NBA Elite 11 News Post
NBA Elite 11 Videos
Member Comments
Yes, this is looking very promising.
I have a question though, will you guys give us more of a deeper association with more features, like a whole lot of features?
Can you guys tell us some of the new features in Elite 11, like maybe a my player mode of Elite 11?
I have a question though, will you guys give us more of a deeper association with more features, like a whole lot of features?
Can you guys tell us some of the new features in Elite 11, like maybe a my player mode of Elite 11?
# 222
rEAnimator @ 07/06/10 03:35 AM
|
|||||||||||||
|
More information will be released in the near future.
|
|||||||||||||
|
cheesers will always exist...i don't want the devs artificially trying to change that by affecting gameplay or the rules of basketball.
# 224
rEAnimator @ 07/23/10 03:09 PM
|
|||||||||||||
|
So this change should only make things better.
not even going to front as I am a 2K head, but this video looked amazing with the crispness of the controls. I was intensely looking for any suction, or two player anims, but alas, they were true to their word and in actions. Looking forward to the demo with great interest. Competition is the mother of all inventions and innovations.
# 226
rEAnimator @ 07/23/10 03:50 PM
I'm really glad to hear that you like what you saw.
Couldn't agree more. I think this year will be the best year in a long time to be a basketball video game fan.
|
|||||||||||||
|
Love the video demo!!
One concern of mine is, will fatigue and player and team momentum (hot streaks) also affect sweet spot/release points? same goes for defense.
I already envisioned cheesers iso all day with Lebron/Kobe/Wade crossover and spin moving to death. So if one uses that player all the time in real life that player has to tire out soon enough and should affect his shooting and defense overall. Also, say someone has nailed down the shot release point of a player (Mo Williams, Nash) on a certain spot/angle in the court (common cheeser tactic finding a glitch where shots drop all the time) doesn't mean he'll make the shot all the time, so if he's been shooting 50 times already with the same player that player should tire out and affect his shooting aspects.
Again if a team is on a roll and hot from good plays or after a good defense, transition baskets (used to call it momentum on! back in the NBA Live days) it should affect also there shooting, also good ball movement finding the open man rewards that player (SIM Player!!) a nice sweet spot for the open man.
I would love to have FATIGUE/MOMENTUM (Team/Player) in there implemented as well not just in the shot control but in whole gameplay. Or at least assign SUPERSTAR level where fatigue is a factor which would cater to hard core SIM PLAYERS. Or bring back the Simulation / Arcade gameplay options on the main menu which applies to both offline/online games.
One concern of mine is, will fatigue and player and team momentum (hot streaks) also affect sweet spot/release points? same goes for defense.
I already envisioned cheesers iso all day with Lebron/Kobe/Wade crossover and spin moving to death. So if one uses that player all the time in real life that player has to tire out soon enough and should affect his shooting and defense overall. Also, say someone has nailed down the shot release point of a player (Mo Williams, Nash) on a certain spot/angle in the court (common cheeser tactic finding a glitch where shots drop all the time) doesn't mean he'll make the shot all the time, so if he's been shooting 50 times already with the same player that player should tire out and affect his shooting aspects.
Again if a team is on a roll and hot from good plays or after a good defense, transition baskets (used to call it momentum on! back in the NBA Live days) it should affect also there shooting, also good ball movement finding the open man rewards that player (SIM Player!!) a nice sweet spot for the open man.
I would love to have FATIGUE/MOMENTUM (Team/Player) in there implemented as well not just in the shot control but in whole gameplay. Or at least assign SUPERSTAR level where fatigue is a factor which would cater to hard core SIM PLAYERS. Or bring back the Simulation / Arcade gameplay options on the main menu which applies to both offline/online games.
# 228
rEAnimator @ 07/23/10 05:45 PM
|
|||||||||||||
|
The momentum thing happens naturally. We haven't programmed it in, but people get into a groove and start hitting shots. You can also get into a funk. It seems to just happen with the skill based shooting.
I think it feel better that it's real and not artificial.
|
|||||||||||||
|
|
|||||||||||||
|
If Derek Fisher was left wide open in real life i think he would shoot 15 times. He is paid to keep defenses honest by knocking down open shots. They'd (the Lakers) be crazy to turn down uncontested shots from such a great shooter unless he was a in a complete shooting funk or something.
They should have 2 separate sliders imo (if they don't already): one for uncontested jump shots and one for contested jump shots.
|
|||||||||||||
|
Fatigue also plays a role in the sweet spot, the more tired your player gets the smaller his sweet spot becomes which makes it more difficult to run around a chuck up shots with one player all game. Also the difficulty of the shot effects the sweet spot too, with open shots having a bigger sweet spot then leaning fade-a-ways for example. Not to mention distance from the hoop effects it too.
We've yet to find out what other factors play a role in shot success but this seems like the right way to go in my opinion. Hopefully some other factors like the height of the player make an impact on the sweet spot. With it being easier to shoot over a shorter player and harder over a taller player.
There's my 2 cents on the situation
|
|||||||||||||
|
Post A Comment