NBA Live '13 Wishlist

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  • NoTiCe_O
    Pro
    • May 2009
    • 969

    #226
    Re: Official Nba Live 11 Wish List

    Must have' ***Post Moves***

    Signature Post Animations
    :
    (Post up styles, Up fakes Fade aways, Hooks, Footwork, Shimmy's etc.) Shaq's lil baby hooks, Yao's tall straight arm hooks, Al jeffersons footwork and quick one hand palmin the ball up fakes and floater moves etc. Dwights quick Spin and running hook
    Control:Give the user tha ability to have complete control over every move, and actually make the post game feel like its you trying to outpost and outhink you defender. It would be nice if we could choose when to left hook, shoulder fake to the right and hook the opposite way, Dropstep upfake and fade etc. All at our own control.

    Variety:

    -Various shoulder fakes
    -Various drop steps
    -Various hooks
    -Up Fakes
    -Various Up and Under moves
    -Ability to face up out of the Post
    -Make weight matter
    -Various contact animations
    -Various dunks (note the angle you have on the basket, sideways dunks, not always squared up to dunk)
    -Various Post up animations (Everyone posts up different)
    -Differentiate quick post up players (Bosh,KG) from slower more fundamental post players (Yao, Kaman, Shaq).
    -Keep the game fresh, make it so players want to try out different big men;players post up game are unique and they have moves in their arsenal that other people don't have and can't use. Show that in the game.

    For me the post game is my favorite and most important part of the offense, When 2k came out with their post move tutorial i was there for hours mastering the post game. And using it against my opponents. I really hope you guys put a huge focus on a good post game and go above our expectations.

    Thats all I got for now tho ..
    Twitter - @OtistheOriginal

    Comment

    • michaeljordanjr
      Banned
      • Jun 2009
      • 972

      #227
      Re: Official Nba Live 11 Wish List

      Allow reverse layups not just from the baselines but from the top of the circle and angles

      Comment

      • kumamae_33
        Rookie
        • Oct 2009
        • 90

        #228
        Re: Official Nba Live 11 Wish List

        Originally posted by michaeljordanjr
        How to prevent cheesing via running amok shooting 3's:

        If the defender has 0 space between the shooter and is in his face bodying up the shooter cannot do a jumpshot straight up but rather a difficult 25% shot or something.

        the only times shooters can square up shots is when theyre wide up or they fake out their oponents so that you have a realism factor in how people pull of jump shots.
        I agree with this. And for me this was a big issue that bothers me while playing online.

        When a defender is close enough and right in front of the shooter then the shooter tries to pull a jumpshot then there is a possibility that the defender might strip the ball from the shooter or he might foul the shooter if he reaches for the ball. Or the shooter might get away with the shot but with a little success rate on it.

        Same thing goes when a shooter is inside the paint and then the paint is clogged with defenders.


        And also if you're going to do a lay-up and then a defender jumps at you, allow the driving player to adjust the angle of his shot to avoid a possibility of a rejection. Of course the success rate of it is low. PG's are very good at this move especially T. Parker, D. Rose & Rajon Rondo.

        Comment

        • kumamae_33
          Rookie
          • Oct 2009
          • 90

          #229
          Re: Official Nba Live 11 Wish List

          Allow the driving player to establish a body contact when driving into the lane to draw a foul from the defender. But the defender can also avoid the driving player from establishing a contact against him that will force the driving player to perform a difficult lay-up.

          Comment

          • AaronMasta
            Rookie
            • Mar 2009
            • 9

            #230
            Re: Official Nba Live 11 Wish List

            Add On To The "Be A Pro" Mode To Make It An Actual Mode Kinda Like The My Player Mode But Better...

            Comment

            • blues rocker
              MVP
              • Sep 2007
              • 1921

              #231
              Re: Official Nba Live 11 Wish List

              Below is a summary of gameplay issues that need to be fixed for Live 11. EA devs - please fix these things. I like Live 10, but Live 11 would be near perfect if these issues were addressed.


              1.) An area where Live needs improvement is layup animations under the hoop. When near the hoop, players will often do a layup animation that doesn't make sense for the situation. Rather than performing a simple, quick layup animation, the player will often do an overly-complicated or flashy layup (like a double clutch or long hook shot animation) where they will expose the ball to getting blocked. If they had simply performed a simple "straight up" layup, they would have scored easily without getting blocked.

