NBA Elite 11 OS Exclusive Video: Oklahoma City Thunder @ Detroit Pistons
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Re: NBA Elite 11 OS Exclusive Video: Oklahoma City Thunder @ Detroit Pistons
If you pro hop or do a running gather directly into someone who is between you and the net you will get called for an offensive foul.
This is tuned based on the angle between the players, the angle you're moving in the hop and how long you've been in the move (short time means more likely a foul).
Initially this was causing there to be a lot of fouls in the game, so it was tuned back a couple of times.
Not sure where it finished off in the end, but the effect is definitely still going to be there to keep it from being an exploit.Comment
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Re: NBA Elite 11 OS Exclusive Video: Oklahoma City Thunder @ Detroit Pistons
Dude that s'not what i asked i said why do you respond to everyones comments you've been responding to everybody's comments about ELite not just the ones toward youComment
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Re: NBA Elite 11 OS Exclusive Video: Oklahoma City Thunder @ Detroit Pistons
I can give you the low down on that because I worked on that part.
If you pro hop or do a running gather directly into someone who is between you and the net you will get called for an offensive foul.
This is tuned based on the angle between the players, the angle you're moving in the hop and how long you've been in the move (short time means more likely a foul).
Initially this was causing there to be a lot of fouls in the game, so it was tuned back a couple of times.
Not sure where it finished off in the end, but the effect is definitely still going to be there to keep it from being an exploit.Comment
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Re: NBA Elite 11 OS Exclusive Video: Oklahoma City Thunder @ Detroit Pistons
I can give you the low down on that because I worked on that part.
If you pro hop or do a running gather directly into someone who is between you and the net you will get called for an offensive foul.
This is tuned based on the angle between the players, the angle you're moving in the hop and how long you've been in the move (short time means more likely a foul).
Initially this was causing there to be a lot of fouls in the game, so it was tuned back a couple of times.
Not sure where it finished off in the end, but the effect is definitely still going to be there to keep it from being an exploit.Comment
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Re: NBA Elite 11 OS Exclusive Video: Oklahoma City Thunder @ Detroit Pistons
First i dont respond to everyones comments. And like i was told this is a open forum so if i choose to respond to someones comment I am free to do soComment
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Re: NBA Elite 11 OS Exclusive Video: Oklahoma City Thunder @ Detroit Pistons
Correct me if im wrong but can a defensive foul be called if the offensive player pro hopes into the defender?Comment
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Re: NBA Elite 11 OS Exclusive Video: Oklahoma City Thunder @ Detroit Pistons
dude you need to relax people are trying to discuss the video and your on them all the time...Comment
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Re: NBA Elite 11 OS Exclusive Video: Oklahoma City Thunder @ Detroit Pistons
Thats what i'm saying he replies to everyone elses comments like EA paying him or something i know its a thread and you can do what you want but like........you racing from one comment to the next..and on to tha next oneComment
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Re: NBA Elite 11 OS Exclusive Video: Oklahoma City Thunder @ Detroit Pistons
Hey rEAnimator here's some questions I asked a while back that were never answered:
We apparently were told that 2 player animations were responsible for all the sucking and pulling felt while playing D, something I too hated about Live 10. My question is when I deleted the patch the suction was gone but the game looked the same, so what's the difference?
I remember all the complaints about being able to stay w/your man when Live 10 was released, the patches came out, and that problem was solved. Isn't the truth about the defensive suction is that it was installed as a defensive aid and not a direct result of 2 player animation?
I do realize there were other suction sequences like during lay-ups and other drives to the basket but if the suction could be implemented and reduced w/code without reducing the animations can't the layup ones fall into the same category? Is the suction not simply caused by the threshold that's programed into the game to trigger the animations?
I am not really addressing the other benefits or losses affected by total control only the notion that suction is a direct result of two player animation, when it seems apparent that the event and it's threshold that triggers the two player animation to play out is the real cause of suction. Will you clarify this for me? Thanks in advance!
Also I appreciate your efforts and thick skin during this barrage from critics like me. In my case it's not about bashing your efforts only our common interest in the best game possible.
As you may or may not know, I did not work on Live last year so I'm not familiar with what was in the patch.
But from my understanding playing the game (without the patch) you would get sucked into a dribble bump animation or a jostle animation when you drove the lane (the rules of when this happened or didn't aren't clear to me).
So there were two problems with these situations.
One was the you got pulled into them. This was due to limited animation coverage (different angles and distances) and also the reliance on them to keep the dribbler from penetrating.
The other problem was that you could not break out of these animations (either on offense or defense).
As you mentioned, this happened in other situations as well (layups, dunks, rebounds, double teams, dribble moves, etc).
It all added up to a lot of loss of control and frustration for me when I played the game.
On top of the two player animations, there were also turn animations on both offense and defense.
The defensive ones bothered me the most as they were not consistent, and did not give you the responsiveness needed to effectively track the dribbler. Hence the reliance on the two player animations.
This year as you know we've scrapped the two player animations and play animations based on the physics system (when collisions happen).
You also have full control of your character while in those situations, so you can continue to work (both on offense and defense) while in contact.
In addition, our locomotion system while on defense is completely physics driven. That meant we could tuned the effect of momentum and responsiveness across the board and make sure it was consistent. We were also able to better apply ratings for acceleration, agility and speed by plugging them into the physics model.
This makes it possible to track your player, eliminating the need for the two player animations as a defensive tool.
It's possible that the patch increased how much the two player anims played. The range in which they would pull you in. But before the patch the problem was still there.
I think you'll find the difference is striking when you try out Elite.Comment
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Re: NBA Elite 11 OS Exclusive Video: Oklahoma City Thunder @ Detroit Pistons
I know....
Ill just ban all of you guys then it'll be quiet in here
because this is making my head hurt and it has turned into an all out me and you discussion
fatleg, dude just stop man, you're the main denominator in every single off topic argument in every thread... enough
the rest of you guys, quit posting on other posters
Last warningComment
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Re: NBA Elite 11 OS Exclusive Video: Oklahoma City Thunder @ Detroit Pistons
Reanimator i also have a question thats been bugging me since i've seen the videos. The dribbling animations are they all the same for everyone with just the speed differentiating them because a lot of them looked just like the other but moved at different pacesComment
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Re: NBA Elite 11 OS Exclusive Video: Oklahoma City Thunder @ Detroit Pistons
What I was describing are the specific things we put in to make sure that move was not exploitable, and to give it a good risk/reward balance.Comment
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Re: NBA Elite 11 OS Exclusive Video: Oklahoma City Thunder @ Detroit Pistons
OK, that's what I thought, thanks for the response.Comment
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