NBA Live 18 Trailer - The One, Demo Coming in August
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Re: NBA Live 18 Trailer - The One, Demo Coming in August
Thanks for the honest impressions, 23, always appreciate 'em! Can you confirm that you can still shoot the ball with square/X? I hate sticks for shooting jumpers...
Sent from my Nexus 5X using Operation Sports mobile app
I shot with the button, that's what I was trying to say.
Did the meter still have the percentage thing from Live 16? I actually kinda liked that
Sent from my Nexus 5X using Operation Sports mobile app
No percentage, just colorsComment
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Re: NBA Live 18 Trailer - The One, Demo Coming in August
Why release everything now? The other game only reveals the different covers and release date. Slow and steady can win the race.
Sent from my iPhone using Operation SportsDallas Sports!Comment
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Re: NBA Live 18 Trailer - The One, Demo Coming in August
Pretty sure the Cavs and Warriors were available in play now as well. I saw the video of Conner doing a slow mo ankle breaker and drive.
Sent from my iPhone using Operation SportsDallas Sports!Comment
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Re: NBA Live 18 Trailer - The One, Demo Coming in August
Easy to do some moves, but to do some of the more intricate chains, your stick skills better be up to par.Twitter - WTF_OS
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Re: NBA Live 18 Trailer - The One, Demo Coming in August
Awesome stuff. Shot stick also?
Sent from my iPhone using Operation SportsDallas Sports!Comment
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Re: NBA Live 18 Trailer - The One, Demo Coming in August
Played one drew league game. Overall I am really impressed with how far it's come since Live 16. It still has some issues but it is a significant improvement.
Pros:
Dribbling: One of the biggest and most noticeable improvements in the game. Really felt like I was controlling Kyrie Irving and could take people off the dribble in one on one scenarios. I loved how you could chain moves together and it looked and felt great. As WTF has stated, it has a learning curve to this system, but it will pay off once the practice is put in. A lot more in depth than Live 16.
Player Contact: Saw a lot of player contact on the perimeter and in the paint which was nice to see. It feels a lot more physical than Live 16 and feels like you can't just push your way through like in 16. This leads to having to play the angles rather than just charging down the middle to get a basket.
Shooting: I was getting used to the shot stick which took a while, but after a couple of shots it was intuitive to use like 2K. I loved the step backs in the game. You get a lot of separation from your defender if timed correctly and it looks really good. I had a couple of step backs with DeMar DeRozan that looked amazing. Running jumpers are there which are nice to see. Most of the dunks and layups I saw were good and contextually correct in those situations.
Blocking: Definitely improved from Live 16 and pulled off some beautiful blocks with Lebron. One case, KD beat me off the dribble, Lebron rotated from the weak side and went up and blocked KD at the rim. Was the most impressive play of the demo that I played. There is still some funkyness but for the most part a good system and much improved over 16.
Neutral:
Animations: This was the biggest thing I was looking forward to see in person. At times this game animates beautiful and at times it animated like old Live. A majority of the animations looked fluid and nice to see. But once the old animations started coming up in some cases it really became noticeable. I was talking to one of the developers the entire time about this and was really trying to stress the importance of removing legacy animations. He stated they are removing and replacing them daily but there a quite a few still hanging around. I wouldn't go into Live 18 expecting it to have all the animation issues ironed out, but I can see them removing close to all legacy animations in Live 19 at the rate they are going.
Cons:
Pace/Speed/Player movement: I lumped these issues together because they are related and really hurt the game. I was really conflicted about this area and had a discussion with the one of the developers about this. I like that players feel more "heavy" and grounded but it comes at a cost of really differentiating between players and speed. I didn't feel that I could simply outrun a big man with one of the guards. It might be due to player running animations or movement but I really really didn't like this. The best way to describe it is that it is missing the intensity and urgency of running. I didn't get the "scaryness" feeling? Best example is that I didn't feel like Lebron running down on a fastbreak. In real life he is extremely large, strong, quick, athletic, and extremely scary coming at you at 20 mph and it was not there in the demo. This leads into my next point, it didn't feel like I could really beat a team in transition and really go for that Warriors quick pace tempo basketball. They realistically have less than two months of actual development time left and fixing this issue should really be the main focal point before release, otherwise the game will be limited in just half-court offense. This will hurt them more than funky animations will.