              Basically the AI needs to be improved so that players will perform the proper layup animations depending on where defenders are. Players need to execute a layup animation like they are trying to avoid getting blocked, rather than jumping TOWARD defenders like they sometimes do.



              2.) I think one of the main problems with icon passing is that players don't "pass on the move" enough. Many times players will be moving in a direction and will stop to make a pass. Players should use more quick "moving passes" rather than the "slow, floaty" passes that they usually do when using icon passing.

              However, the right stick passes feel very quick and responsive, and the players will perform very fluid passes that have urgency. Just replace the current "icon pass animations" with the quicker "right stick pass animations" so that even if I use normal icon passing, I can still perform those "quick moving passes". There is no reason I shouldn't be able to pass while moving when using normal icon passing. This is the one area where 2k's gameplay really shines - the responsiveness and fluidity of their passing. 2k's icon passing allows you to make quick "moving passes." like if you are driving in a certain direction and make an icon pass, your player will keep moving and do a very fast "one handed pass" while on the move. These types of "quick moving passes" are the main advantage 2k has over Live.

              Another problem with icon passes is that after you press the button, there is usually a delay before the player actually makes the pass. This problem also exists when using offball receiver control - after you release the button to make the pass, there is a noticeable delay before you player passes the ball - this just makes the passing feel very slow and unresponsive in comparison to the "other game."



              3.) First thing I noticed recently is that if a player is moving or cutting and I take control of him using off-ball receiver control, he will stop moving as soon as I activate the offball reciever control. This is frustrating when you want to pass to a cutting player and the play is ruined because the receivers stop their momentum and the opportunity is lost. Please fix it so that if I take control of an offball receiver when he's cutting, there will be no interruption to his momentum - he should continue running.



              4.) There also needs to be better and quicker "blending" of animations from pass receiving to shooting. If I want to pass to a player and want him to quickly shoot, there is a delay between when he catches the ball and when he shoots. I think this is just caused by the fact that the "receiving animations" are too long and drawn out. Players should be able to receive the ball "on the move" without slowing them down, and there shouldn't reallly be a canned receiving animation except for in certain circumstances. Many times when a player receives a pass, there is a "hitch" in his movement that slows him down. This kills the fluidity of the game and just makes the game feel clunky and unresponsive. This is most noticeable when I have a teammate cutting to the hoop and I want to pass to him for a layup - as soon as I pass the ball, the receiver stops moving to catch the ball and the opportunity is lost. It totally defeats the purpose of players cutting and moving if they always stop moving to catch passes. Pass receiving needs to be fixed so that players can catch passes "in stride" without slowing down their momentum or interrupting their cut. In real life, players catch passes in stride all the time - they do not always stop moving to catch a pass.



              5.) Regarding dunk and layup animations - players should used the "proper side of the rim to avoid defenders." I have noticed that when I attempt a layup or dunk, many times my player will not use the right angle to avoid getting blocked or contested. Like if there is a defender on the right side of the rim, instead of trying a dunk or layup on the opposite side of the rim in order to "shield himself from the defender" my player will jump TOWARD the defender as if he has no idea there is a defender there. Please improve the awareness of where defenders are and make sure players do layup and dunk animations that attempt to avoid the defense. Basically make the layup and dunk animations "smarter."

              Also, there are way too many flashy dunks in the half-court game. Flashy dunks (like windmills) should only be used on open fastbreaks. I don't know how many times I've tried to dunk and my player will perform a ridiculous windmill in traffic that gets blocked because he brought the ball away from his body therefore exposing it to getting blocked. If he had done a simple "straight up" dunk with the ball above his head, the defender would not have been able to get to it and block it (I guess this relates to the layup problem I mentioned in part two - players should be "smarter" more aware of where defenders are so they use dunks that are right for the situation and are least likely to get blocked or contested).

              Overall there needs to be a wider variety of layup and dunk animations. I tend to see th same dunks and layups over and over. Having more animations would also help to ensure that the proper animation is used for the situation. Many dunk animations look awkward and the "trajectory" of the jump looks off and not appropriate when factoring in the player's momentum and direction.



              6.) If you shoot under the hoop and miss, your player is almost "stunned" for a breif period and you cannot jump to rebound your own miss. I understand this is done to give an advantage to the defensive rebounder, but it the length of time that your player remains in this frozen "stunned" state is too long.



