
NBA Inside Drive 2004 Interview Questions
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NBA Inside Drive 2004 Interview Questions
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Re: NBA Inside Drive 2004 Interview Questions
Will the blocking animation be more refined, and will the AI contest jumpshots better? It seems to me the AI isn't very good at contesting jumpshots so they rarely ever foul jumpshooters.
Will the AI take advantage if you fall for a pumpfake, by leaning into you to draw the foul?
Will the AI be able to step in front of an offensive player in the paint and draw the charge? (Hopefully the number of block fouls and charging fouls in the paint is well-balanced. At the very least, I hope there are sliders for this, since this aspect is VERY important IMHO to make the game tougher and better)
Will there be more isolations whenever a play breaks down? I'd like to see less off the ball movement from game to game and more isolations so it's harder to score and it turns into tough defensive-minded games.
Will there be more free throws in the game?
Will there be smarter AI in the fourth quarter? In ID 2003, it seems like the AI goes berserk and starts running up the court no matter if they're trailing by a huge margin, small margin, or leading by a small margin. It just doesn't make sense since they use less clock, think they can still win the game when the game's WAY out of reach, or just exhaust themselves by continually turning it over and playing without any discipline. I'd like to see better game tempo by them.
Also, will the offensive awareness be tweaked so that on certain possessions the AI will try to get the ball inside or to a certain player and they get too caught up with that and just don't manage to even attempt a shot before the shot clock violation? This should happen especially in road games since the crowd isn't behind you to alert you on the shot clock running out. Not often, but it should happen once in a while. In ID 2003 it seems like the AI will put up whatever shot it can before a shot clock violation, and it's ALWAYS aware of it.
Also, will the AI pressure the ball more? Full court presses just don't seem to be implemented by the AI in ID 2003, and half court traps are rare. I'd like to see the AI vary the defenses a lot more to perplex the user and play a much tougher defensive game.
I'd like to see 3/4 court pressure implemented.
Will there be pass deflections in the game?
Will there be time to set up your defense on an inbounds pass? I've noticed that none of the games do it right. In the NBA, when a pass is about to be inbounded from the sideline, the players bunch up together and match up man to man, and then they try to stick to their defender as they run around screens to get free to receive the pass. I'd like to see the AI and the user sometimes fail to inbounds the pass or have to be forced into using a timeout just to re-organize the offense for that.
Also, will you be able to choose from taking a jumper or laying the ball up when close to the basket?
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Re: NBA Inside Drive 2004 Interview Questions
Will the blocking animation be more refined, and will the AI contest jumpshots better? It seems to me the AI isn't very good at contesting jumpshots so they rarely ever foul jumpshooters.
Will the AI take advantage if you fall for a pumpfake, by leaning into you to draw the foul?
Will the AI be able to step in front of an offensive player in the paint and draw the charge? (Hopefully the number of block fouls and charging fouls in the paint is well-balanced. At the very least, I hope there are sliders for this, since this aspect is VERY important IMHO to make the game tougher and better)
Will there be more isolations whenever a play breaks down? I'd like to see less off the ball movement from game to game and more isolations so it's harder to score and it turns into tough defensive-minded games.
Will there be more free throws in the game?
Will there be smarter AI in the fourth quarter? In ID 2003, it seems like the AI goes berserk and starts running up the court no matter if they're trailing by a huge margin, small margin, or leading by a small margin. It just doesn't make sense since they use less clock, think they can still win the game when the game's WAY out of reach, or just exhaust themselves by continually turning it over and playing without any discipline. I'd like to see better game tempo by them.
Also, will the offensive awareness be tweaked so that on certain possessions the AI will try to get the ball inside or to a certain player and they get too caught up with that and just don't manage to even attempt a shot before the shot clock violation? This should happen especially in road games since the crowd isn't behind you to alert you on the shot clock running out. Not often, but it should happen once in a while. In ID 2003 it seems like the AI will put up whatever shot it can before a shot clock violation, and it's ALWAYS aware of it.
Also, will the AI pressure the ball more? Full court presses just don't seem to be implemented by the AI in ID 2003, and half court traps are rare. I'd like to see the AI vary the defenses a lot more to perplex the user and play a much tougher defensive game.
I'd like to see 3/4 court pressure implemented.
Will there be pass deflections in the game?
Will there be time to set up your defense on an inbounds pass? I've noticed that none of the games do it right. In the NBA, when a pass is about to be inbounded from the sideline, the players bunch up together and match up man to man, and then they try to stick to their defender as they run around screens to get free to receive the pass. I'd like to see the AI and the user sometimes fail to inbounds the pass or have to be forced into using a timeout just to re-organize the offense for that.
Also, will you be able to choose from taking a jumper or laying the ball up when close to the basket?
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