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NBA Elite 11 News Post


Ok, we can get into specifics, such as the control scheme and such now that the embargo has been lifted.

If we can't answer something, obviously we won't.

So... what you do guys want to know?

Game: NBA Elite 11Reader Score: 2/10 - Vote Now
Platform: PS3 / Xbox 360Votes for game: 5 - View All
NBA Elite 11 Videos
Member Comments
# 1 Jay Smooth 00 @ 06/23/10 10:58 AM
How is five on five gameplay.
 
# 2 Pared @ 06/23/10 11:03 AM
Unfortunately we still have not played a solid 5 on 5 yet.

They are still working out all the kinks before they show it to the public. It was very unfinished and they were still putting in the tech. at the time. 5 on 5 shouldn't change much from what you saw last year. However, we did stress to them most of the issues when we were there about it.

The controls should have no problem translating. I'm guessing with all the real-time physics it's a bit more difficult b/c players auto-sense one another. You don't have do anything to body up; You go next to the defender and he gets into a stance. If you lean into him, he puts up one of his forearms and leans back into you.

You can fight in the back down by flicking the stick at him on defense, just like you would on offense. There is a real struggle to it that I haven't seen since NBA 2k3. I like that you can actually force him off the block too.
 
# 3 gmix411 @ 06/23/10 11:06 AM
Will there be real-time physics for in-air collisions (when both players are in the air)?
 
# 4 Pared @ 06/23/10 11:10 AM
It looked to be there, but didn't seem to be as well done as on the ground. The falling animations however looked to be canned, similar to what has been done in the past.
 
# 5 Sovartus @ 06/23/10 11:19 AM
Quote:
Originally Posted by gmix411
Will there be real-time physics for in-air collisions (when both players are in the air)?
Judging from what I saw, it looks like players have specific areas of the body that can make contact with others. For instance, there is a system in place that recognizes a player's shoulder and if you make contact with that shoulder it pushes that particular part of the body back. So I would imagine that it will work the same in air as well. I'll say that I was pretty impressed with how the physics seem to work even though they weren't finished implementing it when we were there. I remember the developers saying that they still had a lot of animations and stuff that they were adding to the game and what we were looking at was pretty bare-bones.
 
# 6 gmac0322 @ 06/23/10 11:20 AM
After playing the game for awhile did the controls start to feel natural?
 
# 7 dirtypuppet @ 06/23/10 11:20 AM
1) Does the new Animation/Control system create any problems with foot planting? In the Developer Diary video, you could see when the players were taking off from the top of the key, they're weren't so 'planted' to the ground.

2) How exactly does the 'real-time physics' come into play? My guess is that upon collisions such as dunks-ons and charges that the falling defender will have a simulation run for his animation, but is there any other ways it will be implemented? Would the player going for the dunk/drive/layup adjust his Animation based on physics also, or will the animation just play out (as it does in the video of Durant dunking on Jennings)

3) For dribbling, the new control scheme seems like it will be taking a whole lot of pre-determined animations and blending them together to create a nice seamless result (similar to quick strike last year), but do you know if there is any room here for signature Animations? EA has done and seems to do a great job of creating control mechanics, but in doing so sacrifices too much in the animation variation department.

4) Explain how the post game is and your opinion on it's implementation.

5) Does shot blocking actually seem rewarding and realistic?

6) With what is quite a drastic advance in controls and mechanics, do you feel that Elite 11 will feel like a finished product in it's own right, or more like a strong step in the right direction with lots of potential, but even more holes.

thanks.
 
# 8 gmac0322 @ 06/23/10 11:30 AM
Were you able to give them suggestions on game modes or how to improve on some of their older game modes?
 
# 9 Pared @ 06/23/10 11:38 AM
Quote:
Originally Posted by gmac0322
After playing the game for awhile did the controls start to feel natural?
Absolutely. In fact, there were things suggested to them that they hadn't put in, which saddened me a bit. The control scheme could be THAT much more fleshed out and deep, and I'm hoping to see it happen before the game is released.

They did add this sidestep on D that we asked for that worked VERY well. If you abused it too much, your player would lose their balance.

Quote:
Originally Posted by dirtypuppet
1) Does the new Animation/Control system create any problems with foot planting? In the Developer Diary video, you could see when the players were taking off from the top of the key, they're weren't so 'planted' to the ground.

2) How exactly does the 'real-time physics' come into play? My guess is that upon collisions such as dunks-ons and charges that the falling defender will have a simulation run for his animation, but is there any other ways it will be implemented? Would the player going for the dunk/drive/layup adjust his Animation based on physics also, or will the animation just play out (as it does in the video of Durant dunking on Jennings)

3) For dribbling, the new control scheme seems like it will be taking a whole lot of pre-determined animations and blending them together to create a nice seamless result (similar to quick strike last year), but do you know if there is any room here for signature Animations? EA has done and seems to do a great job of creating control mechanics, but in doing so sacrifices too much in the animation variation department.

4) Explain how the post game is and your opinion on it's implementation.