              7.) Sometimes players will jump to catch a pass for no reason. This is frustrating when you are in the paint an pass out to an open player on the perimeter and he does a slow animation where he jumps slightly as he catches the ball - this delays your potential shot attempt because it gives defenders time to close out on the open shooter.


              8.) On defense your CPU teammates almost never contest jump shots. They just stand there and let their man shoot over them without jumping to contest the shot. Here is an idea: In the defensive matchups screen, allow more options as to how we want to guard each player. Instead of just "loose, med, and tight", we should also have an option if we want to contest the players shots for "mid-range, inside, and 3-pt" shots. So for each player on the opposing team, there will be a "mid-range, inside, and 3-pt" category - and for each of those categories we could choose whether to "contest light", "contest hard" or "leave open".



              9.) I have noticed that the CPU tends to make too many contested shots, and I think I have figured out why this is. It seems that when you are defending a jump shot, you have to position yourself EXACTLY in front of the shooter when you contest it. If you are even a tiny bit off center of the shooter, the game won't register your defense/block attempt.

              This is partly due to the lack of shot blocking animations. Part of the problem is that you can only jump STRAIGHT UP to attempt a block - you cannot jump laterally or "sideways" and your player cannot move his arm over to the side to get his hand in front of the ball. More blocking animations needs to be added for various scenarios (like when you are trying to contest a guy who is slightly to your right or slightly to your left, so that when you press the block button, your player will jump TOWARDS the shooter rather than just jumping straight up when the shooter is to your side. Also, the game just needs to be less picky about how "centered" you have to be on the shooter. There have been times when I have contested a shot very well, but because my player wasn't EXACTLY lined up in front of the shooter (and I mean just a centimeter off-center), the game registered it as an open shot.



              10.) I have been playing the game for a while now, and I think my biggest gripe about the game is that the CPU's AI on offense is terrible. The CPU doesn't seem to run many plays. It usually dribbles the ball up, passes once, and then jacks up a contested jumper. The CPU tends to just jack up contested jumpers all the time, and they usually make these stupid jumpers no matter if there is a defender on them or not. It's like the game decides it wants the CPU to score and there is nothing the player can do about it. When the game decides the CPU needs to score, it just jacks up a few terrible jump shots and they all go in.

              In Live 11, the CPU needs to be better at running a real offense to try to get open shots, and if you are closely guarding a shooter, he should not just be able to hit the shot. It's like the game doesn't even recognize when a shooter is being guarded.

              The CPU also isnt good at recognizing when it has an open teammate. I can take control of my center, and move him out of the paint and the CPU won't even recognize that their center is wide open under the hoop. The CPU should immediately recognize when its teammates are open and should immediately pass to them for open shots (this immediate recognition of open teammates is something 2k does very well). It seems that Live's CPU is more concerned with executing its scripted play and it doesn't deviate from that scripted play even if it has an open teammate. The CPU's offensive AI needs to be more dynamic so that if it has an open teammate, it will pass to them even if it means interrupting its scripted play.



              11.) It's also just about impossible to defend shots in the paint. This is mostly due to the lack of adequate blocking animations. There needs to be WAAAAAAAAAAY more blocking animations to account for various situations (like contesting shots under the hoop or contesting shots from behind a shooter - like the "Lebron chase-down blocks.")



              12.) Sometimes when you try to contest a jump shot on defense, your player will come down and knock down the shooter and you will be called for a shooting foul. Please get rid of this. I am fine with this happening if I am "closing out" on the shooter aggressively, but if I am just standing in front of him and I contest the shot, it should not be a foul. What is even more frustrating is that if you watch the animation, my player doesn't even touch the shooter or even come that close to him, yet they call it a foul - totally ridiculous. This dumb thing needs to be removed from the game.



              13.) Ok - this issue is really annoying. Sometimes When I try to pass to a teammate (usually a teammate who is in the paint), my player will just throw the pass way off target and it will sail out of bounds. This is one of the most annoying things in the game and it needs to go. I would understand if there were defenders in the way and it was a bad passing angle, but most of the time it happens when my teammate is just standing there and the passing angle is perfectly open....yet my player just throws it out of bounds. I see this happen a least a few times a game and it is a game killer - get rid of it.