Contextual Choices:
In some cases I didn't like the contextual choices and animations that were being played. When I had an open guy by the hoop, I wanted him to quickly go straight up and finish, but in some cases it would either be an unnecessary two step gather or spin and then go up for the layup or dunk. I really didn't like this and stressed to the developer that "simpler" is always better in these cases. I don't care about seeing some "cool move". I want to see good basketball fundamentals around the hoop and not everything that happens needs to be a highlight reel event. A majority of basketball is simple actions that lead to a bucket, and not every play needs to be a sports center top 10 candidate.
Bank shots: I didn't see any bank shots and the developer told me they were contextual? I don't like this!!!!!!!!!!!!!!!!! I don't want a game to decide when it is appropriate to use the bank. Never limit user control and never make the assumption that you know better basketball than the user. Let me as a user decide when it is appropriate to pull off a bank shot! The developer I spoke with said they are having internal discussions about this and I want to see a dedicated option before release! WTF, seriously push on this issue!!! I loved the ability in Live 10 to decide to bank a shot if I wanted, why I am losing control in Live 18?
Tidbits from talking to Ryan Santos:
I asked about roster editing and got the "team is working hard on this" answer. Didn't get a yes or a no, but I wasn't the only one at the event asking for this.
I asked to bring the hangar back! This was one of the coolest features of Live back on 360 days. I loved when I booted up the game and went straight into a practice area(Live 06 - 09) or hangar(Live 10). I could quickly switch players and shoot around. I spent a lot of time in Live 10 just in this area. I would love to see it brought back and expanded(I have a ton of suggestions for this). This feature goes a long way in my opinion and really allows the user to play the game at all times(even when a 5-on-5 game is loading you could shoot around). I don't like having to navigating to a practice area and having all of these loading screens. They are thinking about adding this back in the future, but unfortunately it won't be in Live 18.
One of the developers told me that you can throw an alley-oop off the back-board to yourself, but I didn't get to see this.
Overall, I had a fun time with the game and can't wait for the demo.Comment
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Re: NBA Live 18 Trailer - The One, Demo Coming in August
Played one drew league game. Overall I am really impressed with how far it's come since Live 16. It still has some issues but it is a significant improvement.
Pros:
Dribbling: One of the biggest and most noticeable improvements in the game. Really felt like I was controlling Kyrie Irving and could take people off the dribble in one on one scenarios. I loved how you could chain moves together and it looked and felt great. As WTF has stated, it has a learning curve to this system, but it will pay off once the practice is put in. A lot more in depth than Live 16.
Player Contact: Saw a lot of player contact on the perimeter and in the paint which was nice to see. It feels a lot more physical than Live 16 and feels like you can't just push your way through like in 16. This leads to having to play the angles rather than just charging down the middle to get a basket.
Shooting: I was getting used to the shot stick which took a while, but after a couple of shots it was intuitive to use like 2K. I loved the step backs in the game. You get a lot of separation from your defender if timed correctly and it looks really good. I had a couple of step backs with DeMar DeRozan that looked amazing. Running jumpers are there which are nice to see. Most of the dunks and layups I saw were good and contextually correct in those situations.
Blocking: Definitely improved from Live 16 and pulled off some beautiful blocks with Lebron. One case, KD beat me off the dribble, Lebron rotated from the weak side and went up and blocked KD at the rim. Was the most impressive play of the demo that I played. There is still some funkyness but for the most part a good system and much improved over 16.
Neutral:
Animations: This was the biggest thing I was looking forward to see in person. At times this game animates beautiful and at times it animated like old Live. A majority of the animations looked fluid and nice to see. But once the old animations started coming up in some cases it really became noticeable. I was talking to one of the developers the entire time about this and was really trying to stress the importance of removing legacy animations. He stated they are removing and replacing them daily but there a quite a few still hanging around. I wouldn't go into Live 18 expecting it to have all the animation issues ironed out, but I can see them removing close to all legacy animations in Live 19 at the rate they are going.
Cons:
Pace/Speed/Player movement: I lumped these issues together because they are related and really hurt the game. I was really conflicted about this area and had a discussion with the one of the developers about this. I like that players feel more "heavy" and grounded but it comes at a cost of really differentiating between players and speed. I didn't feel that I could simply outrun a big man with one of the guards. It might be due to player running animations or movement but I really really didn't like this. The best way to describe it is that it is missing the intensity and urgency of running. I didn't get the "scaryness" feeling? Best example is that I didn't feel like Lebron running down on a fastbreak. In real life he is extremely large, strong, quick, athletic, and extremely scary coming at you at 20 mph and it was not there in the demo. This leads into my next point, it didn't feel like I could really beat a team in transition and really go for that Warriors quick pace tempo basketball. They realistically have less than two months of actual development time left and fixing this issue should really be the main focal point before release, otherwise the game will be limited in just half-court offense. This will hurt them more than funky animations will.
