NBA Elite 11 News Post
NBA Elite 11 Videos
Member Comments
# 21
rEAnimator @ 06/29/10 10:13 PM
|
|||||||||||||
|
The shot off the glass you see in the video isn't programmed to happen that way. It's just creative use of the controls to get the ball to go where you want. It's all just physics.
So if you want to try and miss to the right because you have a power rebounder over there who is not being well guarded, go for it.
It's totally possible.
# 22
fluent2332 @ 06/29/10 10:21 PM
|
|||||||||||||
|
This was one of the best things about Live 10, the touch, balance and "feel" of shooting, because you could quick release at the perfect time and it flowed perfectly into a shot, or you could hold the release longer to gather your shot and make a more deliberate type of shot, ala almost a set shot.
If you are going for a sim game - touch, balance, feel, timing - 4 key components to shooting. Much more than too much or too little strength, which as a shooter in real life doesn't even really play into my mind when I'm shooting.
# 23
rEAnimator @ 06/29/10 10:37 PM
|
|||||||||||||
|
But when you do make a mistake, and you throw it long, or a little to the left, often times you know that you've done it the instant it leaves your hands.
This is the feeling we're trying to replicate with Elite. You'll get into a rhythm, feel the timing of the shot (not think about it) and know that you've made a mistake before the game shows you that it's happened.
I hear what you're saying about the timing of the release. We've chosen to simulate the power and angle of the shot using the mechanics described in the video. That does add timing elements to the game that don't necessarily exist in real life (it does to some degree, but like you said in real life you can compensate).
Hopefully you enjoy it and agree with the decisions we made when you try it out, but understand that there are trade offs that have to be made when building a game.
|
|||||||||||||
|
but yea the fadeaways need alot of work....
Is there a way to influence the arc of your shot if your defender is really close as opposed to a wide open set shot?
# 26
fluent2332 @ 06/29/10 10:47 PM
|
|||||||||||||
|
Couldn't the sweet spot react differently based on the defense, the situation, etc? Not just get bigger/smaller, but get quicker/longer based on what's happening on the court? I dunno. One of my favorite parts of Live 10 was rhythm based shooting. Catching a bad pass but taking your time to gather, take one dribble and step into a 3. You would have to hold the release a little longer maybe to get yourself back into balance.
I see what you are saying about tradeoffs when you allow full control as such, but I'm wondering how you can replicate the real NBA and players who use timing so heavily like Steph Curry, Steve Nash, most of the GSW (who compensate for lack of athleticism etc with timing-based play), and many others.
# 27
rEAnimator @ 06/29/10 10:54 PM
|
|||||||||||||
|
But if your player is a good 3pt shooter, and you know that and have practiced with him, you'll know that his sweet spot start earlier as well. So you'll know exactly how early you can release and still get the shot far enough.
This is realistic because getting off an early shot will throw you off your rhythm and make the shot less likely to go in.
Same applies here, releasing the ball early will result in a shot that is less likely to succeed. But with a good shooter, the range will be bigger and you'll be able to release early and still get the range you're after.
rEAnimator - I liked the quick floater and the idea of the turn around jumper. Everything else I was already aware of. However, if you guys are going to continue to make more promotional vids and talk about this game, please stop saying that "It is now possible to bank shots" as if it is actually new to this franchise. Live 10 had bank shots.
# 29
rEAnimator @ 06/29/10 10:58 PM
|
|||||||||||||
|
That is something that wasn't in Live 10, and I don't think has been in any basketball game.
But I agree, the way it's worded opens the door for a misunderstanding.
|
|||||||||||||
|
Whether a defender is closing in or not, a player maintains his normal shooting form. They usually know if they have enough space to get it off. The User has to make the same decision. Is there just enough space to get the shot off? Yes? Shoot. No? pump fake or get blocked.
see from 1:13 on
http://www.youtube.com/watch?v=eIhRaCyWOAA
|
|||||||||||||
|
this is all positives and im happy that elite 11 will have total control. It'll be interesting to play it when the demo drops
# 33
fluent2332 @ 06/29/10 11:16 PM
|
|||||||||||||
|
If we are running and gunning down the court, my release on an Anthony Morrow 3 might be lightning quick, whereas in a half-court, slower set, I may sit down on my shot more. Think Stephen Jackson - his release varies depending on what's happening on the court. So maybe the sweet spot should be directly related to the rhythm at which you are playing.
I was one of the few who thought Live 10 was a great game, and I also play in real life, and felt I could pull off similar moves in Live 10. But on top of that I would urge you guys to take a look at the situations I described. I think the way the control is set up right now, it seems to take an elementary approach when a more complex system is needed. Just my 2 cents.
|
|||||||||
|
That said though the game still looks fun as hell and I can't wait to try it . And props to you guys for getting so hands on with the forums during this process.
# 34
rEAnimator @ 06/29/10 11:18 PM
|
|||||||||||||
|
We actually had that setup prior to E3 to make the shots look more realistic, but then removed it last minute because new users found the timing harder to get used to.
We're looking at trying to tune the timing windows so that the best looking shot (ie releasing the stick a little before the peak of the jump) and the best release point (releasing the stick at the peak of the jump) both result in successful shots from a reasonable shooting range.
But as I've said this is a balancing act for us. We're aware of what's causing the shot timing to look off, and we're working to fix that while preserving the feel.
Remember that you've only got half the picture by watching the videos.
You haven't experienced the feel yet so you don't know what benefits the choice we've made gives you yet.
So I completely understand your guys perspective after watching the video, but understand that your perspective might change after trying the demo.
We don't want to make snap reactions based on feedback on the video if it has a negative affect on the feel without seriously considering it first.
Hope that helps.
|
|||||||||||||
|
I think you're worried that every player will have the same jump and timing.
|
|||||||||||||
|
|
|||||||||||||
|
|
|||||||||||||
|
What about pushing the right stick up, and then curling it to the side to trigger a bank? How straight the stick is pushed up initially would determine the angle.
Maybe if they implemented the possibility to change the arc of the shot, then they could also use that to trigger a bank shot by pushing the left stick at an angle while in air.
Could just use the layup motion from beyond a certain distance, with the right stick being held at the proper angle to make the bank.
|
|||||||||||||
|
why cant bank shots be like lats year i dont understand. holding the shot is dumb
# 40
Rocboyz101 @ 06/30/10 03:07 AM
That bank shot looked kinda cool..I didn't like the way last years looked. Looks better now.
Post A Comment