              14.) For Live 11 please get rid of blocked dunks. In real life you pretty much never see a dunk get blocked. In Live 10 it happens a least a few times a game. Part of the problem is that the dunk animations need to be "smarter" so the player doesn't expose the ball to defenders. Players attempt dunks in traffixc that are too "flashy" where they will bring the ball down an away from their body, therefore exposing the ball to getting blocked. If you attempt a dunk in traffic, it should be a simple dunk where the player just goes straight up and keeps the ball above his head so he can't get blocked.

              Another problem is that there needs to be actual body collision on dunk animations so the game can call a foul when it is appropriate. As of now, once a dunker is in mid air, you cannot foul him or interrupt the dunk animation by colliding with him. Make it so that even if a guy is in mid air, he can still be fouled and there will be a visual "bump" where you can see him collide with the other player and get fouled in mid air.

              You can keep blocked dunks, but if there is a blocked dunk, there should be visible body contact and a foul most of the time. Very rarely in real life does a defender cleanly block a dunk without committing a foul.



              15.) Many times when I press the block button, my player will not even do a block animation - he will just stand there motionless as if I didn't even press the button. The block button is very unresponsive. I find that I have to literally hold it down for a while before my player jumps. If I just tap the block button, my player just stands there and does nothing. This delayed response makes it hard to contest shots effectively. Please fix this and make the block button responsive so that as soon as you tap the button your player will jump.


              16.) There is a glitch when using icon passing and offball receiver passing while posting up. Sometimes if you are posting up in the paint and try to icon pass or pass to an offball receiver, your teammate that is posting up will jack up a wild shot rather than passing the ball. This must be some kind of glitch in the programming.


              17.) Please add something similar to 2k's "intense defense" button. Currently in Live 10, there is no real way to create contact with the opposing player and get right in his face on defense. For Live 11 I would simply make the R1 button (currently defensive assist button) function as this "intense defense" button. Basically this is how it would work - as long as you are holding down R1, your player should get really close to the opposing player and create actual body contact and press into him. He should kind of squat down and put his arms out and really get into the other player's space. I find that the current R1 defensive assist button doesn't really do anything anyways.
              Last edited by blues rocker; 12-15-2009, 10:09 AM.

              Comment

              • blues rocker
                MVP
                • Sep 2007
                • 1921

                #232
                Re: Official Nba Live 11 Wish List

                18.) My main problem with Live is the passing. Live's passing feels pretty slow and sluggish. There is a delay with icon passing. After you hit the button, there is a slight delay before your player makes the pass. This just makes the passing feel unresponsive. Pass animations overall just feel too slow and "floaty." When using the right stick passing option, passes are very quick and immediate - please make normal icon passes as quick and fluid as the right stick passes.

                Live's passers don't have great "awareness." This is mostly evident by a lack of "high arching lob passes" to get the ball over a defender or crowd of defenders. Rather than throw a lob pass over the defenders as he should, the passer will usually throw a "line drive chest pass" that goes directly into the hands of the defense and it gets stolen. This is most common when trying to make a "cross court" pass - like when you have a shooter open in the corner and you have to pass the ball from the opposite side of the court and you want to lob it over all the defenders.

                Above I mentioned that Live's passers don't use proper pass animations, but the receivers also don't move to create better pass angles. Receivers should have better AI awareness of passing angles, so they will move to the best spot for you to get a clean pass to them.

                When you pass to a player, the receiver should "move on his own" and kind of "come to the ball" to create the best passing angle to get him the ball cleanly. This type of pass AI is something 2k does very well, as 2k's passing angle AI is very smart. In 2k, there are a variety of pass types (high lobs to get over defenders, low bounce passes to go under defenders, and chest passes when you have a clear lane to the receiver) and 2k's AI is good about using the proper type of pass by recognizing where the defenders are.

                Another problem is pass receiving. The problem is that cutting players will stop to catch passes rather than catching the pass on the move and continuing their cut trajectory.

                This really kills the gameplay. For example, you will have a teammate who is cutting to the hoop for a layup and you will pass to him, but as soon as you pass, the receiver will stop dead in his tracks as he catches the ball, and the scoring opportunity is killed. This happens with normal icon passing as well as when you pass to a guy who you are controlling with offball receiver control. It is especially annoying when you use offball receiver control to make a guy cut, only to see him stop cutting when you pass him the ball. This pretty much defeats the purpose of offball receiver control because you can't really get the receiver open if he stops moving to catch a pass.

