Ask the devs : Physics
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Re: Ask the devs : Physics
Exactly. Everybody in the NBA gets BS fouls called for them and against them. Your aggressiveness determines how much refs favor you, not superstar favoritism.Comment
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Re: Ask the devs : Physics
I remember when I had that same <link rel="File-List" href="file:///C:%5CUsers%5COwner%5CAppData%5CLocal%5CTemp%5Cmsoh tmlclip1%5C01%5Cclip_filelist.xml"><link rel="themeData" href="file:///C:%5CUsers%5COwner%5CAppData%5CLocal%5CTemp%5Cmsoh tmlclip1%5C01%5Cclip_themedata.thmx"><link rel="colorSchemeMapping" href="file:///C:%5CUsers%5COwner%5CAppData%5CLocal%5CTemp%5Cmsoh tmlclip1%5C01%5Cclip_colorschememapping.xml"><!--[if gte mso 9]><xml> <w:WordDocument> <w:View>Normal</w:View> <w:Zoom>0</w:Zoom> <w:TrackMoves/> <w:TrackFormatting/> <w:PunctuationKerning/> <w:ValidateAgainstSchemas/> <w:SaveIfXMLInvalid>false</w:SaveIfXMLInvalid> <w:IgnoreMixedContent>false</w:IgnoreMixedContent> <w:AlwaysShowPlaceholderText>false</w:AlwaysShowPlaceholderText> <w
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Seriously, if you really think that a player like Durant or Kobe doesn't get calls, I can't help you see the truth.
I watched my man Marcus Thornton be as aggressive as anyone (watch the man play and get completely hacked every time he attacked the basket. No call. I've seen Kobe barely get touched...and the whistle blows.
But even if that doesn't make it in. I think the intensity of the playoffs could be factored in.Last edited by Eman5805; 06-30-2010, 09:18 PM.Comment
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Re: Ask the devs : Physics
That was the case with Live 09, but they already addressed that issue last year for Live 10.My biggest pet peeve of the NBA Live series has been the ball/rim/backboard interaction from the mid/long range shooting. Let me explain: it's either nothing but net for a FG made or a hit of the rim for a miss, so whenever the rim comes into play I already know that my shot was unsuccessfull. There are no lucky rolls, rattles or in-and-outs, it's all "binary" and feels scripted (like the system decided beforehand the outcome of a shot). I already heard that the rim does not fall in RTP this year, however has something been made to improve this aspect of the game? Thanks rEAnimator for interacting with the community.Comment
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Re: Ask the devs : Physics
If we were to play as shaq, give him 99 ratings in speed and quickness, would we be able to just plow into the offensive players and throw them down due to the physics at work? Or would an animation play out where shaq would swim around the offensive player?
What about on fast breaks? Would "mega" Shaq physics destroy a PG going up for a layup if he just ran into the layup animation rather than flicking up to go for the block?
Are you adding player interactions with the crowd/press/backboard/side dorna/bench/refs/coaches etc etc etc? What about the ball? Can we block it into the crowd now instead of that invisible wall?
How about animations that would normally go through the rim/backboard (some dunks, blocks, rebounds) Will the player's hand now slap the backboard if going for a chase down block instead of going through the backboard? Or if Birdman is going to weak side help block someone on the other side of the rim, will his hand continue to go right through the rim like in old games or will his block attempt be denied by the rim?
A short video like that NHL physics one that was released today would be awesome to see.
Thanks
Wanted to bump my original questions about the physics since mine got lost in that chase down block discussion.NBA 2K11 Community Site Mix
http://www.youtube.com/watch?v=LhmTCXbfBbQ
NBA 2K10 Community Site Mix
http://www.youtube.com/watch?v=0cndytDNb-c
The people say they're pretty good.Comment
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Re: Ask the devs : Physics
No, he won't hit his head on the backboard. As amusing as that would be, it's not something we wanted to have happen in the game.