5) Does shot blocking actually seem rewarding and realistic?

6) With what is quite a drastic advance in controls and mechanics, do you feel that Elite 11 will feel like a finished product in it's own right, or more like a strong step in the right direction with lots of potential, but even more holes.

thanks.
1. Footplanting still isn't in/finished/tuned.
2. You pretty much described exactly how it works.
3. Durant last night had almost EVERYTHING sigged, including dribbles. They won't be able to do the entire league but the plan is to get a lot of the major players.
4. Post game is very cool and better than any Live in the past. I think 2k10's post game has more "authentic" looking moves, but Elite's post game's control is unprecedented.
5. Blocking, IMO, seems very shallow. I've talked to them about this and I hope my changes get implemented. Right now, you simply flick up on the RS and the game auto-blocks if you're in position. It does look really cool though, I just want more challenge/depth/control.
6. Honestly, a large step in the right direction. The fleshing out of stuff that I would like to see probably won't be in there this year. I could be wrong, though! This is just my feeling...
 
# 10 gmix411 @ 06/23/10 11:39 AM
Thanks for the replies. The thing I hated the most in live 10 is basically any dunk or lay-up can morph into the same canned animation when someone impedes your path to the hoop. It made driving to the basket frustrating, random, and ugly to look at. Is it better in elite 11?
 
# 11 dirtypuppet @ 06/23/10 11:43 AM
Quote:
Originally Posted by Pared
Absolutely. In fact, there were things suggested to them that they hadn't put in, which saddened me a bit. The control scheme could be THAT much more fleshed out and deep, and I'm hoping to see it happen before the game is released.

They did add this sidestep on D that we asked for that worked VERY well. If you abused it too much, your player would lose their balance.



1. Footplanting still isn't in/finished/tuned.
2. You pretty much described exactly how it works.
3. Durant last night had almost EVERYTHING sigged, including dribbles. They won't be able to do the entire league but the plan is to get a lot of the major players.
4. Post game is very cool and better than any Live in the past. I think 2k10's post game has more "authentic" looking moves, but Elite's post game's control is unprecedented.
5. Blocking, IMO, seems very shallow. I've talked to them about this and I hope my changes get implemented. Right now, you simply flick up on the RS and the game auto-blocks if you're in position. It does look really cool though, I just want more challenge/depth/control.
6. Honestly, a large step in the right direction. The fleshing out of stuff that I would like to see probably won't be in there this year. I could be wrong, though! This is just my feeling...
Thanks for answering my questions, much appreciated.
 
# 12 Pared @ 06/23/10 11:46 AM
Quote:
Originally Posted by gmix411
Thanks for the replies. The thing I hated the most in live 10 is basically any dunk or lay-up can morph into the same canned animation when someone impedes your path to the hoop. It made driving to the basket frustrating, random, and ugly to look at. Is it better in elite 11?
Quite honestly we still don't know for sure. But with this new system in place it shouldn't. Plus we spent a good amount of time talking them about how bad that was.

gmac,

We were able to give them suggestions but nothing can really come from it this year. They already had their outline of things going into this year's game.
 
# 13 mvb34 @ 06/23/10 11:50 AM
With the new controls are still being to use the pick and roll feature like in 10 & 9? Are the dynamic playbooks still in? Will be able to play good team defense? Thanks
 
# 14 gmac0322 @ 06/23/10 11:52 AM
Quote:
Originally Posted by Pared
Quite honestly we still don't know for sure. But with this new system in place it shouldn't. Plus we spent a good amount of time talking them about how bad that was.

gmac,

We were able to give them suggestions but nothing can really come from it this year. They already had their outline of things going into this year's game.
thanks pared. I just hope they can get sub patterns right. i am happy that they are changing the commentary too. It has been long overdue.
 
# 15 toogoodofryall @ 06/23/10 11:59 AM
can you give us any info on the new game modes,etc.?
 
# 16 Mintsa @ 06/23/10 12:27 PM
Pared,

Did you guys only play in with the north/south camera view ?? (I think you said you also played in a regular broadcast view as well.

Anyways,

Do the moves/controls also translate well if you play in a broadcast view ??

Or is the game only or best played on the north/south camera ??
 
# 17 Mintsa @ 06/23/10 12:28 PM
Also, was the hangar still in Live 11 ???

If so, was it changed (hopefully)

or did they go back to the practice gym of Live 09 ??

or is it something completely new ??
 
# 18 jplong45 @ 06/23/10 12:33 PM
Based on your time, were you able to hook the defender into a foul situation by pump faking and then trying to shoot, basically trying to get the foul, much like what paul pierce or dewayne wade do.
 
# 19 ehh @ 06/23/10 12:39 PM
Any thoughts on rebounding? Is it still predetermined?
 
# 20 bigsmallwood @ 06/23/10 01:44 PM
Based on your time spent with the game, is there room for error with going from a crossover to shooting? I know that both are mapped to the right stick and I am wondering are the controls tight enough that you don't toss up a half-court shot when you meant to dribble behind your back.
 

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