                I have noticed that when using offball receiver control, you kind of have to make the offball player run in a certain direction for at least 2-3 steps in order to "lead" him in that direction for the pass. If you just tap the left stick in a direction the offball player will not cut in that direction. This different from 2k's system - in 2k, if you just briefly move the left stick in a direction, the pass receiver will make a cut in that direction. Please make offball receiver passing more like 2k's lead passing, so that you just have to briefly move the left stick to get the receiver to move/cut in that direction.

                As a default, the players should be programmed to continue running in that direction after they catch a pass while cutting. There is never a situation where you would want a player to stop cutting after catching the pass, so just make it automatic for him to continue running for at least 2 or 3 steps.



                19.) Overall, when controlling offball receivers, they just move too slowly. When controlling an offball receiver, he should move with more urgency, like he is really trying to lose his defender. I think when controlling offball players, they should automatically move at turbo speed so you don't have to hold down turbo constantly. This makes sense anyway, since in real life players who are trying to get open will move very quickly.



                20.) Live's post game is pretty limited and clunky. I think Live should just do something similar to 2k's post game - 2k's post game control is pretty deep and allows you to pull off almost any post move you can think of.



                21.) The stealing control is probably the most lacking area and needs a lot of work. Currently in Live you can't make a "lunging steal" where you swoop in and snatch the ball out of mid air (similar to what Ariza did in the 09 playoffs). The steal controls and animations are just bad. Your player just stands still and performs a lame swatting motion, rather than actually lunging TOWARD the ball and making a reall attempt to get it.

                Comment

                • blues rocker
                  MVP
                  • Sep 2007
                  • 1921

                  #233
                  Re: Official Nba Live 11 Wish List

                  22.) Please add more camera angles, and give us the ability to turn off the "zoom" for all camera angles (add more "overhead" camera angles and some that are "higher up from the floor and more zoomed out so it's better to see the entire floor).


                  23.) Make it so that contesting shots will cause misses more often. Make it more clear cut as to what causes a miss and what doesn't. For example - if I am right in a shooter's face, he should miss 95 percent of the time, even if he is a great shooter. If I do a "light contest" where I just put a hand up but don't jump, it should affect the shot, but not quite as much as an "aggressive contest." Basically set up a system that is more consistent and more predictable so the player can really feel like they are affecting shots depending on how well they contest them.


                  24.) "hustle plays" still don't quite work sometimes. I will still see players standing still and not going after a loose ball that is right near them.


                  25.) Here is a weird glitch I noticed with the CPU - When the CPU is on offense and the ball is "tipped" or blocked and the CPU recovers the loose ball, the CPU will immediately jack up a shot as soon as it recovers the loose ball. It happens 99 percent of the time. And the CPU makes the shot almost every time, even if it is contested. Must be something weird going on in the programming.


                  26.) Add "play art" and arrows on the court when running plays like 2k has.

                  Comment

                  • Chairman7w
                    MVP
                    • Mar 2006
                    • 1490

                    #234
                    Re: Official Nba Live 11 Wish List

                    Blues Rocker, you are amazing.

                    They should hire you immediately, my man!

                    Great post (s).

                    Comment

                    • CaptainZombie
                      Brains
                      • Jul 2003
                      • 37851

                      #235
                      Re: Official Nba Live 11 Wish List

                      Now that I have played the hell out of the 10 version......more animations is what is needed. Especially underneath the basket, the game can look choppy like there is an animation or two missing when trying to score. Then there seems to also be missing animations when dribbling and even fighting for the ball on the sidelines, just doesn't look natural.
                      HDMovie Room

                      Comment

                      • krazyboy225
                        MVP
                        • Jun 2009
                        • 1020

                        #236
                        Re: Official Nba Live 11 Wish List

                        Good suggestions blues all of them... very good....

                        what i really dislike in this game is the lack of midair collisions when it comes to dunking....i want to see agressive dunk-on scenarios similar to 2k and one that even surpasses 2ks level of animating...
                        Quote of the year 01/11/2013:

                        Originally posted by Sirs
                        Real life isn't as fluid and pretty looking as people think it is.
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                        Comment

                        • HOLLIDAY1183
                          Rookie
                          • Oct 2008
                          • 459

                          #237
                          Re: Official Nba Live 11 Wish List

                          blues rocker, man, it is almost like you are my twin sitting right here next to me playing this game, and noticing and picking out EXACTLY what the issues are and what fixes will take this game to the next level!! Man, it's like Chairman said, you should be hired immediately, or maybe mods should have a way of "featuring" certain posts like yours for devs to get a look at. Excellent.

