What exactly is real-time physics?
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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.chuckcross.bandcamp.com
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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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Re: What exactly is real-time physics?
Dunking on someone feels amazing, mostly because so many different things can happen, since both players animations are dynamic and respond to physics. I've heard people screaming from their cubes when it happens.
And yes, if you are caught off balance and try to cut in the opposite direction you can get your ankles broken and fall to the ground.
this sounds good in theory, but could lead to some ugly gameplay.... guys get faked every night but they are few ankle broken moments i remember the animation from 09 it was an easy 2 if i did a crossover with someone good handle...
and i saw this in the 7 minute vid as well, if the game has proper momentum, the player will step in the opposite direction on a good fake, why add in the rucker park streetball moments.
if we see that animation 2 times in 5 games thatway too much IMO, these are the little things that get abused online.......NOW PLAYING: NBA Live, madden 11,12, battlefield v, F1 2020 and injustice 2 and COD:MW
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Re: What exactly is real-time physics?
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this sounds good in theory, but could lead to some ugly gameplay.... guys get faked every night but they are few ankle broken moments i remember the animation from 09 it was an easy 2 if i did a crossover with someone good handle...
and i saw this in the 7 minute vid as well, if the game has proper momentum, the player will step in the opposite direction on a good fake, why add in the rucker park streetball moments.
if we see that animation 2 times in 5 games thatway too much IMO, these are the little things that get abused online.......
Not only that, but it currently only happens as a result of the defensive slide. If you're good at anticipating your opponent you should not need to you that move (or at least you can choose not to) and even if you do use it, the ankle breaker only plays it you time your cutback incorrectly.
It's very likely that when people first get the game and they haven't learned the mechanics yet that you'll see more of them that you might want.
But once people figure it out I'd like to think that things will settle down and track closer to real life.
That's the big difference this year, everything is under your control and reacts to how you play.
If people learn the mechanics and apply them properly we should see some really cool and dynamic basketball moments in the highlight videos.Comment
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Re: What exactly is real-time physics?
Don't worry, we've captured different levels of intensity on the move so you'll only see the one in the video if the beat is really bad.
Not only that, but it currently only happens as a result of the defensive slide. If you're good at anticipating your opponent you should not need to you that move (or at least you can choose not to) and even if you do use it, the ankle breaker only plays it you time your cutback incorrectly.
It's very likely that when people first get the game and they haven't learned the mechanics yet that you'll see more of them that you might want.
But once people figure it out I'd like to think that things will settle down and track closer to real life.
That's the big difference this year, everything is under your control and reacts to how you play.
If people learn the mechanics and apply them properly we should see some really cool and dynamic basketball moments in the highlight videos.
I hate to keep harping on this but could you guys make it a in-house credo that you guys will keep ratings within a certain range no matter how much the urge will be to rate someone a 200 out of 1 through 100? I feel the problem with every sport game is that sometimes ratings are done so outta wack it breaks the game play. Especially if you have some momentum in play behind the scenes.
Also could you guys keep the sim lobby from last year and make sure to have the game tighter than what will probably be a looser more highlight oriented game by default.Comment
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Re: What exactly is real-time physics?
How about the body contact reanimator? Is it improved in Elite 11? Like If I want to put my body into the dribbler in order to pressure him and prevent him from doing the crossover move against me and force him to do the protect the ball dribble? Of course there's a risk of foul or the dribbler might beat you in the floor by driving into the basket.
Can we do that in Elite? Coz in Live 10 the only way you can do that is when the dribbler is in a stationary position while dribbling.Comment
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Re: What exactly is real-time physics?
rEAnimator,
I have a question and a suggestion.
Question:
Will there be Signature Packages(Jumpshots, Dunks, Dribbling, Celebrations, ect...)? Not just for Superstars but for all players (for instance will we see a virtual Luke Walton, Brian Scalabrine, or Chris "Birdman" Andersen). If there will not be packages for ALL players what percentage of players can we expect to see Signature packages for???
Suggestion:
I would suggest that there be an "option" for dynamic refereeing. Because different refereeing teams call games differently. Some call touch fouls and some just let them "boys" play.
Thank you in advance for your response...Comment
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Re: What exactly is real-time physics?
I think he means users just pump faking 100 times till a foul is called.
And I don't think any game has ever had fouls for the defender falling for a pump fake (and making contact with the shooter when not even shooting) so will be interested to see this in the final game. Not that I don't believe you...Comment
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Re: What exactly is real-time physics?
Physics are the way to go in sports games, it's great that Live Elite is 100% physics now, but as we've seen before, it's all about how you PROGRAM your physics. Just because it's there doesn't mean it's automatically perfect.
Remember in Live 10, the ball always had the same velocity and bounced off the rim the same way. Both games have their issues with physics. So we'll see how great the physics engine is, because it's about the algorithm's accuracy. No one has replicated physics perfectly in games yet.Comment
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Re: What exactly is real-time physics?
How about the body contact reanimator? Is it improved in Elite 11? Like If I want to put my body into the dribbler in order to pressure him and prevent him from doing the crossover move against me and force him to do the protect the ball dribble? Of course there's a risk of foul or the dribbler might beat you in the floor by driving into the basket.
Can we do that in Elite? Coz in Live 10 the only way you can do that is when the dribbler is in a stationary position while dribbling.
When the community guys were up here, we looked closely at some problems with collisions and still being able to do crossovers and make forward progress.
We fixed on of those problems with the guys, so that you were forced into a protected 90 degree crossover when in collision, taking away the forward progress ones all together.
If you read my previous post about the jostling system you'll get an idea of how physical play on defense will affect the dribbler.Comment
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Re: What exactly is real-time physics?
I think he means users just pump faking 100 times till a foul is called.
And I don't think any game has ever had fouls for the defender falling for a pump fake (and making contact with the shooter when not even shooting) so will be interested to see this in the final game. Not that I don't believe you...
I'm not too worried about this for reasons discussed in other posts, but it all boils down to the fact that biting on the fake is all in your control, and you'll have different levels of commitment you can make (contest, jump up/down, jump forward).Comment
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Re: What exactly is real-time physics?
Again, we need to make sure that getting the ball and pump faking every time to draw the foul isn't an effective strategy. Just like it isn't an effective strategy in real life.
I'm not too worried about this for reasons discussed in other posts, but it all boils down to the fact that biting on the fake is all in your control, and you'll have different levels of commitment you can make (contest, jump up/down, jump forward)."I'm so far ahead of my time, I'm bout to start another life
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