Contextual Choices:
In some cases I didn't like the contextual choices and animations that were being played. When I had an open guy by the hoop, I wanted him to quickly go straight up and finish, but in some cases it would either be an unnecessary two step gather or spin and then go up for the layup or dunk. I really didn't like this and stressed to the developer that "simpler" is always better in these cases. I don't care about seeing some "cool move". I want to see good basketball fundamentals around the hoop and not everything that happens needs to be a highlight reel event. A majority of basketball is simple actions that lead to a bucket, and not every play needs to be a sports center top 10 candidate.
Bank shots: I didn't see any bank shots and the developer told me they were contextual? I don't like this!!!!!!!!!!!!!!!!! I don't want a game to decide when it is appropriate to use the bank. Never limit user control and never make the assumption that you know better basketball than the user. Let me as a user decide when it is appropriate to pull off a bank shot! The developer I spoke with said they are having internal discussions about this and I want to see a dedicated option before release! WTF, seriously push on this issue!!! I loved the ability in Live 10 to decide to bank a shot if I wanted, why I am losing control in Live 18?
Tidbits from talking to Ryan Santos:
I asked about roster editing and got the "team is working hard on this" answer. Didn't get a yes or a no, but I wasn't the only one at the event asking for this.
I asked to bring the hangar back! This was one of the coolest features of Live back on 360 days. I loved when I booted up the game and went straight into a practice area(Live 06 - 09) or hangar(Live 10). I could quickly switch players and shoot around. I spent a lot of time in Live 10 just in this area. I would love to see it brought back and expanded(I have a ton of suggestions for this). This feature goes a long way in my opinion and really allows the user to play the game at all times(even when a 5-on-5 game is loading you could shoot around). I don't like having to navigating to a practice area and having all of these loading screens. They are thinking about adding this back in the future, but unfortunately it won't be in Live 18.
One of the developers told me that you can throw an alley-oop off the back-board to yourself, but I didn't get to see this.
Overall, I had a fun time with the game and can't wait for the demo.
Disappointed that "the team is working hard on this" was the answer for roster editing. But at least they're working on it? I'm getting the feeling that it won't be ready when the game releases, but perhaps it could be patched in?
If there wasn't a question about the roster editing, I'd be very excited for what Live has shown so far. But leaving out a classic feature like that, one which 2K allows us to go into some insane depth with, is tantamount to negligence at this point.Comment
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Re: NBA Live 18 Trailer - The One, Demo Coming in August
see if cpu players like kyrie create pull up midrange jumpers off the dribble. if the cpu dont take pull up mid range jumpers the game is a no for meComment
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Re: NBA Live 18 Trailer - The One, Demo Coming in August
Has anybody that played this game had a chance to do or seen a floater? I have always hated the fact that I could not do a floater on choice and will limit the effectiveness of some very crafty smaller players in the league. As positive as I feel about this game right now I will be severely disappointed if this is still the case.Comment
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Re: NBA Live 18 Trailer - The One, Demo Coming in August
Has anybody that played this game had a chance to do or seen a floater? I have always hated the fact that I could not do a floater on choice and will limit the effectiveness of some very crafty smaller players in the league. As positive as I feel about this game right now I will be severely disappointed if this is still the case.
I actually asked about this to the developer. He said you can pull off floaters. I didn't get the chance to pull one off but I think it's the same control scheme as 2K to pull off a floater. Holding away from the basket while driving? WTF or 23 can correct me if I am wrong.
Sent from my iPhone using Operation SportsComment
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Re: NBA Live 18 Trailer - The One, Demo Coming in August
I actually asked about this to the developer. He said you can pull off floaters. I didn't get the chance to pull one off but I think it's the same control scheme as 2K to pull off a floater. Holding away from the basket while driving? WTF or 23 can correct me if I am wrong.
Sent from my iPhone using Operation Sports
Sent from my SM-N910P using TapatalkComment
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Re: NBA Live 18 Trailer - The One, Demo Coming in August
Played one drew league game. Overall I am really impressed with how far it's come since Live 16. It still has some issues but it is a significant improvement.
Pros:
Dribbling: One of the biggest and most noticeable improvements in the game. Really felt like I was controlling Kyrie Irving and could take people off the dribble in one on one scenarios. I loved how you could chain moves together and it looked and felt great. As WTF has stated, it has a learning curve to this system, but it will pay off once the practice is put in. A lot more in depth than Live 16.