                          I wanna contribute some ideas, apologies in advance if these were submitted already. Loving this game, the control is just sweet, but the following would make Live 11 a revolutionary game:

                          I've been playing a LOT of Live 10, 2K10, NCAA 10 lately, as well as watching a LOT of NBA games on TV all season (can you tell I'ma bball nut?). Actually watching Durant being held down by the Mavs right now, so many of my suggestions are referenced directly from playing-->watching-->then comparing-->repeat.

                          LENGTH OUT ON THE PERIMETER:
                          IRL:
                          Earlier in the Mavs-OKC game tonight, a switch resulted in Westbrook defending Dirk, right baseline. Even with Westbrook draped all over him, Dirk simply backed him to bout 15-16 FT out on the baseline, and did his trademark fade, RIGHT IN HIS FACE. It was heavily defended, but as Hubie Brown said right after it swished, the length of Dirk made it impossible for Westbrook to have a chance at bothering it.
                          On the flipside of this, the OKC put Sefolosha on Terry, being that Terry likes to launch 3's and floaters. The aim here was to bother Terry with his length and cause some altered shots and deter that pullup Terry does from deep.

                          In Live 10:
                          Length doesn't matter at all, or nearly enough. I was just playing in my Dynasty with T-Mac at the 1, as I'd like to exploit his height advantage at 6'8'' over most 1's and 2's. Coming down, sizing up and then stepping into the top of the arc long 2 or 3PT'er that Mac is great at, guys like Fisher, Hinrich, etc, are causing him to miss, sometimes even blocking it. Live 11 needs to factor in length and wingspan, also elevation of J's that will showcase guys' advantages.

                          This would help twofold: We could expose mismatches and really exploit teams that don't have the personnel to defend a say, Rashard, like CLE couldn't last year in the playoffs. Also, it would force a strategic minigame. When you see me throw TMac at the 1, you will HAVE to respond and make appropriate personnel decisions, or else you get the J in your PG's face always available to me at a high percentage.
                          Being defended tightly should matter WAY less if the height diff is drastic. For example, having a 4+ height advantage could yield the same % as your Wide Open rating, or maybe your Wide Open -3 or -4 % pts. This would be amazing to implement, and I'm assuming wouldn't be that hard to program.

                          LENGTH INSIDE:
                          IRL:
                          Watching Orlando the other night, I saw Dwight bothering a LOT of shots by simply being there and guarding the rim. He'll approach the penetrator and raise his hands or just jump after the actual release rather than literally being in contact with the shooter.

                          In Live 10:
                          This could possible be the issue of not enough animations inside. But when driving, I really wish EA would add tons of animations in the vein of "Okay I got the lane, but Dwight is in here so when I go up I'm accounting for his presence and expecting him to contest". Maybe even a "Challenge Big Man" rating that dictates how often a player gets the "I'm throwing down on Dwight" vs the "Uh-Oh Dwight's rotating, gotta throw the tear-drop up" animation. Because right now in Live 10, I can't even play with dominant big men like Dwight, not only because of the lacking post game, but because I keep seeing timid little guys like Booby challenging Dwight inside, getting the contact anim, and possibly even the And 1, which is simply horrible. Booby would NEVER challenge Dwight or even Josh Smith like that.
                          We need these new animations to differentiate defensive big men, because when playing my boy, he will occasionally keep challenging Shaq or Dwight inside with little guys, because as it stands now with Live's animations and contact shot system, eventually he will be rewarded for challenging me, either with fouls, or with the And 1, regardless if he's driving with Lebron or with Mo.

                          IN GENERAL:

                          In Live 10, as blues rocker touched on, the CPU takes and makes a LOT of contested J's. This is because it really isn't as much reacting to your defense as it is following a set diagram for how a play is run and who shoots. I I tested before, I can back away from Ray Allen into the paint leaving him WIDE OPEN, and he'll continue to wait for Pierce/KG to come around a pick to deliver the pass for a contested J. I've actually left Ray, who has it top of the key, WIDE OPEN, to follow Pierce because I know the play calls for him to shoot, end up with Pierce as he receives to shoot, already jumping, yet Ray delivers the pass and PP shoots, letting me block it. Contingency has to be built into the CPU AI. Ex. "We will run the play, UNLESS, I am left open or I see someone wide open, or when open lanes present themselves."

