What exactly is real-time physics?

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  • rEAnimator
    NBA Elite Developer
    • Jun 2010
    • 666

    #91
    Re: What exactly is real-time physics?

    Originally posted by Xuriath
    ANother question. With the new physics will we finally be able to pump fake a foul? Like pump fake so the player jumps then shoot into them to draw a foul?
    I had to search to find this question again, but I was just playing the game and I bought on a CPU pump fake, landed on the CPU on the way down and was called for the foul.

    So I'm happy to say the answer is yes.

    Comment

    • loadleft
      Rookie
      • Oct 2005
      • 284

      #92
      Re: What exactly is real-time physics?

      Originally posted by rEAnimator
      That's a tuning issue for sure. You don't want it to be too fast or else players will be able to jump over and over again too fast. You want to user to really have to think about when to jump.

      But as you say, you don't want it so slow that it's frustrating.

      It's something we're aware of and will be tuning to get the best balance.
      I never understood this one in video games. Why can't I immediately jump once I land? In real life there's no delay I am only limited by my reaction speed, physical attributes, and stamina. Also if you're gonna make me wait at least make the CPU do so too.

      Comment

      • coachlenny
        Rookie
        • Oct 2008
        • 21

        #93
        Re: What exactly is real-time physics?

        ANother question. With the new physics will we finally be able to pump fake a foul? Like pump fake so the player jumps then shoot into them to draw a foul?


        I had to search to find this question again, but I was just playing the game and I bought on a CPU pump fake, landed on the CPU on the way down and was called for the foul.

        So I'm happy to say the answer is yes.
        AWESOME

        Comment

        • rEAnimator
          NBA Elite Developer
          • Jun 2010
          • 666

          #94
          Re: What exactly is real-time physics?

          Originally posted by loadleft
          I never understood this one in video games. Why can't I immediately jump once I land? In real life there's no delay I am only limited by my reaction speed, physical attributes, and stamina. Also if you're gonna make me wait at least make the CPU do so too.
          The CPU will have the exact same system that the user does, that much I can promise.

          In real life you can't jump up again until your legs compress and then push you up again. It's the same thing people are concerned about with momentum, but here's we're talking about up and down instead of left and right. It does depend on how high you jump though, you're right.

          It's also definitely a property of the physical attributes of the guy as well, so perhaps rating should come into play on that as well.

          Regardless, I hope you're happy with the responsiveness of the jumping when the demo comes out. We'll do our best to find the right balance.

          Comment

          • loadleft
            Rookie
            • Oct 2005
            • 284

            #95
            Re: What exactly is real-time physics?

            I agree with what you said but what I am referring to is the pause that I have in Live 10 while I watch the CPU jump right back up as soon as he bends his knees, while I can't even move!

            Comment

            • rEAnimator
              NBA Elite Developer
              • Jun 2010
              • 666

              #96
              Re: What exactly is real-time physics?

              Originally posted by loadleft
              I agree with what you said but what I am referring to is the pause that I have in Live 10 while I watch the CPU jump right back up as soon as he bends his knees, while I can't even move!
              I'd have to play last years game again to know what you're talking about.

              I'm pretty sure that's gone as we've redone the whole jumping system on defense. Hard to say without seeing exactly what you mean.

              I definitely understand how that could be frustrating though.

              Comment

              • loadleft
                Rookie
                • Oct 2005
                • 284

                #97
                Re: What exactly is real-time physics?

                You're definitely winning me over (not that you needed to, I'd bought the game anyway) but keep up the good work! Now if you'll respond to my post in the the thread about "NBA Elite 11 Video: NYC Launch Party - Durant vs. James Gameplay" I'd be a happy guy, LOL. Thanks either way

                Comment

                • ajknows
                  Banned
                  • Oct 2009
                  • 114

                  #98
                  Re: What exactly is real-time physics?

                  Originally posted by rEAnimator

                  I definitely understand how that could be frustrating though.
                  It is and needs to be a priority in my opinion... but thats just me.

                  Comment

                  • Xuriath
                    Rookie
                    • Jun 2010
                    • 163

                    #99
                    Re: What exactly is real-time physics?