I'm curious if there are any examples of this happening in a real NBA game though. More out of personal curiosity than anything else.Comment
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Re: Ask the devs : Physics
If you dig around you'll see a few other replies of mine on this subject, but bottom line isMy biggest pet peeve of the NBA Live series has been the ball/rim/backboard interaction from the mid/long range shooting. Let me explain: it's either nothing but net for a FG made or a hit of the rim for a miss, so whenever the rim comes into play I already know that my shot was unsuccessfull. There are no lucky rolls, rattles or in-and-outs, it's all "binary" and feels scripted (like the system decided beforehand the outcome of a shot). I already heard that the rim does not fall in RTP this year, however has something been made to improve this aspect of the game? Thanks rEAnimator for interacting with the community.
-shot are not scripted this year
-you should see more interesting ball/rim interaction because the user input directly drives the physics of the ball, resulting in more variety of shots
-we are using the same underlying ball/rim physics system as last year, with some minor tuningComment
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Re: Ask the devs : Physics
Let's say you're sprinting full out at a player and you request to jump for a block, but you do it "late" so that if you just jumped with the same speed as you're running, you'd fly into the guy.
Your agility should determine how quickly you can kill your forward momentum on the step you take before you leave the ground.Comment
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Re: Ask the devs : Physics
Tips this year will be genuine tips that go into physics, same with deflections on passes and blocks. They will no longer be scripted to a predetermined outcome (like always tipping to yourself).Not sure if this involves physics or if it's been discussed, but are there going to be plenty of tipped up rebounds this year? I remember last year there were a few of those animations, but it was only one player tipping it to himself. In the NBA it seems that there are very few rebounds where one player sees it all the way in to himself and grabs the ball to himself. With the new physics system it would be nice to see the rebound tipped up and players battling for it, since it could be a different result each time. Thoughts?Comment
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Re: Ask the devs : Physics
Does the physics engine help determine dunk animations? For instance, if I'm hip-to-hip with a defender and go up for a dunk, I don't want to do a spinning, 360, one-handed dunk. In that instance, I want to go up strong and try to finish quickly and/or with power. Or say I have a defender directly behind me, I don't want my player to try a dunk where he brings the ball behind his head because it will give the defender a chance to make a block.
In short, will the physics engine realize there's a defender either in direct contact or in close proximity and pick an appropriate dunk, or is it still a roll-of-the-dice as to which dunk animation will be selected?Comment
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Re: Ask the devs : Physics
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Not NBA but college ball. I had exaggerated just to test what kind of physics we're working with. Obviously it would be silly, but a true physics simulation engine simulates even mis-timed jumps right?
What determines the accuracy/strength of a tip? In Live 10 every tip in basically went in the same way. Will we see tips off the backboard as well as bouncing off the rim or a swish?Comment
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Re: Ask the devs : Physics
Could you try and make this experiment for me if it doesn't bother you: go to practise mode, and with an average player attempt 50 jumpers from just inside the three point line, then report back here if you saw at least one occurance where the ball hit the rim and went in. I tried this last year in the hangar, but never happend once.If you dig around you'll see a few other replies of mine on this subject, but bottom line is
-shot are not scripted this year
-you should see more interesting ball/rim interaction because the user input directly drives the physics of the ball, resulting in more variety of shots
-we are using the same underlying ball/rim physics system as last year, with some minor tuning
Thank you so much for your time.Comment
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Re: Ask the devs : Physics
Been one of my biggest pet peeves on this series for a long time. Could you please comment on this?Does the physics engine help determine dunk animations? For instance, if I'm hip-to-hip with a defender and go up for a dunk, I don't want to do a spinning, 360, one-handed dunk. In that instance, I want to go up strong and try to finish quickly and/or with power. Or say I have a defender directly behind me, I don't want my player to try a dunk where he brings the ball behind his head because it will give the defender a chance to make a block.
In short, will the physics engine realize there's a defender either in direct contact or in close proximity and pick an appropriate dunk, or is it still a roll-of-the-dice as to which dunk animation will be selected?Comment
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Hates exclusive licenses...
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Re: Ask the devs : Physics
Are these dunks in the videos released so far placeholders? I've read that the ratings weren't in the game at the time and everyone was tuned to be the quickest and most explosive, and i've read that alot of animations have been added and/or replaced.Comment

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