jumpers man...The half court game is just that....HALF of the sport....I realize this may be hard to replicate without it being abused in video games....but I cant blame anyone who want to see the more atheletic side of the game...its a part of bball....its a apart of the "sim" experience..
 


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