                          Certain animations should not simply be slower with bigger slower players. For ex, Dwight shouldn't even have the capability to eurostep through the lane. He shouldn't be doing the same runner as Kobe, albeit slower. He shouldn't be able to even do it.

                          Hustle plays either 1) need animations where the player is aware and smart enough to know his team didn't touch it last, or if they did, grab it and call a quick TO, or at least try to retain possession, 2) or they should be removed entirely. NO TIME AT ALL should be spent showcasing a "feature" that is essentially built broken. The defender will knock it away, then when I go to get it, my player dives for it, slapping it out of bounds or toward a defender for a free 2 pts.

                          blues rocker is right about the shooter falling whenever a J is contested. Get rid of these. Players in Live are always falling after every single contested shot/layup.

                          On offense, I like how guys will position themselves at spots where they like to be IRL. However, I also have a Dynasty going with the Heat, and Haslem can shoot it. However, he always sets up well behind the 3PT line, which is of no use to the offense. he frequently is the man left open to help on Wade/Beasley, but by the time I get him inside of his range, the D is back set. The DNA needs to dictate better that shooters set up at least within their shooting range.

                          Lastly (at least for this post lol), the post game from 2K should be copied, no offense intended at all. We need the ability to fade left, right, drop step left, right, hop step into a hook or fade in either direction, you get the idea. Just add the prerequisite post moves, and give the ability to do them to either direction. Doing this with many of the same principles that apply to shooting, with the same precision of control out on the perimeter should be the focus.
                          I recognize that this is a hard feat with just one shoot button. That is where my next recommendation comes in: GET RID OF THE Y BUTTON BEING DEDICATED TO ALLEY-OOPS. This was a ridiculous idea and I chalk it to lack of dev time. We'll almost certainly see this button being put to better use for 11. I suggest using it to trigger the hop/drop steps and spins in the "revamped" post game we're sure to see next year.

                          THEORETICAL SETUP:
                          Same principles as for the perimeter. For ex., RT+Y+LS< while backing down could be an aggressive drop step to the left. While Y+LS< would yield a more passive, lateral dropstep while backing down, to create space for a fade. RT+Y+LS> would result in a hard pound dribble and aggressive move to the right and toward the rim while facing up. Of course, the shooting controls once you've made your move would apply similarly to the guard game, but with distinct differences being that these are big men. Ex, RT+X+LS< could be for an aggressive layup with the left hand, or to the left of the rim if you're in the middle. While X+LS< would yield a less aggressive, maybe a kind of straight up or slightly fading two-handed layup attempt or short floater shot to avoid the block.

                          And while defending these moves, give the D good counters, such as slim windows where a strip could be attempted, or bumping and contact when you accurately guess the direction of the post player to knock him off his rhythm/stride, forcing a reset or kickout/3-in-the-key/bobble. Because right now, we don't have really any options on D but to hope the player misses.

                          I could go on & on & on with my ideas for the post game, I only dream to see some of this implemented! Holding my controller right now, I can see this scheme working, and being as deep as 2K's with great control.

                          Man, I really wish I was one of these guys like Czar that go up and actually give input to this game. I would probably spend 24 straight hours/day with the programmers, with recordings of real games constantly playing on my droid for reference.

                          And oh yeah, LESS actual steals when doing too much and dribbling inside! Want to see more bobbles, picked up dribbles, etc. More in the vein of CH2K8, I think that game handled overdribbling perfectly.

                          I'll be lurking this thread for the rest of the season, as I'm happy with the games this year for what they are, with an eye on next year. Again, great site we got here!
                          NOW PLAYING:
                          NBA 2K16, MGS5

                          WAITING FOR:
                          Fallout 4

                          Wife: "Of course he's going out to get his 2K game at 12am, like he can't wait til tomorrow."
                          Wife's mom: "Be grateful that's what he's running out at midnight for."

