What are your feelings on this new skill based gameplay?
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Re: What are your feelings on this new skill based gameplay?
That's good enough. It sort of depends though. Shaq CAN do a spin move, though, while posting up and rolling off the defender.
I don't mind the slower moves, but it also depends on the player. Yao is obviously a sloth compared to a Gasol or Boozer, and Gasol and Boozer are also slower moves than guards but not exactly cumbersome.
SPeaking of Gasol, he actually can dribble like a guard. He can do crossovers and such. In fact, there's a video where he ran a fast break where he had a sequence of a behind the back dribble, and then between the legs and a no look pass...lol. Obviously it wasn't as fast or smooth as a D-will, but he does have the capability.
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Yao for the win. lol
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Re: What are your feelings on this new skill based gameplay?
I think the idea of implementing different packages for bigger players is a good idea. When they're dribbling the ball to fast, they should lose the ball.
The moves should be slower, but with that being said, since its slower, it should be easier to be stolen. You don't really want to have a big guy in the post acting like skip to my lou.Comment
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Re: What are your feelings on this new skill based gameplay?
Yes and no to both points. I think big players should have a different animation package that is tied to their dribbling, ballhandling and quickness skills. I would like a threshhold that would cause them to lose the ball if they tried dribble moves too quickly, and too often, or during too much contact. So if I did a move slow enough on the right stick, I would not lose the ball. I think this should be applied to all players, actually.I agree with these guys, to some degree. I am a stickler for what would happen in real life. Most guys in the NBA (at least the ones that regularly see the court) can probably physically do these moves so I don't think a special package that takes that away is the answer. In reality the big men would do the moves much slower, with a higher and more easily stolen dribble, and there forward progress probably would be affected more.I think the idea of implementing different packages for bigger players is a good idea. When they're dribbling the ball to fast, they should lose the ball.
The moves should be slower, but with that being said, since its slower, it should be easier to be stolen. You don't really want to have a big guy in the post acting like skip to my lou.
In terms of the skill based controls I don't really understand the logic that harder to grasp controls are more sim. I don't think the skills one would have to learn to manipulate a controller parallel at all the skills one would have to learn to be good on the court. If simply making it tougher makes it more realistic they could make us hop on one foot while playing to add an element of skill (LOL). Seriously I am not against or for skill based controls, they really don't have an impact in my opinion but I do fear that if you make them complicated enough that basketball minds that are good at video games can't grasp them then you run the risk of making the game more about mastering controls than it is about playing basketball. I think it's a tough balance to keep the game from going in the direction where someone only needs to learn how to do a set of complicated patterns on the sticks to get open then score. I could see that taking the game in a totally unintended direction.Comment
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Re: What are your feelings on this new skill based gameplay?
I can't really answer that, because I'm not sure. I just think it was our minds brainstorming and trying to come up with the best possible solution. Previous iterations of Live had issues with big men pulling off the same moves as wing players.Comment
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Re: What are your feelings on this new skill based gameplay?
The concept seems positive on paper and the video on Gamespot.com showed responsiveness.
But there is no way I can feel anything, considering I haven't played it. As I do like what I read and saw on that video, I'm not getting all hyped up on a 1 on1 gameplay feature.
My feelings will play part to 5 on 5 gameplay demo. Full presentation and when features are shown and announced.
So I feel like I can hold off on emotions and accusations when I get to actually play the game.Comment
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Re: What are your feelings on this new skill based gameplay?
I think this is the best thing to happen in a basketball video game because now we wont have awkward moments where the animation doesnt fit the situation. now with the physics based engine you should see things happen based on the positioning of the players. as for big men and dribbling the ball and such. there are alot of big men that can dribble the ball well, the thing is most dont do to much dribbling because there thing is one quick move and to the basket or create for others depending on the player. i feel you should have total control over ball and player not saying that you should be 100 successful at everything you attempt to do, but it should be a free flowing game. thats what makes basketball the beautiful and great sport it is. there shouldnt be any restrictions as far as your attempt to make a basketball move, the defense should be your restiction and not what your restricted to do on the controller. as long all the attributes are implemented correctly for each player everything should play out naturally. so if you are a big man and you try and face up a guard with a cross over dribble and the guard uses his quickness in genaral then he should atleast be able to throw off the rythem of the big man dribbling the ball . if this games is truely about physics we should be in for some great basketball. and i dont see the controll scheme being that hard to grasp because everything seems to be very intuitive and to the point. like if your on D and you want to attempt a steal with your rite hand than you kick stick the in that direction. its your natural feel of basketball that will show in a game like this. so if your going to the rack and a great defender sets on your right hand you should try and move the ball around or go to the off hand rite? but if thats not in your natural feel of the game then your shot gets blocked or you throw up a off shot, isnt that basketball at its best. now you have to visualize the game, and not just react with button mashing. i can can go all day with this stuff im out.