Player Contact: Saw a lot of player contact on the perimeter and in the paint which was nice to see. It feels a lot more physical than Live 16 and feels like you can't just push your way through like in 16. This leads to having to play the angles rather than just charging down the middle to get a basket.
Shooting: I was getting used to the shot stick which took a while, but after a couple of shots it was intuitive to use like 2K. I loved the step backs in the game. You get a lot of separation from your defender if timed correctly and it looks really good. I had a couple of step backs with DeMar DeRozan that looked amazing. Running jumpers are there which are nice to see. Most of the dunks and layups I saw were good and contextually correct in those situations.
Blocking: Definitely improved from Live 16 and pulled off some beautiful blocks with Lebron. One case, KD beat me off the dribble, Lebron rotated from the weak side and went up and blocked KD at the rim. Was the most impressive play of the demo that I played. There is still some funkyness but for the most part a good system and much improved over 16.
Neutral:
Animations: This was the biggest thing I was looking forward to see in person. At times this game animates beautiful and at times it animated like old Live. A majority of the animations looked fluid and nice to see. But once the old animations started coming up in some cases it really became noticeable. I was talking to one of the developers the entire time about this and was really trying to stress the importance of removing legacy animations. He stated they are removing and replacing them daily but there a quite a few still hanging around. I wouldn't go into Live 18 expecting it to have all the animation issues ironed out, but I can see them removing close to all legacy animations in Live 19 at the rate they are going.
Cons:
Pace/Speed/Player movement: I lumped these issues together because they are related and really hurt the game. I was really conflicted about this area and had a discussion with the one of the developers about this. I like that players feel more "heavy" and grounded but it comes at a cost of really differentiating between players and speed. I didn't feel that I could simply outrun a big man with one of the guards. It might be due to player running animations or movement but I really really didn't like this. The best way to describe it is that it is missing the intensity and urgency of running. I didn't get the "scaryness" feeling? Best example is that I didn't feel like Lebron running down on a fastbreak. In real life he is extremely large, strong, quick, athletic, and extremely scary coming at you at 20 mph and it was not there in the demo. This leads into my next point, it didn't feel like I could really beat a team in transition and really go for that Warriors quick pace tempo basketball. They realistically have less than two months of actual development time left and fixing this issue should really be the main focal point before release, otherwise the game will be limited in just half-court offense. This will hurt them more than funky animations will.
Contextual Choices:
In some cases I didn't like the contextual choices and animations that were being played. When I had an open guy by the hoop, I wanted him to quickly go straight up and finish, but in some cases it would either be an unnecessary two step gather or spin and then go up for the layup or dunk. I really didn't like this and stressed to the developer that "simpler" is always better in these cases. I don't care about seeing some "cool move". I want to see good basketball fundamentals around the hoop and not everything that happens needs to be a highlight reel event. A majority of basketball is simple actions that lead to a bucket, and not every play needs to be a sports center top 10 candidate.
Bank shots: I didn't see any bank shots and the developer told me they were contextual? I don't like this!!!!!!!!!!!!!!!!! I don't want a game to decide when it is appropriate to use the bank. Never limit user control and never make the assumption that you know better basketball than the user. Let me as a user decide when it is appropriate to pull off a bank shot! The developer I spoke with said they are having internal discussions about this and I want to see a dedicated option before release! WTF, seriously push on this issue!!! I loved the ability in Live 10 to decide to bank a shot if I wanted, why I am losing control in Live 18?
Tidbits from talking to Ryan Santos:
I asked about roster editing and got the "team is working hard on this" answer. Didn't get a yes or a no, but I wasn't the only one at the event asking for this.
I asked to bring the hangar back! This was one of the coolest features of Live back on 360 days. I loved when I booted up the game and went straight into a practice area(Live 06 - 09) or hangar(Live 10). I could quickly switch players and shoot around. I spent a lot of time in Live 10 just in this area. I would love to see it brought back and expanded(I have a ton of suggestions for this). This feature goes a long way in my opinion and really allows the user to play the game at all times(even when a 5-on-5 game is loading you could shoot around). I don't like having to navigating to a practice area and having all of these loading screens. They are thinking about adding this back in the future, but unfortunately it won't be in Live 18.
One of the developers told me that you can throw an alley-oop off the back-board to yourself, but I didn't get to see this.
Overall, I had a fun time with the game and can't wait for the demo.
Haval and I used to play Live 10 ALOT back in the day so its no wonder hes seen most of the same things.
I just consider the movement weight thing as well as shooting floaty not heavy.
Also they said they have the 4 pass buttons pass bounce pass etc
Sent from my SM-N910P using TapatalkComment
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