                          Comment

                          • blues rocker
                            MVP
                            • Sep 2007
                            • 1921

                            #238
                            Re: Official Nba Live 11 Wish List

                            here are a few more things:

                            27.) This issue relates to fast breaks and players being able to pass in stride without stopping. I have noticed that most of the passing animations cause the player to stop running. This ok in some situations, but on fast breaks players should not stop to pass or to catch passes. When on a fast break the players should continue running at full speed while passing and while catching the ball. This is how real fast breaks work - players will be running while they pass and they will continue running toward the hoop after making the pass so that they might get the ball back for a layup. Just watch how players pass the ball back and forth on fast breaks and how they do it all at full speed without slowing down throughout the entire fast break - this is how the fast breaks should work in Live 11. You may need to create some new "pass while sprinting animations" that are made just for fast break situations.

                            Also, when you are on a fast break, your teammates should always move toward the to the hoop aggressively and space themselves well for passes.


                            28.) when executing pick n rolls, the player that sets the pick should be faster as "rolling" to the hoop or moving outside for the jumper. He should move very fast, and should make an aggressive cut toward or away from the hoop, as opposed to the current game in which he usually moves very slowly. Pick n Rolls overall are not effective enough and I find that they usually don't work because the "rolling" player either doesn't cut to the hoop or doesn't cut fast enough. I also find that when I run pick and rolls, my other teammates will clog the paint, making it hard to pass inside to my "rolling" teammate. If you start to run a pick and roll, your other 3 teammates should recognize this and move out of the paint area to make room for the guy who will be "rolling" into the paint.




                            after reviewing my list and thinking over it a while, I think there are 2 main fixes that are most essential:

                            1.) the "pass receiving animations" need to be eliminated so that players can catch the ball while they are moving. In Live 10 it is very frustrating when every time I pass to a moving teammate he stops moving as he catches the ball and there is this long "canned receiving animation" - this just makes Live's passing game feel slow and not as fluid as "the other game." 2k's passing is very responsive and fluid and I think the main reason is that in 2k, players will usually catch passes while moving and there is not a "canned receiving animation" that causes them to stop as they receive the ball. If Live fixed this one issue it would make a big difference and would just make the passing game feel more fluid and enjoyable.


                            2.) "icon passing" and "offball receiver control passing" need to be more responsive - when using these passing methods, there is a noticeable delay after you release the button before your player makes the pass. Also, the pass animations (for "icon passing" and "offball receiver control passing") are too slow - the pass animations are just too canned and they will cause your player to stop moving as he passes rather than "passing while moving." Make the "icon passes" and the "offball receiver control passes" feel more like the "right stick passes" - the right stick passes feel very quick and fluid because the player will make the pass "in stride" without slowing down. The "right stick passes" are also just faster and more "zippy" in general. This would make a huge difference in the responsiveness of the game.

                            I tend to only use Icon Passing and Offball Receiver Control passing because it's the only way I can always get the ball to the correct player. Right stick passing is a good concept and it is very fluid and responsive, but I still end up passing to the wrong player a lot of the time. I still think Icon Passing and Offball Receiver Control passing are the most effective passing methods but they need to be quicker and more responsive like I mentioned above.
                            Last edited by blues rocker; 12-17-2009, 01:17 PM.

                            Comment

                            • FearlessKaz
                              Rookie
                              • Jan 2009
                              • 260

                              #239
                              Re: Official Nba Live 11 Wish List

                              Nothing big.

                              Contextual dunks and layups for Live '11 are a must. Keep the layup solutions for even more controllability, but allow the game engine to decide the most appropriate shot for the situation and the player you're using. This should take care of the ugly contact animations that are so common if you don't perform a shot the correct way.

                              I think they really need to re-do how players move as a whole on the court. They have done a better job of making some of the movement look more natural looking over the last couple years but it's still not quite there yet. I've always thought Lives animations/movement looked more computer generated then actual players in a Mo-cap session.

                              Player models need to be more consistent across the board. For every great looking model, you have a guy who's either to buff looking or to short and stocky.

                              Less sliding. This is one of the most disappointing aspects of Live 10. I thought. Especially when Live 09 was so good in this regard.

                              Better clothe physics(Jerseys that actually hang), along with the letters and numbers not being "distorted" when a player moves.

                              Comment

                              • kumamae_33
                                Rookie
                                • Oct 2009
                                • 90

                                #240
                                Re: Official Nba Live 11 Wish List

                                Maybe this will help the devs in making the "passing the ball" more better...

                                <object width="560" height="340">


                                <embed src="http://www.youtube.com/v/bAvWJa5PFek&hl=en_US&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="560" height="340"></object>

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