Last edited by tybud; 06-28-2010, 12:44 PM.Comment
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Re: What are your feelings on this new skill based gameplay?
The big man packages definitely a good idea on one hand I do want skill to be important but also want things to be realistic too.
Don't wanna see people taking Yao and trying to dribble coast to coast just because they have great skills on the sticks.Comment
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Re: What are your feelings on this new skill based gameplay?
I've said it multiple times now, once you play this game with an open mind, it will be VERY difficult to go back to playing any other game. The amount of control you have in your hands is amazing.Comment
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Re: What are your feelings on this new skill based gameplay?
I think its great for the game,bcuz in real nba games anything can happen,look at sundiata gaines 3pt game winner against the cavs,would he have hit that shot in any bball game to date??same is true of crazy layups or other shots that are just part of a typical in-season night in the nba,it could be any player,on any night,from any team.
This needs to be reflected in elite. You guys have done a great job finding a system that allows any player to make any shot,provided the sweet spot is hit.this is how it is in real life.so I feel great about it.my feeling is that this is the best translation yet, from the real court to the virtual court.great job ea.the gameplan is set,now on to the execution.I'm looking forward to championship results,so that next yr u guys can go for the back to back,only next yr with a focus on dynasty overhaul.let's go.Comment
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Re: What are your feelings on this new skill based gameplay?
I agree with this because it will keep it user skill based.Yes and no to both points. I think big players should have a different animation package that is tied to their dribbling, ballhandling and quickness skills. I would like a threshhold that would cause them to lose the ball if they tried dribble moves too quickly, and too often, or during too much contact. So if I did a move slow enough on the right stick, I would not lose the ball. I think this should be applied to all players, actually.Last edited by mharlem; 06-28-2010, 06:46 PM.Comment
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Re: What are your feelings on this new skill based gameplay?
My question is..will this "sweet spot" be able to be improved apon in dynasty?for instance,will we be able to widen it out for our rookies in practice or in the offseason?
And I just thought of a great idea...it works out for us hardcore gamers,and since its so simple for the devs to add,there can be other modes for the less "hardcore sim".
I think there needs to be a reward for the gym rats within dynasty mode.so my idea is to let us have the practice gym open anytime during dynasty mode. Seperate the court into zones ala the hotspots of live '09. Add some for the length of the court,halfcourt,and some for falling out of bounds...
Now for the gym rat part. Have us shoot 1000 shots from each of these zones,to go up 1 ratings point. Then balance it with fatigue,u can shoot as many shots as you want from any zone,but the more you shoot the more tired your arms get,and your shot will begin to come up short. I call this,"shooters fatigue".basketball players know exactly what this is
...when your player gets too fatigued,he can no longer practice effectively,so it will put a sort of cap on making players too good too fast,certain players will fatigue faster than others,big men faster than guards usually...
Also,getting better about shooting is about repetition.so you can't just shoot 130 shots and come back to the gym next week between games and shoot another 100 till you get to 1000 eventually,weeks later.so there's gotta be benchmarks. At 250,500,750,and of course,1000.so this helps with the fatigue factor. Pretty much every player should be able to put up 250 consecutive shots up. So the more we do it,the better they get at fighting fatigue. Progressively getting better,being more able to reach the next benchmark.
You only get a point for ratings increase when you reach 1000,the benchmarks are how many you can do per session. You can only do one player per day,on non gamedays...and a morning shootaround would be cool for gamedays as well. I just thought this would be cool for us hardcore sim ppl. So that shooting in an open gym will be more than just aimless chucking,and we can expand our "sweetspot" the same way we would in real life,by being the first one in the gym,and the last one out.
We can even go into more detail with it too. Like practicing shooting with a defender on you,or different shots from different zones. Like fadeaways,leaners or drifters from different zones. The game should record these different shots per zone so that we can be better at shooting these in the game,just like kobe does in real life...maybe I shouldn't have posted this here,but here goes nothinComment
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Re: What are your feelings on this new skill based gameplay?
I'm not playing a game where I have to do repetitive things like that. 1000 shots? I like the idea about fatigue, though. Practice and develop your players too much and they should get tired during games quicker or some progressive fatigue or something.Comment

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