What exactly is real-time physics?
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Re: What exactly is real-time physics?
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.Comment
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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.
AWESOMEComment
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Re: What exactly is real-time physics?
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
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Re: What exactly is real-time physics?
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
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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 wayComment
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Re: What exactly is real-time physics?
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
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Re: What exactly is real-time physics?
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.
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
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Re: What exactly is real-time physics?
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
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Re: What exactly is real-time physics?
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
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Re: What exactly is real-time physics?
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
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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
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Re: What exactly is real-time physics?
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
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