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NBA Elite 11 News Post

We now have access to two individuals who are working hard at putting EA's NBA series back to where it was. I'd like to give a warm welcome to rEAnimator and stepsix.

They will be here answering questions and sharing ideas to get a better grasp on what the community expects, as well as clear up some misconceptions on the actual game.

I'd ask you guys show them the respect, that should go without saying here.

They will follow up with their introductions now.

Game: NBA Elite 11Reader Score: 2/10 - Vote Now
Platform: PS3 / Xbox 360Votes for game: 5 - View All
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Member Comments
# 81 P-Dub @ 06/24/10 04:02 PM
Good to see you guys are able to interact with the community. I'll save my questions and comments for proper threads.
 
# 82 StriderNo9 @ 06/24/10 05:10 PM
Thanks for the response, I have a follow up question regarding dunks vs layups. If pressing up on the stick gives you a dunk, how do you perform different dunks? Is that dependent on the left stick since that is part of body movement?
 
# 83 bigball12 @ 06/24/10 05:45 PM
Quote:
Originally Posted by HoosierDaddy
LOL, I think I have everyone of those players in my list, and more.
Perfect! BTW, do you know if any of the other things I asked for will be in the game?
 
# 84 Vaiasucks @ 06/24/10 05:58 PM
Will the A.I. understand defensive matchups in 5v5 and Be A Pro modes?

Will they put stoppers like Battier/Artest on players other than just the small forward?
 
# 85 Behindshadows @ 06/24/10 06:10 PM
Welcome guys, I look forward to your insight and communication on OS.

I will definitely bug you in the future, especially after the release of Elite 11. And will definitely support you two as well as the Blackflash and the other EA members here, with criticism, videos, and screens.

Again welcome to OS and we appreciate your time!
 
# 86 bigball12 @ 06/24/10 07:38 PM
And Hoosier, will the actual PG position be able to inbound the ball? For some reason, the PG position will never go out of bounds to inbound.
 
# 87 bonannogiovanni @ 06/24/10 11:19 PM
Welcome EA developers, my first question is will the ball-rim interaction be affected by real time physics and feels more natural? Thanks for your time guys, really appreciate.
 
# 88 clivo1050 @ 06/24/10 11:25 PM
Quote:
Originally Posted by bonannogiovanni
Welcome EA developers, my first question is will the ball-rim interaction be affected by real time physics and feels more natural? Thanks for your time guys, really appreciate.
I already asked this and they said they tweaked the ball/rim interaction physics this year, but they're not based on the new physics system. This was not a focus area.
 
# 89 stepsix @ 06/25/10 03:19 AM
Quote:
Originally Posted by Vaiasucks
Will the A.I. understand defensive matchups in 5v5 and Be A Pro modes?

Will they put stoppers like Battier/Artest on players other than just the small forward?
Depends on what you mean by 'understand' the matchups. The AI is aware of mismatches in terms of how good a player is at guarding a given position. This factors into how tightly defenders will defend, and also on the flip side how likely the cpu will attack a defensive weakness. It also factors into double teams, particularly in the post. Another aspect is in transition, and this one is one of the more difficult aspects of a good bball AI in my opinion...you don't want defensive mismatches coming out of transition, but you also need to stop the break.

Does it work its way into the rotation logic? Not so much. Players are aware however of what positions they can play, so they're not required to sub in to their primary role.
 
# 90 tedus @ 06/25/10 03:51 AM
welcome to the OS
one qiuck question !!

how about the hustle play??!!

last year the hustle play was happened automatically!!

in this year with new hand-conctrol. the hustle play will be.....the same??
 
# 91 bonannogiovanni @ 06/25/10 06:14 AM
Quote:
Originally Posted by clivo1050
I already asked this and they said they tweaked the ball/rim interaction physics this year, but they're not based on the new physics system. This was not a focus area.
Thanks, I've always felt ball/rim interaction "scripted" in mid/long range shooting in NBA Live in this sense: whenever the system calculates that you're gonna miss a shot, it makes the ball hit the rim, whereas I'd like to see lucky rolls, in and outs, etc.
 
# 92 ParisB @ 06/25/10 10:42 AM
Quote:
Originally Posted by stepsix
Depends on what you mean by 'understand' the matchups. The AI is aware of mismatches in terms of how good a player is at guarding a given position. This factors into how tightly defenders will defend, and also on the flip side how likely the cpu will attack a defensive weakness. It also factors into double teams, particularly in the post. Another aspect is in transition, and this one is one of the more difficult aspects of a good bball AI in my opinion...you don't want defensive mismatches coming out of transition, but you also need to stop the break.