                    Originally posted by rEAnimator
                    I had to search to find this question again, but I was just playing the game and I bought on a CPU pump fake, landed on the CPU on the way down and was called for the foul.

                    So I'm happy to say the answer is yes.
                    This is good and bad depending on you guys. I could really see this being overused and cheesed online unless you add consequences like the player getting hurt from jumping into the other player, the player not getting the foul and missing the shot, or the player loosing the ball all together.

                    Comment

                    • rEAnimator
                      NBA Elite Developer
                      • Jun 2010
                      • 666

                      #100
                      Re: What exactly is real-time physics?

                      Originally posted by Xuriath
                      This is good and bad depending on you guys. I could really see this being overused and cheesed online unless you add consequences like the player getting hurt from jumping into the other player, the player not getting the foul and missing the shot, or the player loosing the ball all together.
                      I'm not sure I follow. I always have the option to not jump up for the block and contest instead.

                      Why do you think there's a danger of this being overused?

                      I'd like to understand the concern so I can do my best to prevent it from happening, not because I don't believe you.

                      Comment

                      • Xuriath
                        Rookie
                        • Jun 2010
                        • 163

                        #101
                        Re: What exactly is real-time physics?

                        Originally posted by rEAnimator
                        I'm not sure I follow. I always have the option to not jump up for the block and contest instead.

                        Why do you think there's a danger of this being overused?

                        I'd like to understand the concern so I can do my best to prevent it from happening, not because I don't believe you.
                        I'm imagining that everytime I wanna jump for a block the player will always try to drive into me for a foul. Because last year in Live 10 the foul calling was not balanced at all...

                        Comment

                        • rEAnimator
                          NBA Elite Developer
                          • Jun 2010
                          • 666

                          #102
                          Re: What exactly is real-time physics?

                          Originally posted by Xuriath
                          I'm imagining that everytime I wanna jump for a block the player will always try to drive into me for a foul. Because last year in Live 10 the foul calling was not balanced at all...
                          Ok, now I understand.

                          I'll be sure to pay attention to this and we'll do our best to balance this better.

                          I was thinking more of the case where you bite on a pump fake and fly into the guy while he's stationary. I can see how it would be easy to have it go out of balance if the player could draw the foul too easily by moving into you.

                          Makes perfect sense now.

                          Thanks.

                          Comment

                          • rEAnimator
                            NBA Elite Developer
                            • Jun 2010
                            • 666

                            #103
                            Re: What exactly is real-time physics?

                            Originally posted by Xuriath
                            I'm imagining that everytime I wanna jump for a block the player will always try to drive into me for a foul. Because last year in Live 10 the foul calling was not balanced at all...
                            Thinking about this a little more, it might make sense if a straight up and down jump were never to draw a foul, but if the player jumped into the defender (as in he was moving towards him while jumping) it could draw the foul.

                            Since you are in control of the direction you jump, that would allow you to decide it you want to risk the foul or not, but if you play it conservatively and jump straight up, the dribbler won't be able to force you into a foul by running into you.

                            What do you think?

                            Comment

                            • Xuriath
                              Rookie
                              • Jun 2010
                              • 163

                              #104
                              Re: What exactly is real-time physics?

                              Ok thanks. Also last year when a player got the ball and had open lane to the basket when he ran there was no way to stop him by a hard foul, or anything. Even if he was slow and I had Lebron running him down, will there be a option of a hard foul? Because I dont wanna have it calling clear lane foul everytime.

                              Comment

                              • thomonkey
                                Banned
                                • Sep 2009
                                • 128

                                #105
                                Re: What exactly is real-time physics?

                                Originally posted by rEAnimator
                                Thinking about this a little more, it might make sense if a straight up and down jump were never to draw a foul, but if the player jumped into the defender (as in he was moving towards him while jumping) it could draw the foul.

                                Since you are in control of the direction you jump, that would allow you to decide it you want to risk the foul or not, but if you play it conservatively and jump straight up, the dribbler won't be able to force you into a foul by running into you.

                                What do you think?
                                sounds good actually. because official nba rules say that if you jump straight up with your hands straight up then if there is contact it is not a foul. of course there are exceptions but that is the general idea. nba video rulebook is so awesome.

                                Comment

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