Does it work its way into the rotation logic? Not so much. Players are aware however of what positions they can play, so they're not required to sub in to their primary role.
That was sort of an issue in Live '10. It would sub in only by listed position, so if you play a team like the Lakers, you would see Josh Powell (PF) and Mbenga (C) get quality minutes for Gasol and Bynum...whereas in real life, Odom would come in for Bynum and Gasol would slide over to the Center position. When Bynum was ready to come back in, he would come in for Gasol. With teams like the Lakers, the C/PF positions are interchangeable and so are the two guard positions. Phil would bring in Farmar or Brown or Vujacic depending who the opposing guards are, and all those guys (especially Brown and Vujacic could play either what we know as the SG or PG position). Same thing with the versatile Odom. He can play either SF or PF. Basically what I'm saying is that the label of the position is just a label for several teams, as some offenses are more interchangeable with their forwards (who could be either a wing man or a front line player) etc.

I think the game should recognize which subs have priority and log more minutes and can fill in MULTIPLE roles etc. So that way guys like Barbosa and Odom get the proper minutes.
 
# 93 econoodle @ 06/25/10 12:43 PM
hi again guys
has playcalling/running been addressed?

the reason i vamoosed Live last year for 2k was the fact that there was hardly any CPU passing.
They'd come up court, then they'd pass maybe once, then shoot.
no inside/out game.
no PG penetrating then dishing off.

Thats and the Time Outs or lack there of called by the coaches
it seemed they only called them on 11-0 runs


thanks
 
# 94 rEAnimator @ 06/25/10 01:05 PM
Quote:
Originally Posted by bonannogiovanni
Thanks, I've always felt ball/rim interaction "scripted" in mid/long range shooting in NBA Live in this sense: whenever the system calculates that you're gonna miss a shot, it makes the ball hit the rim, whereas I'd like to see lucky rolls, in and outs, etc.
That scripted feeling wasn't a result of the underlying ball/rim physics system, but rather the way it was used.

You're right, in the past the system would calculate if you were going to miss (based on ratings, situation, etc...and a dice roll as has been discussed already).

This year none of that happens. The input you give on the controller directly affects the physics of the shot, it's simulated through physics, and the ball goes where the physics system simulated.

So lucky rolls, in/out do happen this year, but it's not because we decided "on this shot you'll get and in and out unlucky shot", it's because the physics simulated that bsed on your inputs.

So you will genuinely get lucky/unlucky bounces just like real life.

If you shoot the ball long and it is deflected by a defender, it might go in sometimes. We don't prevent that. It's a real physics simulation going on.
 
# 95 dexvex @ 06/25/10 01:30 PM
rEAnimator I left you a question in the physics thread but I will post it here if you thinks its better.....
 
# 96 grush5 @ 06/25/10 01:56 PM
reANIMATOR plz respond

About setting picks i think its much better on a shoulder button than the b/o button because while hold the B/O i cant use the right stick to perform moves on the pick please this should definitely be changed
 
# 97 Mbalmer @ 06/25/10 02:17 PM
+1 to the above post...

Seem to be getting some good response so I will ask this even though it isn't gameplay related. Can you make it so we have a choice of how many games we want to play in a season? Give us a choice of 29, 54, and 82. (or something like that) Between the dynasty stats and only being able to play an 82 game season last year really killed dynasty for me. I don't like to sim (I feel disconnected) and I don't have time to play multiple 82-game-seasons to make a bad team good over the course of 5 years. Thanks
 
# 98 EddieDS @ 06/25/10 03:12 PM
Quote:
Originally Posted by stepsix
This factors into how tightly defenders will defend, and also on the flip side how likely the cpu will attack a defensive weakness. It also factors into double teams, particularly in the post.
Speaking of double teams, I know we have the option of double teams to specific players through OTF Coaching, but I would like to have the option of telling them to double on the dribble or the catch.
 
# 99 Earl1963 @ 06/27/10 11:09 PM
Anyway you guys can get multiple User Profiles in for stat tracking?
 
# 100 Brandon Jennings @ 06/28/10 02:06 AM
Please, answer this!

Team play mode has a problem with PAUSING & QUITTING.

The pausing does not only delay the game, it becomes annoying and it encourages people to quit the game. Not to mention it disrupts the flow of the game and the mood of the people playing it. Could you guys implement it so when someone pauses the game it doesn't pause it for everyone else and what it does is give them an on the fly small menu where they are able to choose camera view and do a quick sub?? NBA 2K9 had this kind of menu and mechanism.

And quitting! Nothing more annoying than quitters. It takes the joy out of playing online when people start quitting just because they can. Is there any way you guys could address the with some sort of penalty? Like penalizing players for quitting continously and repeatedly?

Alsoooo, it'd be great if you guys could make it so the gamertags appear under the players they are using. The fact that players are anonymous encourages them to do whatever they want, including ballhogging and talking trash and being annoying because nobody knows who they are. Also it'd be nice to get recognition if you play good and it will also encourage people to play better.

These are the biggest concerns for me for the part of the game that adds the more replayability to it. Please answer.
 


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